set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent()"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1}, {2})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1}, {2})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1}, {2})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1}, {2})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1}, {2})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1}, {2})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1}, {2})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1}, {2})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1})"
+ set_parent message. It is not until the message has been processed that the change actually takes effect. This
+ typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
+ engine.
+
+ @CSharpLua.Template = "go.set_parent({0}, {1}, {2})"
+ path is specified, it can either be absolute or relative to the instance of the calling script.path is not specified, the id of the game object instance the script is attached to will be returned.path is specified, it can either be absolute or relative to the instance of the calling script.path is not specified, the id of the game object instance the script is attached to will be returned.complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ complete_function (lua function) is specified, that function will be called when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
+ If you call go.animate() from a game object's final() function,
+ any passed complete_function will be ignored and never called upon animation completion.
+ See the properties guide for which properties can be animated and the animation guide for how
+ them.
+
+ @CSharpLua.Template = "go.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ max_instances in "game.project" until they are actually removed.
+ Deleting a game object containing a particle FX component emitting particles will not immediately stop the particle FX from emitting particles. You need to manually stop the particle FX using particlefx.stop().
+ Deleting a game object containing a sound component that is playing will not immediately stop the sound from playing. You need to manually stop the sound using sound.stop().
+
+ @CSharpLua.Template = "go.delete()"
+ max_instances in "game.project" until they are actually removed.
+ Deleting a game object containing a particle FX component emitting particles will not immediately stop the particle FX from emitting particles. You need to manually stop the particle FX using particlefx.stop().
+ Deleting a game object containing a sound component that is playing will not immediately stop the sound from playing. You need to manually stop the sound using sound.stop().
+
+ @CSharpLua.Template = "go.delete({0})"
+ max_instances in "game.project" until they are actually removed.
+ Deleting a game object containing a particle FX component emitting particles will not immediately stop the particle FX from emitting particles. You need to manually stop the particle FX using particlefx.stop().
+ Deleting a game object containing a sound component that is playing will not immediately stop the sound from playing. You need to manually stop the sound using sound.stop().
+
+ @CSharpLua.Template = "go.delete({0}, {1})"
+ max_instances in "game.project" until they are actually removed.
+ Deleting a game object containing a particle FX component emitting particles will not immediately stop the particle FX from emitting particles. You need to manually stop the particle FX using particlefx.stop().
+ Deleting a game object containing a sound component that is playing will not immediately stop the sound from playing. You need to manually stop the sound using sound.stop().
+
+ @CSharpLua.Template = "go.delete({0})"
+ max_instances in "game.project" until they are actually removed.
+ Deleting a game object containing a particle FX component emitting particles will not immediately stop the particle FX from emitting particles. You need to manually stop the particle FX using particlefx.stop().
+ Deleting a game object containing a sound component that is playing will not immediately stop the sound from playing. You need to manually stop the sound using sound.stop().
+
+ @CSharpLua.Template = "go.delete({0}, {1})"
+ max_instances in "game.project" until they are actually removed.
+ Deleting a game object containing a particle FX component emitting particles will not immediately stop the particle FX from emitting particles. You need to manually stop the particle FX using particlefx.stop().
+ Deleting a game object containing a sound component that is playing will not immediately stop the sound from playing. You need to manually stop the sound using sound.stop().
+
+ @CSharpLua.Template = "go.delete({0})"
+ max_instances in "game.project" until they are actually removed.
+ Deleting a game object containing a particle FX component emitting particles will not immediately stop the particle FX from emitting particles. You need to manually stop the particle FX using particlefx.stop().
+ Deleting a game object containing a sound component that is playing will not immediately stop the sound from playing. You need to manually stop the sound using sound.stop().
+
+ @CSharpLua.Template = "go.delete({0}, {1})"
+ max_instances in "game.project" until they are actually removed.
+ Deleting a game object containing a particle FX component emitting particles will not immediately stop the particle FX from emitting particles. You need to manually stop the particle FX using particlefx.stop().
+ Deleting a game object containing a sound component that is playing will not immediately stop the sound from playing. You need to manually stop the sound using sound.stop().
+
+ @CSharpLua.Template = "go.delete({0})"
+ max_instances in "game.project" until they are actually removed.
+ Deleting a game object containing a particle FX component emitting particles will not immediately stop the particle FX from emitting particles. You need to manually stop the particle FX using particlefx.stop().
+ Deleting a game object containing a sound component that is playing will not immediately stop the sound from playing. You need to manually stop the sound using sound.stop().
+
+ @CSharpLua.Template = "go.delete({0}, {1})"
+ gui.cancel_animation to stop the animation
+ before it has completed.
+ Composite properties of type vector3, vector4 or quaternion
+ also expose their sub-components (x, y, z and w).
+ You can address the components individually by suffixing the name with a dot '.'
+ and the name of the component.
+ For instance, "position.x" (the position x coordinate) or "color.w"
+ (the color alpha value).
+ If a complete_function (Lua function) is specified, that function will be called
+ when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced
+ together. See the examples below for more information.
+
+ @CSharpLua.Template = "gui.animate({0}, {1}, {2}, {3}, {4})"
+ gui.cancel_animation to stop the animation
+ before it has completed.
+ Composite properties of type vector3, vector4 or quaternion
+ also expose their sub-components (x, y, z and w).
+ You can address the components individually by suffixing the name with a dot '.'
+ and the name of the component.
+ For instance, "position.x" (the position x coordinate) or "color.w"
+ (the color alpha value).
+ If a complete_function (Lua function) is specified, that function will be called
+ when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced
+ together. See the examples below for more information.
+
+ @CSharpLua.Template = "gui.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ gui.cancel_animation to stop the animation
+ before it has completed.
+ Composite properties of type vector3, vector4 or quaternion
+ also expose their sub-components (x, y, z and w).
+ You can address the components individually by suffixing the name with a dot '.'
+ and the name of the component.
+ For instance, "position.x" (the position x coordinate) or "color.w"
+ (the color alpha value).
+ If a complete_function (Lua function) is specified, that function will be called
+ when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced
+ together. See the examples below for more information.
+
+ @CSharpLua.Template = "gui.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ gui.cancel_animation to stop the animation
+ before it has completed.
+ Composite properties of type vector3, vector4 or quaternion
+ also expose their sub-components (x, y, z and w).
+ You can address the components individually by suffixing the name with a dot '.'
+ and the name of the component.
+ For instance, "position.x" (the position x coordinate) or "color.w"
+ (the color alpha value).
+ If a complete_function (Lua function) is specified, that function will be called
+ when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced
+ together. See the examples below for more information.
+
+ @CSharpLua.Template = "gui.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ gui.cancel_animation to stop the animation
+ before it has completed.
+ Composite properties of type vector3, vector4 or quaternion
+ also expose their sub-components (x, y, z and w).
+ You can address the components individually by suffixing the name with a dot '.'
+ and the name of the component.
+ For instance, "position.x" (the position x coordinate) or "color.w"
+ (the color alpha value).
+ If a complete_function (Lua function) is specified, that function will be called
+ when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced
+ together. See the examples below for more information.
+
+ @CSharpLua.Template = "gui.animate({0}, {1}, {2}, {3}, {4})"
+ gui.cancel_animation to stop the animation
+ before it has completed.
+ Composite properties of type vector3, vector4 or quaternion
+ also expose their sub-components (x, y, z and w).
+ You can address the components individually by suffixing the name with a dot '.'
+ and the name of the component.
+ For instance, "position.x" (the position x coordinate) or "color.w"
+ (the color alpha value).
+ If a complete_function (Lua function) is specified, that function will be called
+ when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced
+ together. See the examples below for more information.
+
+ @CSharpLua.Template = "gui.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ gui.cancel_animation to stop the animation
+ before it has completed.
+ Composite properties of type vector3, vector4 or quaternion
+ also expose their sub-components (x, y, z and w).
+ You can address the components individually by suffixing the name with a dot '.'
+ and the name of the component.
+ For instance, "position.x" (the position x coordinate) or "color.w"
+ (the color alpha value).
+ If a complete_function (Lua function) is specified, that function will be called
+ when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced
+ together. See the examples below for more information.
+
+ @CSharpLua.Template = "gui.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ gui.cancel_animation to stop the animation
+ before it has completed.
+ Composite properties of type vector3, vector4 or quaternion
+ also expose their sub-components (x, y, z and w).
+ You can address the components individually by suffixing the name with a dot '.'
+ and the name of the component.
+ For instance, "position.x" (the position x coordinate) or "color.w"
+ (the color alpha value).
+ If a complete_function (Lua function) is specified, that function will be called
+ when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced
+ together. See the examples below for more information.
+
+ @CSharpLua.Template = "gui.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ gui.cancel_animation to stop the animation
+ before it has completed.
+ Composite properties of type vector3, vector4 or quaternion
+ also expose their sub-components (x, y, z and w).
+ You can address the components individually by suffixing the name with a dot '.'
+ and the name of the component.
+ For instance, "position.x" (the position x coordinate) or "color.w"
+ (the color alpha value).
+ If a complete_function (Lua function) is specified, that function will be called
+ when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced
+ together. See the examples below for more information.
+
+ @CSharpLua.Template = "gui.animate({0}, {1}, {2}, {3}, {4})"
+ gui.cancel_animation to stop the animation
+ before it has completed.
+ Composite properties of type vector3, vector4 or quaternion
+ also expose their sub-components (x, y, z and w).
+ You can address the components individually by suffixing the name with a dot '.'
+ and the name of the component.
+ For instance, "position.x" (the position x coordinate) or "color.w"
+ (the color alpha value).
+ If a complete_function (Lua function) is specified, that function will be called
+ when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced
+ together. See the examples below for more information.
+
+ @CSharpLua.Template = "gui.animate({0}, {1}, {2}, {3}, {4}, {5})"
+ gui.cancel_animation to stop the animation
+ before it has completed.
+ Composite properties of type vector3, vector4 or quaternion
+ also expose their sub-components (x, y, z and w).
+ You can address the components individually by suffixing the name with a dot '.'
+ and the name of the component.
+ For instance, "position.x" (the position x coordinate) or "color.w"
+ (the color alpha value).
+ If a complete_function (Lua function) is specified, that function will be called
+ when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced
+ together. See the examples below for more information.
+
+ @CSharpLua.Template = "gui.animate({0}, {1}, {2}, {3}, {4}, {5}, {6})"
+ gui.cancel_animation to stop the animation
+ before it has completed.
+ Composite properties of type vector3, vector4 or quaternion
+ also expose their sub-components (x, y, z and w).
+ You can address the components individually by suffixing the name with a dot '.'
+ and the name of the component.
+ For instance, "position.x" (the position x coordinate) or "color.w"
+ (the color alpha value).
+ If a complete_function (Lua function) is specified, that function will be called
+ when the animation has completed.
+ By starting a new animation in that function, several animations can be sequenced
+ together. See the examples below for more information.
+
+ @CSharpLua.Template = "gui.animate({0}, {1}, {2}, {3}, {4}, {5}, {6}, {7})"
+ gui.animate), it will immediately be canceled.
+
+ @CSharpLua.Template = "gui.cancel_animation({0}, {1})"
+ gui.play_flipbook() in
+ addition to this function.
+
+ @CSharpLua.Template = "gui.set_texture({0}, {1})"
+ gui.play_flipbook() in
+ addition to this function.
+
+ @CSharpLua.Template = "gui.set_texture({0}, {1})"
+ true if a node is enabled and false if it's not.
+ Disabled nodes are not rendered and animations acting on them are not evaluated.
+
+ @CSharpLua.Template = "gui.is_enabled({0}, {1})"
+ true if a node is visible and false if it's not.
+ Invisible nodes are not rendered.
+
+ @CSharpLua.Template = "gui.get_visible({0})"
+ nil the first node is moved to the top.
+
+ @CSharpLua.Template = "gui.move_above({0}, {1})"
+ nil the first node is moved to the top.
+
+ @CSharpLua.Template = "gui.move_above({0})"
+ nil the first node is moved to the bottom.
+
+ @CSharpLua.Template = "gui.move_below({0}, {1})"
+ nil the first node is moved to the bottom.
+
+ @CSharpLua.Template = "gui.move_below({0})"
+ nil is returned.
+
+ @CSharpLua.Template = "gui.get_parent({0})"
+ | Component | +Color value | +
|---|---|
| x | +Red value | +
| y | +Green value | +
| z | +Blue value | +
| w | +Alpha value | +
| Component | +Color value | +
|---|---|
| x | +Red value | +
| y | +Green value | +
| z | +Blue value | +
| w vector4 | +Alpha value | +
| Component | +Color value | +
|---|---|
| x | +Red value | +
| y | +Green value | +
| z | +Blue value | +
| w vector4 | +Alpha value | +
release_input_focus). There is no use in starting any animations or similar
+ from this function since the gui component is about to be destroyed.
+
+ @CSharpLua.Template = "gui.final({0})"
+ message parameter is a table containing the message data. If the message is sent from the engine, the
+ documentation of the message specifies which data is supplied.
+ See the update function for examples on how to use this callback-function.
+
+ @CSharpLua.Template = "gui.on_message({0}, {1}, {2})"
+ acquire_input_focus.
+ Any instance that has obtained input will be put on top of an
+ input stack. Input is sent to all listeners on the stack until the
+ end of stack is reached, or a listener returns true
+ to signal that it wants input to be consumed.
+ See the documentation of acquire_input_focus for more
+ information.
+ The action parameter is a table containing data about the input mapped to the
+ action_id.
+ For mapped actions it specifies the value of the input and if it was just pressed or released.
+ Actions are mapped to input in an input_binding-file.
+ Mouse movement is specifically handled and uses nil as its action_id.
+ The action only contains positional parameters in this case, such as x and y of the pointer.
+ Here is a brief description of the available table fields:
+ | Field | +Description | +
|---|---|
value |
+ The amount of input given by the user. This is usually 1 for buttons and 0-1 for analogue inputs. This is not present for mouse movement. | +
pressed |
+ If the input was pressed this frame. This is not present for mouse movement. | +
released |
+ If the input was released this frame. This is not present for mouse movement. | +
repeated |
+ If the input was repeated this frame. This is similar to how a key on a keyboard is repeated when you hold it down. This is not present for mouse movement. | +
x |
+ The x value of a pointer device, if present. | +
y |
+ The y value of a pointer device, if present. | +
screen_x |
+ The screen space x value of a pointer device, if present. | +
screen_y |
+ The screen space y value of a pointer device, if present. | +
dx |
+ The change in x value of a pointer device, if present. | +
dy |
+ The change in y value of a pointer device, if present. | +
screen_dx |
+ The change in screen space x value of a pointer device, if present. | +
screen_dy |
+ The change in screen space y value of a pointer device, if present. | +
gamepad |
+ The index of the gamepad device that provided the input. | +
touch |
+ List of touch input, one element per finger, if present. See table below about touch input | +
| Field | +Description | +
|---|---|
id |
+ A number identifying the touch input during its duration. | +
pressed |
+ True if the finger was pressed this frame. | +
released |
+ True if the finger was released this frame. | +
tap_count |
+ Number of taps, one for single, two for double-tap, etc | +
x |
+ The x touch location. | +
y |
+ The y touch location. | +
dx |
+ The change in x value. | +
dy |
+ The change in y value. | +
acc_x |
+ Accelerometer x value (if present). | +
acc_y |
+ Accelerometer y value (if present). | +
acc_z |
+ Accelerometer z value (if present). | +
eval() JavaScript function.)
+
+ @CSharpLua.Template = "html5.run({0})"
+ 0 (which blocks indefinitely).
+
+ @CSharpLua.Template = "http.request({0}, {1}, {2})"
+ 0 (which blocks indefinitely).
+
+ @CSharpLua.Template = "http.request({0}, {1}, {2}, {3})"
+ 0 (which blocks indefinitely).
+
+ @CSharpLua.Template = "http.request({0}, {1}, {2}, {3}, {4})"
+ 0 (which blocks indefinitely).
+
+ @CSharpLua.Template = "http.request({0}, {1}, {2}, {3}, {4}, {5})"
+ dispatch messages step.
+ More information is available in the Application Lifecycle manual.
+
+ @CSharpLua.Template = "label.set_text({0}, {1})"
+ dispatch messages step.
+ More information is available in the Application Lifecycle manual.
+
+ @CSharpLua.Template = "label.set_text({0}, {1})"
+ dispatch messages step.
+ More information is available in the Application Lifecycle manual.
+
+ @CSharpLua.Template = "label.set_text({0}, {1})"
+ O(n), where n is the number of bones in the model skeleton.
+ Game objects corresponding to a model skeleton bone can not be individually deleted.
+
+ @CSharpLua.Template = "model.get_go({0}, {1})"
+ O(n), where n is the number of bones in the model skeleton.
+ Game objects corresponding to a model skeleton bone can not be individually deleted.
+
+ @CSharpLua.Template = "model.get_go({0}, {1})"
+ O(n), where n is the number of bones in the model skeleton.
+ Game objects corresponding to a model skeleton bone can not be individually deleted.
+
+ @CSharpLua.Template = "model.get_go({0}, {1})"
+ O(n), where n is the number of bones in the model skeleton.
+ Game objects corresponding to a model skeleton bone can not be individually deleted.
+
+ @CSharpLua.Template = "model.get_go({0}, {1})"
+ O(n), where n is the number of bones in the model skeleton.
+ Game objects corresponding to a model skeleton bone can not be individually deleted.
+
+ @CSharpLua.Template = "model.get_go({0}, {1})"
+ O(n), where n is the number of bones in the model skeleton.
+ Game objects corresponding to a model skeleton bone can not be individually deleted.
+
+ @CSharpLua.Template = "model.get_go({0}, {1})"
+ msg.url(nil) or msg.url("#"), which creates an url to the current
+ script component.
+
+ @CSharpLua.Template = "msg.url()"
+ [socket:][path][#fragment], which is similar to a HTTP URL.
+ When addressing instances:
+ socket is the name of a valid world (a collection)path is the id of the instance, which can either be relative the instance of the calling script or globalfragment would be the id of the desired component"." the current game object"#" the current component"." the current game object"#" the current component"." the current game object"#" the current component"." the current game object"#" the current component"." the current game object"#" the current component"." the current game object"#" the current component"." the current game object"#" the current component"." the current game object"#" the current component"." the current game object"#" the current component"." the current game object"#" the current component"." the current game object"#" the current component"." the current game object"#" the current component"." the current game object"#" the current componentparticlefx.stop().
+ Which particle FX to play is identified by the URL.
+ A particle FX will continue to emit particles even if the game object the particle FX component belonged to is deleted. You can call particlefx.stop() to stop it from emitting more particles.
+
+ @CSharpLua.Template = "particlefx.play({0})"
+ particlefx.stop().
+ Which particle FX to play is identified by the URL.
+ A particle FX will continue to emit particles even if the game object the particle FX component belonged to is deleted. You can call particlefx.stop() to stop it from emitting more particles.
+
+ @CSharpLua.Template = "particlefx.play({0}, {1})"
+ particlefx.stop().
+ Which particle FX to play is identified by the URL.
+ A particle FX will continue to emit particles even if the game object the particle FX component belonged to is deleted. You can call particlefx.stop() to stop it from emitting more particles.
+
+ @CSharpLua.Template = "particlefx.play({0})"
+ particlefx.stop().
+ Which particle FX to play is identified by the URL.
+ A particle FX will continue to emit particles even if the game object the particle FX component belonged to is deleted. You can call particlefx.stop() to stop it from emitting more particles.
+
+ @CSharpLua.Template = "particlefx.play({0}, {1})"
+ particlefx.stop().
+ Which particle FX to play is identified by the URL.
+ A particle FX will continue to emit particles even if the game object the particle FX component belonged to is deleted. You can call particlefx.stop() to stop it from emitting more particles.
+
+ @CSharpLua.Template = "particlefx.play({0})"
+ particlefx.stop().
+ Which particle FX to play is identified by the URL.
+ A particle FX will continue to emit particles even if the game object the particle FX component belonged to is deleted. You can call particlefx.stop() to stop it from emitting more particles.
+
+ @CSharpLua.Template = "particlefx.play({0}, {1})"
+ groups.
+ The actual ray cast will be performed during the physics-update.
+ ray_cast_response message.ray_cast_missed message.groups.
+ The actual ray cast will be performed during the physics-update.
+ ray_cast_response message.ray_cast_missed message.groups.
+
+ @CSharpLua.Template = "physics.raycast({0}, {1}, {2}, {3})"
+ | OS | +Value | +
|---|---|
| iOS MacOS Androd Linux |
+ Resident memory | +
| Windows | +Working set | +
| HTML5 | +Not available | +
track_cpu under profiler in the game.project file.
+ (This means that the engine will sample the CPU usage in intervalls during execution even in release mode.)
+
+ @CSharpLua.Template = "profiler.get_cpu_usage()"
+ render.draw() function.
+ The buffer's constant elements can be indexed like an ordinary Lua table, but you can't iterate over them with pairs() or ipairs().
+
+ @CSharpLua.Template = "render.constant_buffer()"
+ source_factor specifies which method is used to scale the source color components.
+ destination_factor specifies which method is used to scale the destination color
+ components.
+ Source color components are referred to as (Rs,Gs,Bs,As).
+ Destination color components are referred to as (Rd,Gd,Bd,Ad).
+ The color specified by setting the blendcolor is referred to as (Rc,Gc,Bc,Ac).
+ The source scale factor is referred to as (sR,sG,sB,sA).
+ The destination scale factor is referred to as (dR,dG,dB,dA).
+ The color values have integer values between 0 and (kR,kG,kB,kA), where kc = 2mc - 1 and mc is the number of bitplanes for that color. I.e for 8 bit color depth, color values are between 0 and 255.
+ Available factor constants and corresponding scale factors:
+ | Factor constant | +Scale factor (fR,fG,fB,fA) | +
|---|---|
render.BLEND_ZERO |
+ (0,0,0,0) | +
render.BLEND_ONE |
+ (1,1,1,1) | +
render.BLEND_SRC_COLOR |
+ (Rs/kR,Gs/kG,Bs/kB,As/kA) | +
render.BLEND_ONE_MINUS_SRC_COLOR |
+ (1,1,1,1) - (Rs/kR,Gs/kG,Bs/kB,As/kA) | +
render.BLEND_DST_COLOR |
+ (Rd/kR,Gd/kG,Bd/kB,Ad/kA) | +
render.BLEND_ONE_MINUS_DST_COLOR |
+ (1,1,1,1) - (Rd/kR,Gd/kG,Bd/kB,Ad/kA) | +
render.BLEND_SRC_ALPHA |
+ (As/kA,As/kA,As/kA,As/kA) | +
render.BLEND_ONE_MINUS_SRC_ALPHA |
+ (1,1,1,1) - (As/kA,As/kA,As/kA,As/kA) | +
render.BLEND_DST_ALPHA |
+ (Ad/kA,Ad/kA,Ad/kA,Ad/kA) | +
render.BLEND_ONE_MINUS_DST_ALPHA |
+ (1,1,1,1) - (Ad/kA,Ad/kA,Ad/kA,Ad/kA) | +
render.BLEND_CONSTANT_COLOR |
+ (Rc,Gc,Bc,Ac) | +
render.BLEND_ONE_MINUS_CONSTANT_COLOR |
+ (1,1,1,1) - (Rc,Gc,Bc,Ac) | +
render.BLEND_CONSTANT_ALPHA |
+ (Ac,Ac,Ac,Ac) | +
render.BLEND_ONE_MINUS_CONSTANT_ALPHA |
+ (1,1,1,1) - (Ac,Ac,Ac,Ac) | +
render.BLEND_SRC_ALPHA_SATURATE |
+ (i,i,i,1) where i = min(As, kA - Ad) /kA | +
(render.BLEND_SRC_ALPHA, render.BLEND_ONE_MINUS_SRC_ALPHA) is useful for
+ drawing with transparency when the drawn objects are sorted from farthest to nearest.
+ It is also useful for drawing antialiased points and lines in arbitrary order.
+
+ @CSharpLua.Template = "render.set_blend_func({0}, {1})"
+ true) or disabled (false). For example, if blue is false, nothing is written to the blue component of any pixel in any of the color buffers, regardless of the drawing operation attempted. Note that writing are either enabled or disabled for entire color components, not the individual bits of a component.
+ The component masks are all initially true.
+
+ @CSharpLua.Template = "render.set_color_mask({0}, {1}, {2}, {3})"
+ true) or disabled (false).
+ The mask is initially true.
+
+ @CSharpLua.Template = "render.set_depth_mask({0})"
+ n bits of the parameter mask, where n is the number of
+ bits in the stencil buffer, specify the mask.
+ Where a 1 bit appears in the mask, the corresponding
+ bit in the stencil buffer can be written. Where a 0 bit appears in the mask,
+ the corresponding bit in the stencil buffer is never written.
+ The mask is initially all 1's.
+
+ @CSharpLua.Template = "render.set_stencil_mask({0})"
+ render.COMPARE_FUNC_NEVER (never passes)render.COMPARE_FUNC_LESS (passes if the incoming depth value is less than the stored value)render.COMPARE_FUNC_LEQUAL (passes if the incoming depth value is less than or equal to the stored value)render.COMPARE_FUNC_GREATER (passes if the incoming depth value is greater than the stored value)render.COMPARE_FUNC_GEQUAL (passes if the incoming depth value is greater than or equal to the stored value)render.COMPARE_FUNC_EQUAL (passes if the incoming depth value is equal to the stored value)render.COMPARE_FUNC_NOTEQUAL (passes if the incoming depth value is not equal to the stored value)render.COMPARE_FUNC_ALWAYS (always passes)render.COMPARE_FUNC_LESS.
+
+ @CSharpLua.Template = "render.set_depth_func({0})"
+ ref and the corresponding value in the stencil buffer.
+ func specifies the comparison function. See the table below for values.
+ The initial value is render.COMPARE_FUNC_ALWAYS.
+ ref specifies the reference value for the stencil test. The value is clamped to
+ the range [0, 2n-1], where n is the number of bitplanes in the stencil buffer.
+ The initial value is 0.
+ mask is ANDed with both the reference value and the stored stencil value when the test
+ is done. The initial value is all 1's.
+ Function constant:
+ render.COMPARE_FUNC_NEVER (never passes)render.COMPARE_FUNC_LESS (passes if (ref & mask) < (stencil & mask))render.COMPARE_FUNC_LEQUAL (passes if (ref & mask) <= (stencil & mask))render.COMPARE_FUNC_GREATER (passes if (ref & mask) > (stencil & mask))render.COMPARE_FUNC_GEQUAL (passes if (ref & mask) >= (stencil & mask))render.COMPARE_FUNC_EQUAL (passes if (ref & mask) = (stencil & mask))render.COMPARE_FUNC_NOTEQUAL (passes if (ref & mask) != (stencil & mask))render.COMPARE_FUNC_ALWAYS (always passes)ref and the corresponding value in the stencil buffer.
+ To control the test, call render.set_stencil_func.
+ This function takes three arguments that control what happens to the stored stencil
+ value while stenciling is enabled. If the stencil test fails, no change is made to the
+ pixel's color or depth buffers, and sfail specifies what happens to the stencil buffer
+ contents.
+ Operator constants:
+ render.STENCIL_OP_KEEP (keeps the current value)render.STENCIL_OP_ZERO (sets the stencil buffer value to 0)render.STENCIL_OP_REPLACE (sets the stencil buffer value to ref, as specified by render.set_stencil_func)render.STENCIL_OP_INCR (increments the stencil buffer value and clamp to the maximum representable unsigned value)render.STENCIL_OP_INCR_WRAP (increments the stencil buffer value and wrap to zero when incrementing the maximum representable unsigned value)render.STENCIL_OP_DECR (decrements the current stencil buffer value and clamp to 0)render.STENCIL_OP_DECR_WRAP (decrements the current stencil buffer value and wrap to the maximum representable unsigned value when decrementing zero)render.STENCIL_OP_INVERT (bitwise inverts the current stencil buffer value)dppass and dpfail specify the stencil buffer actions depending on whether subsequent
+ depth buffer tests succeed (dppass) or fail (dpfail).
+ The initial value for all operators is render.STENCIL_OP_KEEP.
+
+ @CSharpLua.Template = "render.set_stencil_op({0}, {1}, {2})"
+ render.FACE_FRONT_AND_BACK, no polygons are drawn, but other
+ primitives such as points and lines are drawn. The initial value for
+ face_type is render.FACE_BACK.
+
+ @CSharpLua.Template = "render.set_cull_face({0})"
+ 64.
+
+ @CSharpLua.Template = "render.predicate({0})"
+ 64.
+
+ @CSharpLua.Template = "render.predicate({0})"
+ false.
+ On Android you can only get a correct reading
+ of this state if your game is not playing any sounds itself. This is a limitation
+ in the Android SDK. If your game is playing any sounds, even with a gain of zero, this
+ function will return false.
+ The best time to call this function is:
+ init function of your main collection script before any sounds are triggered20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+ Also note that the returned value might be an approximation and in particular
+ the effective window might be larger than specified.
+
+ @CSharpLua.Template = "sound.get_peak({0}, {1})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+ Also note that the returned value might be an approximation and in particular
+ the effective window might be larger than specified.
+
+ @CSharpLua.Template = "sound.get_peak({0}, {1})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+
+ @CSharpLua.Template = "sound.set_group_gain({0}, {1})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+
+ @CSharpLua.Template = "sound.set_group_gain({0}, {1})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+
+ @CSharpLua.Template = "sound.get_group_gain({0})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+
+ @CSharpLua.Template = "sound.get_group_gain({0})"
+ false.
+
+ @CSharpLua.Template = "sound.is_phone_call_active()"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+ A sound will continue to play even if the game object the sound component belonged to is deleted. You can call sound.stop() to stop the sound.
+
+ @CSharpLua.Template = "sound.play({0})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+ A sound will continue to play even if the game object the sound component belonged to is deleted. You can call sound.stop() to stop the sound.
+
+ @CSharpLua.Template = "sound.play({0}, {1})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+ A sound will continue to play even if the game object the sound component belonged to is deleted. You can call sound.stop() to stop the sound.
+
+ @CSharpLua.Template = "sound.play({0}, {1}, {2})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+ A sound will continue to play even if the game object the sound component belonged to is deleted. You can call sound.stop() to stop the sound.
+
+ @CSharpLua.Template = "sound.play({0})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+ A sound will continue to play even if the game object the sound component belonged to is deleted. You can call sound.stop() to stop the sound.
+
+ @CSharpLua.Template = "sound.play({0}, {1})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+ A sound will continue to play even if the game object the sound component belonged to is deleted. You can call sound.stop() to stop the sound.
+
+ @CSharpLua.Template = "sound.play({0}, {1}, {2})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+ A sound will continue to play even if the game object the sound component belonged to is deleted. You can call sound.stop() to stop the sound.
+
+ @CSharpLua.Template = "sound.play({0})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+ A sound will continue to play even if the game object the sound component belonged to is deleted. You can call sound.stop() to stop the sound.
+
+ @CSharpLua.Template = "sound.play({0}, {1})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+ A sound will continue to play even if the game object the sound component belonged to is deleted. You can call sound.stop() to stop the sound.
+
+ @CSharpLua.Template = "sound.play({0}, {1}, {2})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+
+ @CSharpLua.Template = "sound.set_gain({0})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+
+ @CSharpLua.Template = "sound.set_gain({0}, {1})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+
+ @CSharpLua.Template = "sound.set_gain({0})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+
+ @CSharpLua.Template = "sound.set_gain({0}, {1})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+
+ @CSharpLua.Template = "sound.set_gain({0})"
+ 20 * log(gain).
+ Inversely, to find the linear value from a dB value, use the formula
+ 10db/20.
+
+ @CSharpLua.Template = "sound.set_gain({0}, {1})"
+ sys.load.
+ Use sys.get_save_file to obtain a valid location for the file.
+ Internally, this function uses a workspace buffer sized output file sized 512kb.
+ This size reflects the output file size which must not exceed this limit.
+ Additionally, the total number of rows that any one table may contain is limited to 65536
+ (i.e. a 16 bit range). When tables are used to represent arrays, the values of
+ keys are permitted to fall within a 32 bit range, supporting sparse arrays, however
+ the limit on the total number of rows remains in effect.
+
+ @CSharpLua.Template = "sys.save({0}, {1})"
+ sys.save to be loaded.
+
+ @CSharpLua.Template = "sys.load({0})"
+ --config argument.
+
+ @CSharpLua.Template = "sys.get_config({0})"
+ app_string is an url scheme for the app that is queried. Your
+ game needs to list the schemes that are queried in an LSApplicationQueriesSchemes array
+ in a custom "Info.plist".
+ On Android, the app_string is the package identifier for the app.
+
+ @CSharpLua.Template = "sys.get_application_info({0})"
+ sys.NETWORK_CONNECTED.
+
+ @CSharpLua.Template = "sys.get_connectivity()"
+ code to the OS.
+
+ @CSharpLua.Template = "sys.exit({0})"
+ vsync disabled in
+ "game.project", the engine will try to respect the set frame cap value from
+ "game.project" in software instead.
+ This setting may be overridden by driver settings.
+
+ @CSharpLua.Template = "sys.set_vsync_swap_interval({0})"
+ display.update_frequency in
+ the "game.project" settings but set in run-time. If Vsync checked in "game.project", the rate will
+ be clamped to a swap interval that matches any detected main monitor refresh rate. If Vsync is
+ unchecked the engine will try to respect the rate in software using timers. There is no
+ guarantee that the frame cap will be achieved depending on platform specifics and hardware settings.
+
+ @CSharpLua.Template = "sys.set_update_frequency({0})"
+ sys.deserialize.
+ This method has all the same limitations as sys.save.
+
+ @CSharpLua.Template = "sys.serialize({0})"
+ + +-------+-------+------+------+ + | 0,3 | 1,3 | 2,3 | 3,3 | + +-------+-------+------+------+ + | 0,2 | 1,2 | 2,2 | 3,2 | + +-------+-------+------+------+ + | 0,1 | 1,1 | 2,1 | 3,1 | + +-------O-------+------+------+ + | 0,0 | 1,0 | 2,0 | 3,0 | + +-------+-------+------+------+ ++ The coordinates must be within the bounds of the tile map as it were created. + That is, it is not possible to extend the size of a tile map by setting tiles outside the edges. + To clear a tile, set the tile to number 0. Which tile map and layer to manipulate is identified by the URL and the layer name parameters. + Transform bitmask is arithmetic sum of one or both FLIP constants (
tilemap.H_FLIP, tilemap.V_FLIP) and/or one of ROTATION constants
+ (tilemap.ROTATE_90, tilemap.ROTATE_180, tilemap.ROTATE_270).
+ Flip always applies before rotation (clockwise).
+
+ @CSharpLua.Template = "tilemap.set_tile({0}, {1}, {2}, {3}, {4})"
+ + +-------+-------+------+------+ + | 0,3 | 1,3 | 2,3 | 3,3 | + +-------+-------+------+------+ + | 0,2 | 1,2 | 2,2 | 3,2 | + +-------+-------+------+------+ + | 0,1 | 1,1 | 2,1 | 3,1 | + +-------O-------+------+------+ + | 0,0 | 1,0 | 2,0 | 3,0 | + +-------+-------+------+------+ ++ The coordinates must be within the bounds of the tile map as it were created. + That is, it is not possible to extend the size of a tile map by setting tiles outside the edges. + To clear a tile, set the tile to number 0. Which tile map and layer to manipulate is identified by the URL and the layer name parameters. + Transform bitmask is arithmetic sum of one or both FLIP constants (
tilemap.H_FLIP, tilemap.V_FLIP) and/or one of ROTATION constants
+ (tilemap.ROTATE_90, tilemap.ROTATE_180, tilemap.ROTATE_270).
+ Flip always applies before rotation (clockwise).
+
+ @CSharpLua.Template = "tilemap.set_tile({0}, {1}, {2}, {3}, {4}, {5})"
+ + +-------+-------+------+------+ + | 0,3 | 1,3 | 2,3 | 3,3 | + +-------+-------+------+------+ + | 0,2 | 1,2 | 2,2 | 3,2 | + +-------+-------+------+------+ + | 0,1 | 1,1 | 2,1 | 3,1 | + +-------O-------+------+------+ + | 0,0 | 1,0 | 2,0 | 3,0 | + +-------+-------+------+------+ ++ The coordinates must be within the bounds of the tile map as it were created. + That is, it is not possible to extend the size of a tile map by setting tiles outside the edges. + To clear a tile, set the tile to number 0. Which tile map and layer to manipulate is identified by the URL and the layer name parameters. + Transform bitmask is arithmetic sum of one or both FLIP constants (
tilemap.H_FLIP, tilemap.V_FLIP) and/or one of ROTATION constants
+ (tilemap.ROTATE_90, tilemap.ROTATE_180, tilemap.ROTATE_270).
+ Flip always applies before rotation (clockwise).
+
+ @CSharpLua.Template = "tilemap.set_tile({0}, {1}, {2}, {3}, {4})"
+ + +-------+-------+------+------+ + | 0,3 | 1,3 | 2,3 | 3,3 | + +-------+-------+------+------+ + | 0,2 | 1,2 | 2,2 | 3,2 | + +-------+-------+------+------+ + | 0,1 | 1,1 | 2,1 | 3,1 | + +-------O-------+------+------+ + | 0,0 | 1,0 | 2,0 | 3,0 | + +-------+-------+------+------+ ++ The coordinates must be within the bounds of the tile map as it were created. + That is, it is not possible to extend the size of a tile map by setting tiles outside the edges. + To clear a tile, set the tile to number 0. Which tile map and layer to manipulate is identified by the URL and the layer name parameters. + Transform bitmask is arithmetic sum of one or both FLIP constants (
tilemap.H_FLIP, tilemap.V_FLIP) and/or one of ROTATION constants
+ (tilemap.ROTATE_90, tilemap.ROTATE_180, tilemap.ROTATE_270).
+ Flip always applies before rotation (clockwise).
+
+ @CSharpLua.Template = "tilemap.set_tile({0}, {1}, {2}, {3}, {4}, {5})"
+ + +-------+-------+------+------+ + | 0,3 | 1,3 | 2,3 | 3,3 | + +-------+-------+------+------+ + | 0,2 | 1,2 | 2,2 | 3,2 | + +-------+-------+------+------+ + | 0,1 | 1,1 | 2,1 | 3,1 | + +-------O-------+------+------+ + | 0,0 | 1,0 | 2,0 | 3,0 | + +-------+-------+------+------+ ++ The coordinates must be within the bounds of the tile map as it were created. + That is, it is not possible to extend the size of a tile map by setting tiles outside the edges. + To clear a tile, set the tile to number 0. Which tile map and layer to manipulate is identified by the URL and the layer name parameters. + Transform bitmask is arithmetic sum of one or both FLIP constants (
tilemap.H_FLIP, tilemap.V_FLIP) and/or one of ROTATION constants
+ (tilemap.ROTATE_90, tilemap.ROTATE_180, tilemap.ROTATE_270).
+ Flip always applies before rotation (clockwise).
+
+ @CSharpLua.Template = "tilemap.set_tile({0}, {1}, {2}, {3}, {4})"
+ + +-------+-------+------+------+ + | 0,3 | 1,3 | 2,3 | 3,3 | + +-------+-------+------+------+ + | 0,2 | 1,2 | 2,2 | 3,2 | + +-------+-------+------+------+ + | 0,1 | 1,1 | 2,1 | 3,1 | + +-------O-------+------+------+ + | 0,0 | 1,0 | 2,0 | 3,0 | + +-------+-------+------+------+ ++ The coordinates must be within the bounds of the tile map as it were created. + That is, it is not possible to extend the size of a tile map by setting tiles outside the edges. + To clear a tile, set the tile to number 0. Which tile map and layer to manipulate is identified by the URL and the layer name parameters. + Transform bitmask is arithmetic sum of one or both FLIP constants (
tilemap.H_FLIP, tilemap.V_FLIP) and/or one of ROTATION constants
+ (tilemap.ROTATE_90, tilemap.ROTATE_180, tilemap.ROTATE_270).
+ Flip always applies before rotation (clockwise).
+
+ @CSharpLua.Template = "tilemap.set_tile({0}, {1}, {2}, {3}, {4}, {5})"
+ + +-------+-------+------+------+ + | 0,3 | 1,3 | 2,3 | 3,3 | + +-------+-------+------+------+ + | 0,2 | 1,2 | 2,2 | 3,2 | + +-------+-------+------+------+ + | 0,1 | 1,1 | 2,1 | 3,1 | + +-------O-------+------+------+ + | 0,0 | 1,0 | 2,0 | 3,0 | + +-------+-------+------+------+ ++ The coordinates must be within the bounds of the tile map as it were created. + That is, it is not possible to extend the size of a tile map by setting tiles outside the edges. + To clear a tile, set the tile to number 0. Which tile map and layer to manipulate is identified by the URL and the layer name parameters. + Transform bitmask is arithmetic sum of one or both FLIP constants (
tilemap.H_FLIP, tilemap.V_FLIP) and/or one of ROTATION constants
+ (tilemap.ROTATE_90, tilemap.ROTATE_180, tilemap.ROTATE_270).
+ Flip always applies before rotation (clockwise).
+
+ @CSharpLua.Template = "tilemap.set_tile({0}, {1}, {2}, {3}, {4})"
+ + +-------+-------+------+------+ + | 0,3 | 1,3 | 2,3 | 3,3 | + +-------+-------+------+------+ + | 0,2 | 1,2 | 2,2 | 3,2 | + +-------+-------+------+------+ + | 0,1 | 1,1 | 2,1 | 3,1 | + +-------O-------+------+------+ + | 0,0 | 1,0 | 2,0 | 3,0 | + +-------+-------+------+------+ ++ The coordinates must be within the bounds of the tile map as it were created. + That is, it is not possible to extend the size of a tile map by setting tiles outside the edges. + To clear a tile, set the tile to number 0. Which tile map and layer to manipulate is identified by the URL and the layer name parameters. + Transform bitmask is arithmetic sum of one or both FLIP constants (
tilemap.H_FLIP, tilemap.V_FLIP) and/or one of ROTATION constants
+ (tilemap.ROTATE_90, tilemap.ROTATE_180, tilemap.ROTATE_270).
+ Flip always applies before rotation (clockwise).
+
+ @CSharpLua.Template = "tilemap.set_tile({0}, {1}, {2}, {3}, {4}, {5})"
+ + +-------+-------+------+------+ + | 0,3 | 1,3 | 2,3 | 3,3 | + +-------+-------+------+------+ + | 0,2 | 1,2 | 2,2 | 3,2 | + +-------+-------+------+------+ + | 0,1 | 1,1 | 2,1 | 3,1 | + +-------O-------+------+------+ + | 0,0 | 1,0 | 2,0 | 3,0 | + +-------+-------+------+------+ ++ The coordinates must be within the bounds of the tile map as it were created. + That is, it is not possible to extend the size of a tile map by setting tiles outside the edges. + To clear a tile, set the tile to number 0. Which tile map and layer to manipulate is identified by the URL and the layer name parameters. + Transform bitmask is arithmetic sum of one or both FLIP constants (
tilemap.H_FLIP, tilemap.V_FLIP) and/or one of ROTATION constants
+ (tilemap.ROTATE_90, tilemap.ROTATE_180, tilemap.ROTATE_270).
+ Flip always applies before rotation (clockwise).
+
+ @CSharpLua.Template = "tilemap.set_tile({0}, {1}, {2}, {3}, {4})"
+ + +-------+-------+------+------+ + | 0,3 | 1,3 | 2,3 | 3,3 | + +-------+-------+------+------+ + | 0,2 | 1,2 | 2,2 | 3,2 | + +-------+-------+------+------+ + | 0,1 | 1,1 | 2,1 | 3,1 | + +-------O-------+------+------+ + | 0,0 | 1,0 | 2,0 | 3,0 | + +-------+-------+------+------+ ++ The coordinates must be within the bounds of the tile map as it were created. + That is, it is not possible to extend the size of a tile map by setting tiles outside the edges. + To clear a tile, set the tile to number 0. Which tile map and layer to manipulate is identified by the URL and the layer name parameters. + Transform bitmask is arithmetic sum of one or both FLIP constants (
tilemap.H_FLIP, tilemap.V_FLIP) and/or one of ROTATION constants
+ (tilemap.ROTATE_90, tilemap.ROTATE_180, tilemap.ROTATE_270).
+ Flip always applies before rotation (clockwise).
+
+ @CSharpLua.Template = "tilemap.set_tile({0}, {1}, {2}, {3}, {4}, {5})"
+ + +-------+-------+------+------+ + | 0,3 | 1,3 | 2,3 | 3,3 | + +-------+-------+------+------+ + | 0,2 | 1,2 | 2,2 | 3,2 | + +-------+-------+------+------+ + | 0,1 | 1,1 | 2,1 | 3,1 | + +-------O-------+------+------+ + | 0,0 | 1,0 | 2,0 | 3,0 | + +-------+-------+------+------+ ++ The coordinates must be within the bounds of the tile map as it were created. + That is, it is not possible to extend the size of a tile map by setting tiles outside the edges. + To clear a tile, set the tile to number 0. Which tile map and layer to manipulate is identified by the URL and the layer name parameters. + Transform bitmask is arithmetic sum of one or both FLIP constants (
tilemap.H_FLIP, tilemap.V_FLIP) and/or one of ROTATION constants
+ (tilemap.ROTATE_90, tilemap.ROTATE_180, tilemap.ROTATE_270).
+ Flip always applies before rotation (clockwise).
+
+ @CSharpLua.Template = "tilemap.set_tile({0}, {1}, {2}, {3}, {4})"
+ + +-------+-------+------+------+ + | 0,3 | 1,3 | 2,3 | 3,3 | + +-------+-------+------+------+ + | 0,2 | 1,2 | 2,2 | 3,2 | + +-------+-------+------+------+ + | 0,1 | 1,1 | 2,1 | 3,1 | + +-------O-------+------+------+ + | 0,0 | 1,0 | 2,0 | 3,0 | + +-------+-------+------+------+ ++ The coordinates must be within the bounds of the tile map as it were created. + That is, it is not possible to extend the size of a tile map by setting tiles outside the edges. + To clear a tile, set the tile to number 0. Which tile map and layer to manipulate is identified by the URL and the layer name parameters. + Transform bitmask is arithmetic sum of one or both FLIP constants (
tilemap.H_FLIP, tilemap.V_FLIP) and/or one of ROTATION constants
+ (tilemap.ROTATE_90, tilemap.ROTATE_180, tilemap.ROTATE_270).
+ Flip always applies before rotation (clockwise).
+
+ @CSharpLua.Template = "tilemap.set_tile({0}, {1}, {2}, {3}, {4}, {5})"
+ vmath.quat(0, 0, 0, 1)
+
+ @CSharpLua.Template = "vmath.quat()"
+ angle
+ radians around the axis described by the unit vector v.
+
+ @CSharpLua.Template = "vmath.quat_axis_angle({0}, {1})"
+ angle
+ radians around the x-axis.
+
+ @CSharpLua.Template = "vmath.quat_rotation_x({0})"
+ angle
+ radians around the y-axis.
+
+ @CSharpLua.Template = "vmath.quat_rotation_y({0})"
+ angle
+ radians around the z-axis.
+
+ @CSharpLua.Template = "vmath.quat_rotation_z({0})"
+ vmath.ortho_inv() instead.
+ The specialized inverse for ortho-normalized matrices is much faster
+ than the general inverse.
+
+ @CSharpLua.Template = "vmath.inv({0})"
+ vmath.inv() instead.
+
+ @CSharpLua.Template = "vmath.ortho_inv({0})"
+ P ⋅ Q = |P| |Q| cos θ
+ where θ is the angle between the vectors P and Q.
+ P ⋅ Q = |P| |Q| cos θ
+ where θ is the angle between the vectors P and Q.
+ P ⋅ Q = |P| |Q| cos θ
+ where θ is the angle between the vectors P and Q.
+ P ⋅ Q = |P| |Q| cos θ
+ where θ is the angle between the vectors P and Q.
+ q* = [w, -v]
+
+ @CSharpLua.Template = "vmath.conj({0})"
+ p = |P| cos θ / |Q|
+ where θ is the angle between the vectors P and Q.
+
+ @CSharpLua.Template = "vmath.project({0}, {1})"
+ v = vmath.mul_per_elem(a, b) = vmath.vector3(a.x * b.x, a.y * b.y, a.z * b.z)
+
+ @CSharpLua.Template = "vmath.mul_per_elem({0}, {1})"
+ v = vmath.mul_per_elem(a, b) = vmath.vector3(a.x * b.x, a.y * b.y, a.z * b.z)
+
+ @CSharpLua.Template = "vmath.mul_per_elem({0}, {1})"
+ window.DIMMING_UNKNOWN is always returned.
+
+ @CSharpLua.Template = "window.get_dim_mode()"
+