Struct OnObjectEventBuilder
- Namespace
- LunyScript
- Assembly
- LunyScript.dll
Handles object centered/targeted events, eg state, update, collision events.
public readonly struct OnObjectEventBuilder
Methods
AfterFrameUpdate(params ScriptActionBlock[])
Runs after frame update while object is enabled.
public ISequenceBlock AfterFrameUpdate(params ScriptActionBlock[] blocks)
Parameters
blocksScriptActionBlock[]
Returns
Collision()
Starts a filtered 3D collision event builder. Chain filter methods (Tagged, Named, Layered, Masked, Typed, Cooldown) then event handlers (Begins, Updates, Ends) and finalize with Do().
public PhysicsEventBuilder<CollisionBuilderStart> Collision()
Returns
Created(params ScriptActionBlock[])
Runs once the moment when the object is instantiated.
public ISequenceBlock Created(params ScriptActionBlock[] blocks)
Parameters
blocksScriptActionBlock[]
Returns
Destroyed(params ScriptActionBlock[])
Runs once when the object gets destroyed. The object is already disabled, the native engine instance still exists.
public ISequenceBlock Destroyed(params ScriptActionBlock[] blocks)
Parameters
blocksScriptActionBlock[]
Returns
Disabled(params ScriptActionBlock[])
Runs every time the object's state changes to 'disabled' (not visible, not participating). Runs directly before 'Destroyed' if the object was enabled as it got destroyed.
public ISequenceBlock Disabled(params ScriptActionBlock[] blocks)
Parameters
blocksScriptActionBlock[]
Returns
Enabled(params ScriptActionBlock[])
Runs every time the object's state changes to 'enabled' (visible and participating). Runs directly after 'Created' if the object was just instantiated.
public ISequenceBlock Enabled(params ScriptActionBlock[] blocks)
Parameters
blocksScriptActionBlock[]
Returns
FrameUpdate(params ScriptActionBlock[])
Runs every frame while object is enabled.
public ISequenceBlock FrameUpdate(params ScriptActionBlock[] blocks)
Parameters
blocksScriptActionBlock[]
Returns
Heartbeat(params ScriptActionBlock[])
Runs on fixed-rate stepping while object is enabled. Scheduling depends on engine and Time settings, but typically runs 30 or 50 times per second. May run multiple times per frame and may not run in every frame.
public ISequenceBlock Heartbeat(params ScriptActionBlock[] blocks)
Parameters
blocksScriptActionBlock[]
Returns
Ready(params ScriptActionBlock[])
Runs once per lifetime just before the object starts processing frame/time-step events.
public ISequenceBlock Ready(params ScriptActionBlock[] blocks)
Parameters
blocksScriptActionBlock[]
Returns
Trigger()
Starts a filtered 3D trigger event builder. Chain filter methods (Tagged, Named, Layered, Masked, Typed, Cooldown) then event handlers (Begins, Updates, Ends) and finalize with Do().
public PhysicsEventBuilder<CollisionBuilderStart> Trigger()