Class UnityExecutableLibrary
Executable function library for Unity built-in types
public class UnityExecutableLibrary : ExecutableFunctionLibrary
- Inheritance
-
objectUnityExecutableLibrary
- Inherited Members
-
object.Equals(object)object.Equals(object, object)object.GetHashCode()object.GetType()object.MemberwiseClone()object.ReferenceEquals(object, object)object.ToString()
Methods
Flow_ComponentGetComponent(Component, SerializedType<Component>)
public static Component Flow_ComponentGetComponent(Component component, SerializedType<Component> type)
Parameters
componentComponenttypeSerializedType<Component>
Returns
- Component
Flow_ComponentGetComponentInChildren(Component, SerializedType<Component>)
public static Component Flow_ComponentGetComponentInChildren(Component component, SerializedType<Component> type)
Parameters
componentComponenttypeSerializedType<Component>
Returns
- Component
Flow_Destroy(UObject)
Removes a GameObject, component or asset.
public static void Flow_Destroy(UObject uObject)
Parameters
uObjectUObject
Flow_FindGameObject(string)
Finds a GameObject by name and returns it.
public static GameObject Flow_FindGameObject(string name)
Parameters
namestring
Returns
- GameObject
Flow_FindGameObjectWithTag(string)
Returns one active GameObject tag. Returns null if no GameObject was found.
public static GameObject Flow_FindGameObjectWithTag(string tag)
Parameters
tagstring
Returns
- GameObject
Flow_FindObjectOfType(SerializedType<UObject>)
Retrieves the first active loaded object of Type type.
public static UObject Flow_FindObjectOfType(SerializedType<UObject> type)
Parameters
typeSerializedType<UObject>
Returns
- UObject
Flow_GameObjectGetActiveSelf(GameObject)
Get the local active state of this GameObject.
public static bool Flow_GameObjectGetActiveSelf(GameObject gameObject)
Parameters
gameObjectGameObject
Returns
- bool
Flow_GameObjectGetComponent(GameObject, SerializedType<Component>)
public static Component Flow_GameObjectGetComponent(GameObject gameObject, SerializedType<Component> type)
Parameters
gameObjectGameObjecttypeSerializedType<Component>
Returns
- Component
Flow_GameObjectGetComponentInChildren(GameObject, SerializedType<Component>)
public static Component Flow_GameObjectGetComponentInChildren(GameObject gameObject, SerializedType<Component> type)
Parameters
gameObjectGameObjecttypeSerializedType<Component>
Returns
- Component
Flow_GameObjectSetActive(GameObject, bool)
ActivatesDeactivates the GameObject, depending on the given true or false value.
public static void Flow_GameObjectSetActive(GameObject gameObject, bool value)
Parameters
gameObjectGameObjectvaluebool
Flow_RandomRange(float, float)
Returns a random float within [minInclusive..maxInclusive] (range is inclusive).
public static float Flow_RandomRange(float minInclusive, float maxInclusive)
Parameters
minInclusivefloatmaxInclusivefloat
Returns
- float
Flow_RandomRangeInt(int, int)
Return a random int within [minInclusive..maxExclusive).
public static int Flow_RandomRangeInt(int minInclusive, int maxInclusive)
Parameters
minInclusiveintmaxInclusiveint
Returns
- int
Flow_TransformFind(Transform, string)
Finds a child by name n and returns it.
public static Transform Flow_TransformFind(Transform transform, string name)
Parameters
transformTransformnamestring
Returns
- Transform
Flow_TransformGetChild(Transform, int)
Returns a transform child by index.
public static Transform Flow_TransformGetChild(Transform transform, int index)
Parameters
transformTransformindexint
Returns
- Transform
Flow_UObjectIsValid(UObject)
Validate a GameObject, component or asset is alive.
public static bool Flow_UObjectIsValid(UObject uObject)
Parameters
uObjectUObject
Returns
- bool