LuaBehaviour
info
LuaBehaviour inherits from Behaviour
LuaBehaviour is the main class every Lua component script derives. When creating a Lua script in a component, you need to get and extend the instance of this object. This object references the component in which you attach your Lua script into.
Members
Properties
Name | Description |
---|---|
LuaBehaviour .id | A Unique identifier for this Lua script. This id is same for this script for all the clients in the room. |
Methods
Name | Description |
---|---|
LuaBehaviour .StartCoroutine(coroutineFunction, args) | Starts the passed function as a coroutine function. |
LuaBehaviour .StopAllCoroutines() | Stops all coroutines running on this behaviour. |
LuaBehaviour .StopCoroutine(routine) | Stops the coroutine reference by the Coroutine Object. |
Messages
!!! note
Massive Loop follows a similar messaging system as unity. The messages that listed here are sent by this component and must be used in a similar way as start
or update
functions.
Name | Description |
---|---|
LuaBehaviour .FixedUpdate() | Frame-rate independent message for physics calculations. |
LuaBehaviour .LateUpdate() | LateUpdate is called every frame. |
LuaBehaviour .OnAnimatorIK(layerIndex) | Callback for setting up animation IK (inverse kinematics). |
LuaBehaviour .OnAnimatorMove() | Callback for processing animation movements for modifying root motion. |
LuaBehaviour .OnBecameInvisible() | OnBecameInvisible is called when the object is no longer visible by any camera. |
LuaBehaviour .OnBecameVisible() | OnBecameVisible is called when the object became visible by any camera. |
LuaBehaviour .OnBecomeOwner() | Called when the current client becomes the owner of the object. |
LuaBehaviour .OnCollisionEnter(other) | OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. |
LuaBehaviour .OnCollisionExit(other) | OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
LuaBehaviour .OnCollisionStay(other) | OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
LuaBehaviour .OnDisable() | This function is called when the behaviour becomes disabled. |
LuaBehaviour .OnEnable() | This function is called when the object becomes enabled and active. |
LuaBehaviour .OnLostOwnership() | Called when the current client loses the network ownership of the object. |
LuaBehaviour .OnOwnerChanged(player) | OnOwnerChanged called when the current Network owner is changed. The new owner is passed as argument. Network ownership allows a certain client to modify properties of a game object if that game object or any of its parent or grandparents are synchronized using MLSynchronizer. |
LuaBehaviour .OnParticleCollision(gameObject) | OnParticleCollision is called when a particle hits a Collider. |
LuaBehaviour .OnTriggerEnter(other) | When a GameObject collides with another GameObject, Unity calls OnTriggerEnter. |
LuaBehaviour .OnTriggerExit(other) | OnTriggerExit is called when the Collider other has stopped touching the trigger. |
LuaBehaviour .OnTriggerStay(other) | OnTriggerStay is called almost all the frames for every Collider other that is touching the trigger. The function is on the physics timer so it won't necessarily run every frame. |
LuaBehaviour .Start() | Start is called on the frame when a script is enabled just before any of the Update methods are called the first time. |
LuaBehaviour .Update() | Update is called every frame, if the component is enabled. |
Inherited Members
Inherited Properties
Name | Description |
---|---|
LuaBehaviour .enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
LuaBehaviour .isActiveAndEnabled | Has the Behaviour had active and enabled called? |
LuaBehaviour .gameObject | The game object this component is attached to. A component is always attached to a game object. |
LuaBehaviour .tag | The tag of this game object. |
LuaBehaviour .transform | The Transform attached to this GameObject. |
LuaBehaviour .hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
LuaBehaviour .name | The name of the object. |
Inherited Methods
Name | Description |
---|---|
LuaBehaviour .BroadcastMessage(methodName, parameter=nil) | Calls the method named methodName on every Lua Script in this game object or any of its children. |
LuaBehaviour .CompareTag(tag) | Is this game object tagged with tag ? |
LuaBehaviour .GetAllLuaScripts() | Returns an array of all Lua scripts that attached to the game object. |
LuaBehaviour .GetComponent(type) | Returns the component of Type type if the game object has one attached, nil if it doesn't. |
LuaBehaviour .GetComponentInChildren(t) | Returns the component of Type type in the GameObject or any of its children using depth first search. |
LuaBehaviour .GetComponentInParent(t) | Returns the component of Type type in the GameObject or any of its parents. |
LuaBehaviour .GetComponents(type) | Returns all components of Type type in the GameObject. |
LuaBehaviour .GetComponentsInChildren(t) | Returns all components of Type type in the GameObject or any of its children. |
LuaBehaviour .GetComponentsInParent(t) | Returns all components of Type type in the GameObject or any of its parents. |
LuaBehaviour .SendMessage(methodName, value=nil) | Calls the method named methodName on every Lua Script in this game object. |
LuaBehaviour .SendMessageUpwards(methodName, value=nil) | Calls the method named methodName on every LuaScript in this game object and on every ancestor of the behaviour. |
LuaBehaviour .TryGetComponent(type) | Gets the component of the specified type, if it exists. |
LuaBehaviour .GetInstanceID() | Returns the instance id of the object. |
Example
You can get the instance of the LuaBehaviour by calling ‘LUA.script’.
do
---@type LuaBehaviour
local script = LUA.script;
end