/// <summary> /// Checks if this object is considered an "actor" object /// </summary> public static bool IsActor(GameObject gameObject) { return((bool)ProxyUtils.InvokeStaticProxiedEx(WorldUtilsTypeName, "IsActor", new InvokeStaticProxyOptions() { MatchParameterTypes = true }, gameObject)); }
public static bool IsAlive(Transform target) { return((bool)ProxyUtils.InvokeStaticProxiedEx(WorldUtilsTypeName, "IsAlive", new InvokeStaticProxyOptions() { MatchParameterTypes = true }, target)); }
/// <summary> /// Spawn an effect into the world (Effects/*) /// </summary> public static GameObject SpawnEffect(string effectID, Vector3 position, Quaternion rotation, Transform parent, bool useUniqueId) { return((GameObject)ProxyUtils.InvokeStaticProxiedEx(WorldUtilsTypeName, "SpawnEffect", new InvokeStaticProxyOptions() { MatchParameterTypes = true, ParameterMatchTypes = new Type[] { typeof(string), typeof(Vector3), typeof(Quaternion), typeof(Transform), typeof(bool) } }, effectID, position, rotation, parent, useUniqueId)); }
/// <summary> /// Spawn an entity into the world (entities/*) /// </summary> public static GameObject SpawnEntity(string formID, string thingID, Vector3 position, Quaternion rotation, Transform parent) { return((GameObject)ProxyUtils.InvokeStaticProxiedEx(WorldUtilsTypeName, "SpawnEntity", new InvokeStaticProxyOptions() { MatchParameterTypes = true, ParameterMatchTypes = new Type[] { typeof(string), typeof(string), typeof(Vector3), typeof(Quaternion), typeof(Transform) } }, formID, thingID, position, rotation, parent)); }
//TODO ParameterMatchTypes for below /// <summary> /// Sets parameters and loads a different scene /// </summary> public static void ChangeScene(string scene, string spawnPoint, Vector3 position, Quaternion rotation, bool skipLoading) { ProxyUtils.InvokeStaticProxiedEx(WorldUtilsTypeName, "ChangeScene", new InvokeStaticProxyOptions() { MatchParameterTypes = true, ParameterMatchTypes = new Type[] { typeof(string), typeof(string), typeof(Vector3), typeof(Quaternion), typeof(bool) } }, scene, spawnPoint, position, rotation, skipLoading); }