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Enumerations

All custom enums. More...

Enumerations

enum  ColorChannel
 RGBA color channel, int value as indexer of UnityEngine.Color. More...
 
enum  KeyState
 Input key state to describe keyboard operation. More...
 
enum  MonoMessage
 Messages of UnityEngine.MonoBehaviour. More...
 
enum  WindowStyle
 Style to display standalone player window. More...
 

Detailed Description

All custom enums.

Enumeration Type Documentation

enum ColorChannel
strong

RGBA color channel, int value as indexer of UnityEngine.Color.

Enumerator

Red, 0.

Green, 1.

Blue, 2.

Alpha, 3.

enum KeyState
strong

Input key state to describe keyboard operation.

Enumerator
None 

Nothing.

Press 

When pressed down.

Hold 

While holding down.

Release 

When released.

enum MonoMessage
strong

Messages of UnityEngine.MonoBehaviour.

Enumerator
None 

None.

Awake 

Awake is called when the script instance is being loaded.

FixedUpdate 

This function is called every fixed framerate frame, if the MonoBehaviour is enabled.

LateUpdate 

LateUpdate is called every frame, if the Behaviour is enabled.

OnAnimatorIK 

Callback for setting up animation IK.

OnAnimatorMove 

Callback for processing animation movements for modifying root motion.

OnApplicationFocus 

Sent to all game objects when the player gets or loses focus.

OnApplicationPause 

Sent to all game objects when the player pauses.

OnApplicationQuit 

Sent to all game objects before the application is quit.

OnAudioFilterRead 

If implemented, Unity will insert a custom filter into the audio DSP chain.

OnBecameInvisible 

OnBecameInvisible is called when the renderer is no longer visible by any camera.

OnBecameVisible 

OnBecameVisible is called when the renderer became visible by any camera.

OnCollisionEnter 

Called when this collider/rigidbody has begun touching another rigidbody/collider.

OnCollisionEnter2D 

Sent when an incoming collider makes contact with this object's collider.

OnCollisionExit 

Called when this collider/rigidbody has stopped touching another rigidbody/collider.

OnCollisionExit2D 

Sent when a collider on another object stops touching this object's collider.

OnCollisionStay 

Called once per frame for every collider/rigidbody that is touching rigidbody/collider.

OnCollisionStay2D 

Sent each frame where a collider on another object is touching this object's collider.

OnConnectedToServer 

Called on the client when you have successfully connected to a server.

OnControllerColliderHit 

Called when the controller hits a collider while performing a Move.

OnDestroy 

This function is called when the MonoBehaviour will be destroyed.

OnDisable 

This function is called when the behaviour becomes disabled () or inactive.

OnDisconnectedFromServer 

Called on the client when the connection was lost or you disconnected from the server.

OnDrawGizmos 

Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.

OnDrawGizmosSelected 

Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected.

OnEnable 

This function is called when the object becomes enabled and active.

OnFailedToConnect 

Called on the client when a connection attempt fails for some reason.

OnFailedToConnectToMasterServer 

Called on clients or servers when there is a problem connecting to the MasterServer.

OnGUI 

OnGUI is called for rendering and handling GUI events.

OnJointBreak 

Called when a joint attached to the same game object broke.

OnJointBreak2D 

Called when a Joint2D attached to the same game object breaks.

OnMasterServerEvent 

Called on clients or servers when reporting events from the MasterServer.

OnMouseDown 

Called when the user has pressed the mouse button while over the GUIElement or Collider.

OnMouseDrag 

Called when the user has clicked on a GUIElement or Collider and is still holding down.

OnMouseEnter 

Called when the mouse enters the GUIElement or Collider.

OnMouseExit 

Called when the mouse is not any longer over the GUIElement or Collider.

OnMouseOver 

Called every frame while the mouse is over the GUIElement or Collider.

OnMouseUp 

OnMouseUp is called when the user has released the mouse button.

OnMouseUpAsButton 

Called when the mouse is released over the same GUIElement or Collider as it was pressed.

OnNetworkInstantiate 

Called on objects which have been network instantiated with Network.Instantiate.

OnParticleCollision 

OnParticleCollision is called when a particle hits a collider.

OnParticleTrigger 

Called when any particles in a particle system meet the conditions in the trigger module.

OnPlayerConnected 

Called on the server whenever a new player has successfully connected.

OnPlayerDisconnected 

Called on the server whenever a player disconnected from the server.

OnPostRender 

OnPostRender is called after a camera finished rendering the scene.

OnPreCull 

OnPreCull is called before a camera culls the scene.

OnPreRender 

OnPreRender is called before a camera starts rendering the scene.

OnRenderImage 

OnRenderImage is called after all rendering is complete to render image.

OnRenderObject 

OnRenderObject is called after camera has rendered the scene.

OnSerializeNetworkView 

Used to customize synchronization of variables in a script watched by a network view.

OnServerInitialized 

Called on the server whenever a Network.InitializeServer was invoked and has completed.

OnTransformChildrenChanged 

This function is called when the list of children of the transform of the GameObject has changed.

OnTransformParentChanged 

This function is called when the parent property of the transform of the GameObject has changed.

OnTriggerEnter 

OnTriggerEnter is called when the Collider other enters the trigger.

OnTriggerEnter2D 

Sent when another object enters a trigger collider attached to this object.

OnTriggerExit 

OnTriggerExit is called when the Collider other has stopped touching the trigger.

OnTriggerExit2D 

Sent when another object leaves a trigger collider attached to this object.

OnTriggerStay 

OnTriggerStay is called once per frame for every Collider other that is touching the trigger.

OnTriggerStay2D 

Sent each frame where another object is within a trigger collider attached to this object.

OnValidate 

This function is called when the script is loaded or a value is changed in the inspector.

OnWillRenderObject 

OnWillRenderObject is called once for each camera if the object is visible.

Reset 

Reset to default values.

Start 

Called on the frame when a script is enabled just before any Update is called the first time.

Update 

Update is called every frame, if the MonoBehaviour is enabled.

OnParticleSystemStopped 

Called when all particles in the system have died, and no new particles will be born.

enum WindowStyle
strong

Style to display standalone player window.

Enumerator
Fullscreen 

Fullscreen.

Windowed 

Windowed.

Borderless 

Borderless.

Popup 

Centered borderless.