Namespace: Astra · Assembly: Astra.Scripting · Tipo: Class
Interfaces: System.IEquatable<Astra.GameObject>.
AddBehavior
public T AddBehavior < T >() where T : Astra . Behavior
AddComponent
public Astra . Component AddComponent ( string typeId )
Parâmetro
Tipo
Contrato
typeId
string
AddToGroup
public void AddToGroup ( string name )
Parâmetro
Tipo
Contrato
name
string
AsReference
public Astra . ObjectReference AsReference ()
BroadcastMessage
public int BroadcastMessage ( string method , Astra . MessageOptions options = Astra.MessageOptions.RequireReceiver)
Parâmetro
Tipo
Contrato
method
string
options
Astra.MessageOptions
· Opcional: 0
BroadcastMessage
public int BroadcastMessage ( string method , object ? payload , Astra . MessageOptions options = Astra.MessageOptions.RequireReceiver)
Parâmetro
Tipo
Contrato
method
string
payload
object?
options
Astra.MessageOptions
· Opcional: 0
BroadcastMessage
public int BroadcastMessage < T >( string method , T payload , Astra . MessageOptions options = Astra.MessageOptions.RequireReceiver)
Parâmetro
Tipo
Contrato
method
string
payload
T
options
Astra.MessageOptions
· Opcional: 0
ChildAt
public Astra . GameObject ChildAt ( int index )
Parâmetro
Tipo
Contrato
index
int
Children
public System . Collections . Generic . IEnumerable < Astra . GameObject > Children ()
CompareTag
public bool CompareTag ( string tag )
Parâmetro
Tipo
Contrato
tag
string
ComponentAt
public Astra . Component ComponentAt ( int index )
Parâmetro
Tipo
Contrato
index
int
Components
public System . Collections . Generic . IEnumerable < Astra . Component > Components ()
CreateChild
public Astra . GameObject CreateChild ( string name )
Parâmetro
Tipo
Contrato
name
string
CreatePrimitive
public Astra . GameObject CreatePrimitive ( Astra . PrimitiveType type )
Creates a primitive as a child, with renderer and static collision body.
Parâmetro
Tipo
Contrato
type
Astra.PrimitiveType
Destroy
Marca o objeto e a subárvore como vencidos imediatamente; o armazenamento sai no próximo ponto seguro do mundo.
Destroy
public void Destroy ( double delaySeconds )
Segundos simulados do Play; pedidos repetidos conservam o menor prazo.
Parâmetro
Tipo
Contrato
delaySeconds
double
DestroyTracked
public Astra . WorldOperation DestroyTracked ()
DynamicMotor
public Astra . DynamicMotorRuntime DynamicMotor ()
Equals
public bool Equals ( Astra . GameObject ? other )
Parâmetro
Tipo
Contrato
other
Astra.GameObject?
Equals
public override bool Equals ( object ? obj )
Parâmetro
Tipo
Contrato
obj
object?
Find
public Astra . GameObject ? Find ( string name , bool recursive = true )
Procura por nome na subárvore. Resolver uma vez e guardar o resultado é o uso pretendido — chamar isto todo quadro percorre a cena inteira.
Parâmetro
Tipo
Contrato
name
string
recursive
bool
· Opcional: True
FindGameObjectsInGroup
public Astra . GameObject [] FindGameObjectsInGroup ( string name , bool includeInactive = true )
Snapshot neste mundo; inclui inativos por padrão, exclui destruições pendentes. Custo linear na cena; ordem da árvore. Alterações no snapshot não alteram grupos.
Parâmetro
Tipo
Contrato
name
string
includeInactive
bool
· Opcional: True
FindGameObjectsWithTag
public Astra . GameObject [] FindGameObjectsWithTag ( string tag )
Snapshot dos objetos ativos deste mundo com a tag; custo linear na cena.
Parâmetro
Tipo
Contrato
tag
string
FindInWorld
public Astra . GameObject ? FindInWorld ( string name )
Busca por nome exato no mundo: pré-ordem, ativos, sem a raiz sintética. O(N).
Parâmetro
Tipo
Contrato
name
string
FindWithTag
public Astra . GameObject ? FindWithTag ( string tag )
Busca global neste mundo, somente objetos ativos. Não inclui a raiz sintética.
Parâmetro
Tipo
Contrato
tag
string
GetBehavior
public T ? GetBehavior < T >() where T : class
GetBehaviors
public T [] GetBehaviors < T >() where T : class
GetComponent
public Astra . Component ? GetComponent ( string typeId , int ordinal = 0 )
A instância de ordem ordinal desse tipo, ou null.
Parâmetro
Tipo
Contrato
typeId
string
ordinal
int
· Opcional: 0
GetHashCode
public override int GetHashCode ()
HasComponent
public bool HasComponent ( string typeId )
Parâmetro
Tipo
Contrato
typeId
string
Instantiate
public Astra . GameObject Instantiate ( Astra . GameObject parent )
Copia a hierarquia sob parent, preservando pose local. Campos serializados são copiados do estado atual.
Parâmetro
Tipo
Contrato
parent
Astra.GameObject
InstantiatePrefab
public Astra . GameObject InstantiatePrefab ( Astra . AssetGuid asset )
Instantiates a project prefab under this object, binding scripts before lifecycle callbacks.
Parâmetro
Tipo
Contrato
asset
Astra.AssetGuid
InverseTransformDirection
public System . Numerics . Vector3 InverseTransformDirection ( System . Numerics . Vector3 direction )
Parâmetro
Tipo
Contrato
direction
System.Numerics.Vector3
InverseTransformPoint
public System . Numerics . Vector3 InverseTransformPoint ( System . Numerics . Vector3 point )
Parâmetro
Tipo
Contrato
point
System.Numerics.Vector3
InverseTransformVector
public System . Numerics . Vector3 InverseTransformVector ( System . Numerics . Vector3 vector )
Parâmetro
Tipo
Contrato
vector
System.Numerics.Vector3
IsInGroup
public bool IsInGroup ( string name )
Parâmetro
Tipo
Contrato
name
string
LookAt
public void LookAt ( System . Numerics . Vector3 target )
Parâmetro
Tipo
Contrato
target
System.Numerics.Vector3
LookAt
public void LookAt ( System . Numerics . Vector3 target , System . Numerics . Vector3 up )
Aims the object’s local +Z at a world point. Up is a world-space hint. Coincident target and collinear up are rejected rather than silently selecting an orientation. A camera’s viewing axis may differ; this method is an object orientation operation.
Parâmetro
Tipo
Contrato
target
System.Numerics.Vector3
up
System.Numerics.Vector3
LookCamera
public void LookCamera ( System . Numerics . Vector2 normalizedDelta )
Aplica um delta de olhar normalizado pela viewport à CameraLook local.
Parâmetro
Tipo
Contrato
normalizedDelta
System.Numerics.Vector2
MoveCharacter
public void MoveCharacter ( System . Numerics . Vector2 input , float yawRadians )
Envia direção normalizada ao Character para os passos físicos deste quadro. O yaw usa radianos; no quadro seguinte prevalece o toque até novo comando.
Parâmetro
Tipo
Contrato
input
System.Numerics.Vector2
yawRadians
float
PhysicsBody
public Astra . PhysicsBodyRuntime PhysicsBody ()
PhysicsField
public Astra . PhysicsFieldRuntime PhysicsField ( string typeId )
Access one specific field component on this object. Select its type explicitly when several kinds share the same object.
Parâmetro
Tipo
Contrato
typeId
string
PhysicsField2D
public Astra . PhysicsField2DRuntime PhysicsField2D ( string typeId )
Parâmetro
Tipo
Contrato
typeId
string
ReadCharacterState
public Astra . CharacterRuntimeState ReadCharacterState ()
Consulta apoio e movimento resolvido do motor vivo, sem alterar a física.
RemoveFromGroup
public void RemoveFromGroup ( string name )
Parâmetro
Tipo
Contrato
name
string
Resolve
public static Astra . GameObject Resolve ( Astra . ISceneAccess scene , ulong objectId )
Resolve um id cru no mundo atual, capturando mundo e geração. É o que o hospedeiro usa para entregar um objeto a um comportamento, e o que um script usa ao converter uma Astra.ObjectReference autorada.
Parâmetro
Tipo
Contrato
scene
Astra.ISceneAccess
objectId
ulong
Rotate
public void Rotate ( System . Numerics . Vector3 axis , float angleRadians , Astra . TransformSpace space = Astra.TransformSpace.Local)
Atomic orientation change; angle is in radians, matching System.Numerics.
Parâmetro
Tipo
Contrato
axis
System.Numerics.Vector3
angleRadians
float
space
Astra.TransformSpace
· Opcional: 0
RotateAround
public void RotateAround ( System . Numerics . Vector3 pivot , System . Numerics . Vector3 axis , float angleRadians )
Rotates around a world-space pivot and axis with one native pose write.
Parâmetro
Tipo
Contrato
pivot
System.Numerics.Vector3
axis
System.Numerics.Vector3
angleRadians
float
SendMessage
public int SendMessage ( string method , Astra . MessageOptions options = Astra.MessageOptions.RequireReceiver)
Parâmetro
Tipo
Contrato
method
string
options
Astra.MessageOptions
· Opcional: 0
SendMessage
public int SendMessage ( string method , object ? payload , Astra . MessageOptions options = Astra.MessageOptions.RequireReceiver)
Parâmetro
Tipo
Contrato
method
string
payload
object?
options
Astra.MessageOptions
· Opcional: 0
SendMessageUpwards
public int SendMessageUpwards ( string method , Astra . MessageOptions options = Astra.MessageOptions.RequireReceiver)
Parâmetro
Tipo
Contrato
method
string
options
Astra.MessageOptions
· Opcional: 0
SendMessageUpwards
public int SendMessageUpwards ( string method , object ? payload , Astra . MessageOptions options = Astra.MessageOptions.RequireReceiver)
Parâmetro
Tipo
Contrato
method
string
payload
object?
options
Astra.MessageOptions
· Opcional: 0
SendMessageUpwards
public int SendMessageUpwards < T >( string method , T payload , Astra . MessageOptions options = Astra.MessageOptions.RequireReceiver)
Parâmetro
Tipo
Contrato
method
string
payload
T
options
Astra.MessageOptions
· Opcional: 0
SendMessage
public int SendMessage < T >( string method , T payload , Astra . MessageOptions options = Astra.MessageOptions.RequireReceiver)
Parâmetro
Tipo
Contrato
method
string
payload
T
options
Astra.MessageOptions
· Opcional: 0
SetActive
public void SetActive ( bool active )
Parâmetro
Tipo
Contrato
active
bool
SetParent
public void SetParent ( Astra . GameObject parent , int index = 0 , Astra . ReparentPosePolicy posePolicy = Astra.ReparentPosePolicy.KeepLocal)
Enfileira a troca de pai para o próximo ponto seguro.
Parâmetro
Tipo
Contrato
parent
Astra.GameObject
index
int
· Opcional: 0
posePolicy
Astra.ReparentPosePolicy
· Opcional: 0
SetParentTracked
public Astra . WorldOperation SetParentTracked ( Astra . GameObject parent , int index = 0 , Astra . ReparentPosePolicy posePolicy = Astra.ReparentPosePolicy.KeepLocal)
Parâmetro
Tipo
Contrato
parent
Astra.GameObject
index
int
· Opcional: 0
posePolicy
Astra.ReparentPosePolicy
· Opcional: 0
ToString
public override string ToString ()
TransformDirection
public System . Numerics . Vector3 TransformDirection ( System . Numerics . Vector3 direction )
Direction conversion ignores scale and translation, preserving length.
Parâmetro
Tipo
Contrato
direction
System.Numerics.Vector3
TransformPoint
public System . Numerics . Vector3 TransformPoint ( System . Numerics . Vector3 point )
Position conversion includes scale and translation (Unity 6000.0 TransformPoint).
Parâmetro
Tipo
Contrato
point
System.Numerics.Vector3
TransformVector
public System . Numerics . Vector3 TransformVector ( System . Numerics . Vector3 vector )
Vector conversion includes scale, but excludes translation.
Parâmetro
Tipo
Contrato
vector
System.Numerics.Vector3
Translate
public void Translate ( System . Numerics . Vector3 displacement , Astra . TransformSpace space = Astra.TransformSpace.Local)
Moves through the existing world-pose write. Physical ownership and native validation still apply.
Parâmetro
Tipo
Contrato
displacement
System.Numerics.Vector3
space
Astra.TransformSpace
· Opcional: 0
TryJumpCharacter
public bool TryJumpCharacter ()
Tenta saltar. Retorna falso quando o motor recusa o salto no ar.
op_Equality
public static bool operator ==( Astra . GameObject ? a , Astra . GameObject ? b )
Parâmetro
Tipo
Contrato
a
Astra.GameObject?
b
Astra.GameObject?
op_Inequality
public static bool operator != (Astra.GameObject ? a, Astra.GameObject ? b)
Parâmetro
Tipo
Contrato
a
Astra.GameObject?
b
Astra.GameObject?
ActiveInHierarchy
public bool ActiveInHierarchy { get; }
Ativo considerando também os ancestrais.
ActiveSelf
public bool ActiveSelf { get; }
Estado local persistido; pode ser verdadeiro com um ancestral inativo.
ChildCount
public int ChildCount { get; }
ComponentCount
public int ComponentCount { get; }
Forward
public System.Numerics.Vector3 Forward { get; }
Generation
public uint Generation { get; }
Groups
public string [] Groups { get; }
Snapshot dos nomes de grupos deste objeto, em ordem ordinal.
IsAlive
public bool IsAlive { get; }
Falso quando o objeto foi destruído ou pertence a outra execução.
IsValid
public bool IsValid { get; }
Layer
public uint Layer { get; set; }
Gameplay layer 0..31. Uses the project layer catalog and actual rendering/physics filters; groups and tags remain independent.
LocalRotation
public System.Numerics.Quaternion LocalRotation { get; set; }
LocalScale
public System.Numerics.Vector3 LocalScale { get; set; }
LocalToWorldMatrix
public System.Numerics.Matrix4x4 LocalToWorldMatrix { get; }
Full affine matrix, including shear caused by rotated nonuniform parents. System.Numerics uses row vectors: local * parent * ancestor. O(depth) native reads and a cycle-detection set; capture once for batches of points.
LocalTransform
public Astra.TransformValue LocalTransform { get; set; }
Name
public string Name { get; set; }
ObjectId
public ulong ObjectId { get; }
Parent
public Astra.GameObject ? Parent { get; }
Position
public System.Numerics.Vector3 Position { get; set; }
Right
public System.Numerics.Vector3 Right { get; }
World axes of the object’s local +X, +Y and +Z. Cameras may use a different viewing axis.
Tag
public string Tag { get; set; }
Tag do catálogo do projeto; nomes desconhecidos são recusados.
Up
public System.Numerics.Vector3 Up { get; }
World
public uint World { get; }
WorldPosition
public System.Numerics.Vector3 WorldPosition { get; set; }
WorldRotation
public System.Numerics.Quaternion WorldRotation { get; set; }
WorldToLocalMatrix
public System.Numerics.Matrix4x4 WorldToLocalMatrix { get; }
WorldTransform
public Astra.TransformValue WorldTransform { get; set; }