UMod.Scripting Namespace |
Class | Description | |
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GameObjectExtensions | ||
ScriptAssembly |
A ScriptAssembly represents a managed assembly that has been loaded into a ScriptDomain at runtime.
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ScriptDomain |
A ScriptDomain acts as a container for all code that is loaded dynamically at runtime.
Despite the name, the code is not actually loaded into an isolated domain but is instead loaded into the main application domain. This is due to unity restrictions.
The main responsiblility of the domin is to separate pre-compiled game code from runtime-loaded code.
As a result, you will only be able to access types from the domain that were loaded at runtime.
Any pre-compiled game code will be ignored.
Any assemblies or scripts that are loaded into the domain at runtime will remain until the application exits so you should be careful to avoid loading too many assemblies.
You would typically load user code at statup in a 'Load' method which would then exist and execute until the game exits.
Multiple domain instances may be created but you should note that all runtime code will be loaded into the current application domain. The ScriptDomain simply masks the types that are visible.
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ScriptFieldProxy |
A ScriptFieldProxy allows access to the fields of a type using a string identifier to lookup the field name"/>
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ScriptPropertyProxy |
A ScriptPropertyProxy allows access to the properties of a type using a string identifier to lookup the field name"/>
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ScriptProxy |
A ScriptProxy acts as a wrapper for a type instance and allows non-concrete communication if the type is unknown at compile time.
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ScriptType |
Represents a type that may or may not derive from MonoBehaviour.
A ScriptType is a wrapper for Type that contains methods for Unity specific operations.
The type may also be used to create instances of objects.
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Interface | Description | |
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IScriptMemberProxy |
Represents a member group collection that allows access to all members of a specific type.
The members data may be accessed via its member name which means that non-concrete communication is possible.
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Enumeration | Description | |
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ProxyCallConvention |
The method calling convention used when invoking a method.
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