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| static void | loadScene (int sceneBuildIndex, UnityEngine.SceneManagement.LoadSceneMode mode=UnityEngine.SceneManagement.LoadSceneMode.Single) |
| | Loads the specified scene at the beginning of the next update block.
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| static void | loadScene (string sceneName, UnityEngine.SceneManagement.LoadSceneMode mode=UnityEngine.SceneManagement.LoadSceneMode.Single) |
| | Loads the scene at the beginning of the next update block.
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| static void | unloadScene (string sceneName) |
| | Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.
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| static void | unloadScene (int sceneBuildIndex) |
| | Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.
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| static void | dontDestroyOnLoadAndRebind (GameObject target) |
| | Makes the game object target not be destroyed automatically when loading a new scene and rebind it automatically with FYFY.
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| static void | bind (GameObject gameObject, bool recursive=true) |
| | Bind a game object with FYFY. The game object will be registered by FYFY at the beginning of the next update block.
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| static void | unbind (GameObject gameObject, bool recursive=true) |
| | Unbind a game object to FYFY at the beginning of the next update block.
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| static bool | isBound (GameObject gameObject) |
| | Return true if the gameObject is bound, false else.
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static void | setGameObjectState (GameObject gameObject, bool enabled) |
| | Sets the state (enable/disable) of the game object at the beginning of the next update block.
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| static void | setGameObjectParent (GameObject gameObject, GameObject parent, bool worldPositionStays) |
| | Sets the game object parent at the beginning of the next update block.
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static void | setGameObjectLayer (GameObject gameObject, int layer) |
| | Sets the game object layer at the beginning of the next update block.
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static void | setGameObjectTag (GameObject gameObject, string tag) |
| | Sets the game object tag at the beginning of the next update block.
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| static void | addComponent< T > (GameObject gameObject, object componentValues=null) |
| | Adds a component to the game object at the beginning of the next update block.
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| static void | addComponent (GameObject gameObject, System.Type componentType, object componentValues=null) |
| | Adds a component to the game object at the beginning of the next update block.
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| static void | removeComponent< T > (GameObject gameObject) |
| | Removes a component of a game object at the beginning of the next update block.
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static void | removeComponent (Component component) |
| | Removes the component from its game object at the beginning of the next update block.
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static void | refresh (GameObject gameObject) |
| | Force FYFY to refresh families for this GameObject at the beginning of the next update block.
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Manager of GameObject.
You must use the FYFY.GameObjectManager functions when you deal with FYFY otherwise, FYFY can't retrieve information to maintain uptodate families.
When you call a FYFY.GameObjectManager function, the real action is done at the beginning of the next update block. This has the effect to maintain a consistent state inside a update block. For example, in a Update block, if you call the remove function on a component inside a system, the component is really removed in the next FYFY update (just before the Late update block in this example. For all the system in the Update block, the component is yet present.