Communication
The API allows your own scripts to communicate with the GameFlow blocks in case you need to read or write their properties or control their behavior.
Accessing blocks by reference
The most direct way to access a block of GameFlow from your own script is to pass the script a reference to the block. To do this, we will only have to define a member in our script of the desired type and make sure to drag or choose the corresponding object in the editor.
In the following example, our script defines a member of type Variable that we will access to print its value in the console:
In the Inspector, after the instance of the script MyVar1 we will add a GameFlow component to which we will add a Variable to give it a value (in the example 'Hello!') And finally drag it (by clicking on the title and moving the mouse) to the Field 'Variable' of the MyVar1 script, remaining as shown in the image:
If everything is correctly configured, when entering Play mode we should see a message in the console with the value of our variable confirming that our script can access the value of the variable.
Accessing blocks by identifier
We also have a second way to access GameFlow blocks that consists of searching the block by its type and identifier (and optionally a search scope) to obtain its reference.
The following are the static search methods available in the Blocks
utility class:
FindBlock<T>(string id)
Search for a block of type T with the id specified in all active GameObjects (or that have been active at any time) in the scene.
FindBlock<T>(string id, GameObject go, bool recursive = false)
Search for a block of type T with the specified id but only in the scope of the specified GameObject and optionally (if we specify recursive = true) in its entire hierarchy (that is, in the GameObject children). In this case, it is not taken into account if the GameObject is active or not.
In case of success, these methods will return the reference to the first block that meets the specified search requirements. If no block is found, null
is returned.
In the following example we will access a variable again, but this time instead of explicitly passing its reference to it as in the previous example, we will look for it by its name.
For the example to work, we will need to add a GameFlow component with an Integer variable that we will call "Health", as shown in the image:
If everything is correctly configured, when entering Play mode we should see a message in console with the value of our variable that will confirm that our script finds the variable and can access its value.
Accessing blocks properties
One of the most frequent reasons to access GameFlow blocks from our scripts is to read or write their properties, something that the API also allows.
In the previous examples we have seen how to read the value of two variables using the properties stringValue
andintValue
, but these properties could also be used to modify the value of the variables just by making an assignment.
So, for example, to change the value of the Variable used in the previous example, we could do:
The properties available for each block class can be found in the API Reference.
Executing methods declared in blocks
In addition to accessing the properties, we also have the ability to invoke the public instance methods of any block to govern their behavior from our scripts.
If for example we wanted to stop a Timer block from which we had previously obtained a reference by searching, it would be enough to invoke the appropriate method:
The available methods for each block class can be found in the API Reference.
Built-in Variables
GameFlow includes a series of pre-defined Variable blocks whose particularity is that of having values that are updated dynamically either at run time or at edit time.
The API offers a simple and unified access to the values of all these variables through the properties of the Builtin
utility class:
activeGameObject
Currently selected and focused GameObject
GameObject
currentFPS
Current frames per second
float
day
Number of the current day of the month
int
defaultLanguage
Default language for the application as configured in settings
SystemLanguage
deltaTime
Time (seconds) that the last frame took to complete
float
deviceName
Name of the device in use
string
frame
Number of the current frame
int
hour
Current hour
int
inputAxis
Current value for the input axis
Vector2
inputAxisX
Current value for the horizontal input axis
float
inputAxisY
Current value for the vertical input axis
float
language
Current language in use
SystemLanguage
mainCamera
Reference to the Camera tagged as "Main Camera"
Camera
minute
Current minute
int
month
Current month
int
mouseDelta
Offset from last mouse position
Vector2
mouseDeltaX
Horizontal offset of the last mouse movement
float
mouseDeltaY
Vertical offset of the last mouse movement
float
mousePosition
Current position (x,y) of the mouse cursor
Vector2
mousePositionX
Current horizontal position of the mouse cursor
float
mousePositionY
Current vertical position of the mouse cursor
float
nativeResolution
Native resolution of the screena
Vector2
screenCenter
Coordinates of the center of the screen
Vector2
screenSize
Current screen resolution
Vector2
second
Current second
int
year
Current year
int
So, for example, to obtain the current position of the mouse we could do:
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