IFluxWorldRuntime
La référence est en anglais : elle est générée à partir des commentaires du code, écrits en anglais.
public interface IFluxWorldRuntimeNamespace NodeWorld.SDK.Client.Flux.
The FL# scripts of the loaded world, run in the client or in Play mode of a world project.
Properties
HasLoadedWorld
bool HasLoadedWorld { get; }A world's scripts are loaded and running.
Methods
LoadWorld
void LoadWorld(string worldId, byte[] aotModule, Scene scene, IReadOnlyCollection<GameObject> worldRoots)Starts the scripts of the world: one per FluxBehaviour under its roots (active ones). worldRoots: the roots of the scene as the world's bundle made them (Scene.GetRootGameObjects once it is loaded, before it becomes active: anything instantiated afterwards lands in the active scene), the only objects of the scene the scripts may touch with the ones they make; what the client adds to the active scene later (avatars, portals, cameras, voices) stays the client's.
UnloadWorld
void UnloadWorld()Stops the world's scripts, every thread with them, and frees what they made.
Events
ScriptsInterrupted
event Action<int> ScriptsInterruptedThe watchdog stopped the world's scripts (a call ran longer than its timeout, given in seconds: the loading one, then 10 s): the world stays shown, the client tells the player.
