Namespace LunyScript.Blocks
Classes
- ComputedVariableBlock
Abstract base for variable blocks that compute their value on-the-fly from runtime context rather than reading from a Table entry. TargetHandle is permanently null, so Set/Add/etc. will throw LunyScriptVariableException ("Cannot modify read-only variable").
- ConstantVariableBlock
Block that returns a constant variable value.
- IfBlock
Builder for constructing 'If' blocks with 'ElseIf' and 'Else' branches.
- ScriptActionBlock
Abstract base for action blocks that perform an action that may alter game state.
- ScriptBlock
Abstract base for all LunyScript blocks.
- ScriptConditionBlock
Abstract base for condition blocks that evaluate to a boolean result.
- SequenceBlock
Abstract base for sequence blocks that contain child action blocks.
- TableVariableBlock
Block that holds a reference to a script variable.
- 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).
- VarAccessor
Provides indexed access to script variables. Getter returns a VariableBlock for use in script expressions and conditions. Setter performs immediate variable assignment during Build().
- 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.
- ITimerCoroutineBlock
Represents a coroutine timer block. Timers fire after a duration elapses.