Information
SUMMARY

Read Me First!  go to https://​drive​.google​.com​/drive​/folders​/1rpOli0fxnA-Q7-IpYg3rUFJ44M0PsSxd for more docs, examples, code samples

scriptfunctions_client_events.cpp

contains all the events 2D or 3d related

scriptfunctions_client_misceallenous.cpp

contains miscealenous functions added to existing Graal classes, or new classes to bind with existing Graal classes

scriptfunctions_client_Quattro_doc.cpp
contains all the Quattro related additions, 2D or 3D, so they starts with Quattro
scriptfunctions_client_Quattro3D.cpp
contains all the 3d part related Quattro additions, so they starts with Quattro3D
scriptfunctions_client_unityScripting_doc.cpp

contains all the bindings from Unity, contains also some convenient extensions funcs flagged with UnityExtension: it is a subset of all the Unity c# langages, with namespace removed the base type for all unity objects ( structs, objects,enums), is UnityObjectLink as we dont have the new keyboard, all creators are replace with Type::Create(args), like for ex Vector2::Create(1,2) as we dont have enum class, all enums have EnumToInt, IntToEnum and Count funcs on their type, like for ex EnumVertexAttribute::Count() we have added dedicated functions to load from asset bundles, like AbstractEventData::CreateFromAssetBundle( string bundle,string objectname), look at Quattro::​AssetManagement for bundle load help in order to mimic Unity Template Functions, we created A Type:: scope; all object types have a Type:: like Type::GameObject, that you can use as a parameter for Template functions for ex: temp.myrigidbody = mygameobject.GetComponent(Type::RigidBody) if some binding you need is missing, please contact mer[xxx]lin@graalon[xxx]line.com go to https://​docs​.google​.com​/document​/d​/1ykjNi6AMTSmMXw-5TYbNdv4sjHEaYyMqBo​JN5ZlbXME for more docs, examples, code samples

NOTES

:: is a scope operator, all static funcs and fields also uses that scope system, like Vector3::One is a static field on the type Vector3

(see Default-Landscape.jpg)