UTIL
Module: _util
QuitGame()
()
1
() _util.QuitGame() ->
ReadFromFile(Path:
)
(Text:
?,Success:
)
2
)
(Text:
?,Success:
) _util.ReadFromFile(Path: string) -> Text: string?, Success: boolean
SaveToFile(Content:
,Path:
)
(Success:
?)
3
,Path:
)
(Success:
?) _util.SaveToFile(Content: string, Path: string) -> Success: boolean?
LoadAssetFromSoftReference(FontGamePath:
)
(ReturnValue:
)
4
)
(ReturnValue:
) _util.LoadAssetFromSoftReference(FontGamePath: any) -> ReturnValue: any
RunStr(String:
)
()
5
)
() _util.RunStr(String: any) ->
TODO_SetMouseCursorLook(Hello:
,dsadsa:
)
()
6
,dsadsa:
)
() _util.TODO_SetMouseCursorLook(Hello: any, dsadsa: any) ->
AllowLevelEdit(Show:
)
()
7
)
() --[=[This will prevent users from clicking and editing axioms]=]
_util.AllowLevelEdit(Show: boolean) ->
DisplaySandboxInterface(Show:
)
()
8
)
() --[=[This will display only the Settings and MeinMenu widgets]=]
_util.DisplaySandboxInterface(Show: boolean) ->
UnbindAllActorEvents(Actor:
)
()
9
)
() _util.UnbindAllActorEvents(Actor: actor) ->
OnActorDestroyed(Actor:
,Callback:
)
(EventHandle:
?)
10
,Callback:
)
(EventHandle:
?) _util.OnActorDestroyed(Actor: actor, Callback: any) -> EventHandle: eventHandle?
OnActorEndOverlap(Actor:
,Callback:
)
(EventHandle:
?)
11
,Callback:
)
(EventHandle:
?) _util.OnActorEndOverlap(Actor: actor, Callback: any) -> EventHandle: eventHandle?
OnActorBeginOverlap(Actor:
,Callback:
)
(EventHandle:
?)
12
,Callback:
)
(EventHandle:
?) _util.OnActorBeginOverlap(Actor: actor, Callback: any) -> EventHandle: eventHandle?
GetFirstActorWithTag(Tag:
)
(Actors:
)
13
)
(Actors:
) --[=[If there are multiple actors with the same tag the first on in memory will be returned]=]
_util.GetFirstActorWithTag(Tag: string) -> Actors: actor
SetActorLocation(Actor:
,NewLocation:
,bTeleport:
)
(bSuccessful:
)
14
,NewLocation:
,bTeleport:
)
(bSuccessful:
) _util.SetActorLocation(Actor: actor, NewLocation: vector, bTeleport: boolean) -> bSuccessful: boolean
GetActorLocation(Actor:
)
(Location:
)
15
)
(Location:
) _util.GetActorLocation(Actor: actor) -> Location: vector
DeleteActor(Actor:
)
(Success:
)
16
)
(Success:
) _util.DeleteActor(Actor: actor) -> Success: boolean
SpawnCharacter(Location:
,Rotation:
)
(Character:
)
17
,Rotation:
)
(Character:
) --[=[This function does a lot, but I'll tell you later]=]
_util.SpawnCharacter(Location: vector, Rotation: vector) -> Character: character
GetCustomizationComponent(Character:
)
(CustomizationComponent:
)
18
)
(CustomizationComponent:
) _util.GetCustomizationComponent(Character: character) -> CustomizationComponent: actorComponent
GetCurrentCharacter()
(Character:
)
19
(Character:
) --[=[Get current character the player possess]=]
_util.GetCurrentCharacter() -> Character: character
GetAllCharacters()
(Characters:
<
>)
20
(Characters:
<
>) --[=[Get current character the player possess]=]
_util.GetAllCharacters() -> Characters: {character}
Print(Text:
,TextColor:
<
?>)
()
21
,TextColor:
<
?>)
() _util.Print(Text: string, TextColor: {number}?) ->
Test(Input:
)
(Ret:
<
>,AnotherRet:
)
22
)
(Ret:
<
>,AnotherRet:
) --[=[This is
a multi line
comment
@param Test string
@return Idk number
]=]
_util.Test(Input: any) -> Ret: {any}, AnotherRet: string