Table of Contents

Namespace LunyScript.Blocks

Classes

ActionBlock

Abstract base for action blocks that perform an action that may alter game state.

ConditionBlock

Abstract base for condition blocks that evaluate to a boolean result.

ControlFlow
IfBlock

Builder for constructing 'If' blocks with 'ElseIf' and 'Else' branches.

ScriptBlock

Abstract base for all LunyScript blocks.

ScriptVariableBlock

Block that holds a reference to a script variable.

SequenceBlock

Abstract base for sequence blocks that contain child action blocks.

TransformInterpolateBlock

Abstract base for blocks that interpolate or step a transform property toward a target over time. Holds the shared optional parameters: speed, deadZone, axisLock, responsiveness.

TransformInterpolateTowardsObjectBlock

Abstract base for Towards blocks whose target is an ILunyObject in the scene (Move and Rotate towards).

TransformInterpolateTowardsVariableBlock

Abstract base for Towards blocks whose target is a VariableBlock value (Scale towards).

TransformPositionLerpTowardsObjectBlock
TransformPositionLinearTowardsObjectBlock
TransformPositionMoveByBlock
TransformPositionMoveRelativeBlock
TransformPositionSetLocalBlock
TransformPositionSetWorldBlock
TransformRotationLerpTowardsObjectBlock
TransformRotationLinearTowardsObjectBlock
TransformRotationLookAtBlock
TransformRotationSetLocalBlock
TransformRotationSetWorldBlock
TransformScaleSetLocalBlock
TransformScaleSetLocalUniformBlock
TransformScaleTowardsBlock
TransformScaleTowardsLerpBlock
VariableArithmeticBlock
VariableBlock

Abstract base for variable blocks that evaluate to a runtime Variable. Extends ScriptConditionBlock because variables are implicitly usable as conditions (via AsBoolean conversion).

VariableBlock<T>

Abstract base for blocks that evaluate to a typed struct value. Separate from the scalar VariableBlock hierarchy; does not participate in arithmetic, comparison, or boolean condition operators.

Interfaces

ICoroutineBlock

Represents a coroutine block that runs perpetually (indefinitely). Coroutines can be started, stopped, paused, resumed.

ICounterCoroutineBlock

Represents a coroutine counter block. Counters elapse after a specific number of frames/heartbeats have passed.

IScriptBlock

Base interface for LunyScript blocks.

ISequenceBlock
ITimerCoroutineBlock

Represents a coroutine timer block. Timers fire after a duration elapses.