GameObject Methods |
The GameObject type exposes the following members.
Name | Description | |
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AddComponent |
Add a component to this GameObject instance.
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AddComponentDebug |
Add a component to this GameObject instance, but only if in debug mode.
If not in debug mode, will do nothing.
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BeforeDraw |
Called every frame to do updates right before drawing scene.
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CallCollisionEnd |
Called when the Game Object stop colliding with another object.
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CallCollisionProcess |
Called every frame while the Game Object is colliding with another object.
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CallCollisionStart |
Called when the Game Object start colliding with another object.
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CallSpawnEvent |
Spawn event is something that should be called once after the game object is ready with all components.
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Clone |
Clone this game object.
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CreateOctree |
Create an octree object with params.
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Destroy |
Destroy this Game Object.
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DoOnUpdate |
Register a function to call on every update loop.
This is a quick method to add per-object functionality without defining a component type.
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Equals | Determines whether the specified object is equal to the current object. (Inherited from Object.) | |
Find |
Find a child GameObject.
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FixedUpdate |
Triggers a Fixed Update event (update that happens every const amount of seconds).
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GetComponentCompType |
Get component by type / name.
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GetComponentsCompType |
Get all components by type / name.
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GetHashCode | Serves as the default hash function. (Inherited from Object.) | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
Heartbeat |
Trigger a heartbeat event.
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RemoveComponent |
Remove a component from this GameObject instance.
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SendMessage |
Invoke the 'OnReceiveMessage' callback of all the components of this entity.
Note: this is used mostly for communication between user scripts.
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ToString | Returns a string that represents the current object. (Inherited from Object.) | |
Trigger |
Iterate over all the components and call 'methodName()', if such method exists.
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Update |
Called every frame to do GameObject events.
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