Asset.Get( assetPath, assetType, errorIfAssetNotFound ) | Alias of CraftStudio.FindAsset( assetPath[, assetType] ). |
Asset.GetId( asset ) | Returns the asset's internal unique identifier. |
Asset.GetName( asset ) | Returns the name of the provided asset. |
Asset.GetPath( asset ) | Returns the path of the provided asset. |
Camera.GetBaseDistance( camera ) | Returns the perspective camera's base distance. |
Camera.GetFOV( camera ) | Returns the FOV of the provided perspective camera (rounded to the second digit after the coma). |
Camera.GetPixelsToUnits( camera ) | Returns the pixels to scene units factor. |
Camera.GetUnitsToPixels( camera ) | Returns the scene units to pixels factor. |
Camera.IsPositionInFrustum( camera, position ) | Tell whether the provided position is inside the camera's frustum. |
Camera.Project( camera, position ) | Projects a 3D space position to a 2D screen position. |
Camera.Set( camera, params ) | Apply the content of the params argument to the provided camera. |
Camera.SetProjectionMode( camera, projectionMode ) | Sets the camera projection mode. |
Camera.WorldToScreenPoint( camera, position ) | Translate a position in the scene to an on-screen position. |
Color.GetHSV( color ) | Return the Hue, Saturation and Value of the provided color. |
Color.GetHex( color ) | Return the color's hexadecimal representation. |
Color.GetName( color ) | Return the name of the color, provided it can be found in the `Color.colorsByName` object. |
Color.GetRandom( pattern ) | Returns a random color, optional of the provided pattern. |
Color.HexToRGB( hex ) | Convert an hexadecimal color into its RGB components. |
Color.New( r, g, b ) | Create a new color object. |
Color.RGBToHex( r, g, b ) | Return the hexadecimal representation of the provided color or r, g, b components. |
Color.SetHex( color, hex ) | Set the color from an hexadecimal representation. |
Color.ToArray( color ) | Convert the provided color object to an array. |
Color.ToRGB( color ) | Convert the provided color object to a table with "r", "g", "b" keys. |
Color.ToString( color ) | Returns a string representation of the color's components, each component being separated y a space. |
Color.ToVector3( color ) | Convert the provided color object to a Vector3. |
Color.__add( a, b ) | Allow to add two Color objects by using the + operator. |
Color.__div( a, b ) | Allow to divide two Color objects or a Color object and a number by using the / operator. |
Color.__eq( a, b ) | Allow to check for the equality between two Color objects using the == comparison operator. |
Color.__mul( a, b ) | Allow to multiply two Color object or a Color object and a number by using the * operator. |
Color.__sub( a, b ) | Allow to subtract two Color objects by using the - operator. |
Component.Destroy( component ) | Destroy the provided component, removing it from the game object. |
Component.GetId( component ) | Returns the component's internal unique identifier. |
Component.Set( component, params ) | Apply the content of the params argument to the provided component. |
CraftStudio.Destroy( object ) | Removes the specified game object (and all of its descendants) or the specified component from its game object. |
CraftStudio.Input.GetMouseDelta( ) | Return the mouse delta (the variation of position) since the last frame. |
CraftStudio.Input.GetMousePosition( ) | Return the mouse position on screen coordinates {x, y} |
CraftStudio.Input.ToggleMouseLock( ) | Toggle the locked state of the mouse, which can be accessed via the CraftStudio.Input.isMouseLocked property. |
CraftStudio.LoadScene( sceneNameOrAsset ) | Schedules loading the specified scene after the current tick (1/60th of a second) has completed. |
CraftStudio.Screen.GetSize( ) | Return the size of the screen, in pixels. |
CraftStudio.Screen.SetSize( x, y ) | Sets the size of the screen, in pixels. |
CraftStudio.Storage.Load( identifier, defaultValue, callback ) | Load data stored locally on the computer under the provided identifier. |
CraftStudio.Storage.Save( identifier, data, callback ) | Store locally on the computer the provided data under the provided identifier. |
Daneel.Debug.CheckArgType( argument, argumentName, expectedArgumentTypes, p_errorHead ) | Check the provided argument's type against the provided type(s) and display error if they don't match. |
Daneel.Debug.CheckArgValue( argument, argumentName, expectedArgumentValues, p_errorHead, defaultValue ) | Check if the provided argument's value is in the provided expected value(s). |
Daneel.Debug.CheckOptionalArgType( argument, argumentName, expectedArgumentTypes, p_errorHead, defaultValue ) | If the provided argument is not nil, check the provided argument's type against the provided type(s) and display error if they don't match. |
Daneel.Debug.Disable( info ) | Disable the debug from this point onward. |
Daneel.Debug.GetNameFromValue( value ) | Returns the name as a string of the global variable (including nested tables) whose value is provided. |
Daneel.Debug.RegisterFunction( name, argsData ) | Overload a function to call debug functions before and after it is itself called. |
Daneel.Debug.RegisterObject( object ) | Register all functions of an object to be included in the stacktrace. |
Daneel.Debug.RegisterScript( script ) | Register all functions of a scripted behavior to be included in the stacktrace. |
Daneel.Debug.StackTrace.BeginFunction( functionName, ... ) | Register a function call in the stack trace. |
Daneel.Debug.StackTrace.EndFunction( ) | Closes a successful function call, removing it from the stacktrace. |
Daneel.Debug.StackTrace.Print( ) | Prints the StackTrace. |
Daneel.Debug.ToRawString( data ) | Bypass the __tostring() function that may exists on the data's metatable. |
Daneel.Debug.Try( _function ) | Allow to test out a piece of code without killing the script if the code throws an error. |
Daneel.DefaultConfig( ) | Config, loading |
Daneel.Event.AddEventListener( object, eventName, listener ) | Add a listener function for the specified local event on this object. |
Daneel.Event.Fire( object, eventName, ... ) | Fire the provided event at the provided object or the one that listen to it, transmitting along all subsequent arguments if some exists. |
Daneel.Event.Listen( eventName, functionOrObject, isPersistent ) | Make the provided function or object listen to the provided event(s). |
Daneel.Event.RemoveEventListener( object, eventName, listener ) | Remove the specified listener for the specified local event on this object |
Daneel.Event.StopListen( eventName, functionOrObject ) | Make the provided function or object to stop listen to the provided event(s). |
Daneel.Utilities.AllowDynamicGettersAndSetters( Object, ancestors ) | Allow to call getters and setters as if they were variable on the instance of the provided object. |
Daneel.Utilities.ButtonExists( buttonName ) | Tell whether the provided button name exists amongst the Game Controls, or not. |
Daneel.Utilities.GetId( object ) | Returns an integer greater than 0 and incremented by 1 from the last time the function was called. |
Daneel.Utilities.ReplaceInString( string, replacements ) | Replace placeholders in the provided string with their corresponding provided replacements. |
Draw.CircleRenderer.Draw( circle ) | Draw the circle renderer. |
Draw.CircleRenderer.GetModel( circle ) | Returns the circle renderer's segment's model. |
Draw.CircleRenderer.GetOpacity( circle ) | Returns the circle renderer's segments' opacity. |
Draw.CircleRenderer.GetRadius( circle ) | Returns the circle renderer's radius. |
Draw.CircleRenderer.GetSegmentCount( circle ) | Returns the circle renderer's number of segments. |
Draw.CircleRenderer.GetWidth( circle ) | Returns the circle renderer's segment's width (and height). |
Draw.CircleRenderer.New( gameObject, params ) | Creates a new circle renderer component. |
Draw.CircleRenderer.Set( circle, params ) | Apply the content of the params argument to the provided circle renderer. |
Draw.CircleRenderer.SetModel( circle, model ) | Sets the circle renderer segment's model. |
Draw.CircleRenderer.SetOpacity( circle, opacity ) | Sets the circle renderer segments' opacity. |
Draw.CircleRenderer.SetRadius( circle, radius, draw ) | Sets the circle renderer's radius. |
Draw.CircleRenderer.SetSegmentCount( circle, count, draw ) | Sets the circle renderer's segment count. |
Draw.CircleRenderer.SetWidth( circle, width ) | Sets the circle renderer segment's width. |
Draw.LineRenderer.Draw( line ) | Draw the line renderer. |
Draw.LineRenderer.GetDirection( line ) | Returns the line renderer's direction. |
Draw.LineRenderer.GetEndPosition( line ) | Returns the line renderer's end position. |
Draw.LineRenderer.GetLength( line ) | Returns the line renderer's length. |
Draw.LineRenderer.GetWidth( line ) | Returns the line renderer's width. |
Draw.LineRenderer.New( gameObject, params ) | Creates a new LineRenderer component. |
Draw.LineRenderer.Set( line, params ) | Apply the content of the params argument to the provided line renderer. |
Draw.LineRenderer.SetDirection( line, direction, useDirectionAsLength, draw ) | Set the line renderer's direction. |
Draw.LineRenderer.SetEndPosition( line, endPosition, draw ) | Set the line renderer's end position. |
Draw.LineRenderer.SetLength( line, length, draw ) | Set the line renderer's length. |
Draw.LineRenderer.SetWidth( line, width, draw ) | Set the line renderer's width (and height). |
GUI.Hud.CreateOriginGO( gameObject ) | Creates a "Hud Origin" child used for positioning hud components. |
GUI.Hud.GetLayer( hud ) | Get the gameObject's layer. |
GUI.Hud.GetLocalLayer( hud ) | Get the gameObject's local layer. |
GUI.Hud.GetLocalPosition( hud ) | Get the local position (relative to its parent) of the gameObject on screen. |
GUI.Hud.GetPosition( hud ) | Get the position of the provided hud on the screen. |
GUI.Hud.New( gameObject, params ) | Creates a new Hud component instance. |
GUI.Hud.SetLayer( hud, layer ) | Set the gameObject's layer. |
GUI.Hud.SetLocalLayer( hud, layer ) | Set the huds's local layer. |
GUI.Hud.SetLocalPosition( hud, position ) | Sets the local position (relative to its parent) of the gameObject on screen . |
GUI.Hud.SetPosition( hud, position ) | Sets the position of the gameObject on screen. |
GUI.Input.Focus( input, focus ) | Set the focused state of the input. |
GUI.Input.New( gameObject, params ) | Creates a new GUI.Input. |
GUI.Input.Update( input, text, replaceText ) | Update the text of the input. |
GUI.Input.UpdateCursor( input ) | Update the position and opacity of the input's cursor. |
GUI.ProgressBar.GetHeight( progressBar ) | Get the height of the progress bar (the local scale's y component). |
GUI.ProgressBar.GetValue( progressBar, getAsPercentage ) | Get the current value of the progress bar. |
GUI.ProgressBar.New( gameObject, params ) | Creates a new GUI.ProgressBar. |
GUI.ProgressBar.Set( progressBar, params ) | Apply the content of the params argument to the provided progressBar. |
GUI.ProgressBar.SetHeight( progressBar, height ) | Set the height of the progress bar. |
GUI.ProgressBar.SetValue( progressBar, value ) | Set the value of the progress bar, adjusting its length. |
GUI.ProgressBar.UpdateValue( progressBar, value, fireEvent ) | Set the value of the progress bar, adjusting its length. |
GUI.Slider.GetValue( slider, getAsPercentage ) | Get the current slider's value. |
GUI.Slider.New( gameObject, params ) | Creates a new GUI.Slider. |
GUI.Slider.Set( slider, params ) | Apply the content of the params argument to the provided slider. |
GUI.Slider.SetValue( slider, value ) | Set the value of the slider, adjusting its position. |
GUI.TextArea.AddLine( textArea, line, prepend ) | Add a line to the text area's text. |
GUI.TextArea.GetAlignment( textArea ) | Get the component's horizontal alignment. |
GUI.TextArea.GetAreaWidth( textArea ) | Get the component's area width. |
GUI.TextArea.GetFont( textArea ) | Get the component's font used to render the text. |
GUI.TextArea.GetLineHeight( textArea ) | Get the component's line height. |
GUI.TextArea.GetNewLine( textArea ) | Get the component's newLine string. |
GUI.TextArea.GetOpacity( textArea ) | Get the component's opacity. |
GUI.TextArea.GetText( textArea ) | Get the component's text. |
GUI.TextArea.GetVerticalAlignment( textArea ) | Get the component's vertical alignment property. |
GUI.TextArea.GetWordWrap( textArea ) | Get the component's wordWrap property. |
GUI.TextArea.New( gameObject, params ) | Creates a new TextArea component. |
GUI.TextArea.Set( textArea, params ) | Apply the content of the params argument to the provided textArea. |
GUI.TextArea.SetAlignment( textArea, alignment ) | Set the component's alignment. |
GUI.TextArea.SetAreaWidth( textArea, areaWidth ) | Set the component's area width (maximum line length). |
GUI.TextArea.SetFont( textArea, font ) | Set the component's font used to renderer the text. |
GUI.TextArea.SetLineHeight( textArea, lineHeight ) | Set the component's line height. |
GUI.TextArea.SetNewLine( textArea, newLine ) | Set the component's newLine string used by SetText() to split the input text in several lines. |
GUI.TextArea.SetOpacity( textArea, opacity ) | Set the component's opacity. |
GUI.TextArea.SetText( textArea, text ) | Set the component's text. |
GUI.TextArea.SetVerticalAlignment( textArea, verticalAlignment ) | Set the component's vertical alignment. |
GUI.TextArea.SetWordWrap( textArea, wordWrap ) | Set the component's wordWrap property. |
GUI.ToPixel( value, screenSide, camera ) | Convert the provided value (a length) in a number expressed in screen pixel. |
GUI.ToSceneUnit( value, camera ) | Convert the provided value (a length) in a number expressed in scene unit. |
GUI.Toggle.Check( toggle, state, forceUpdate ) | Check or uncheck the provided toggle and fire the OnUpdate event. |
GUI.Toggle.GetGroup( toggle ) | Get the toggle's group. |
GUI.Toggle.GetText( toggle ) | Get the provided toggle's text. |
GUI.Toggle.New( gameObject, params ) | Creates a new Toggle component. |
GUI.Toggle.Set( toggle, params ) | Apply the content of the params argument to the provided toggle. |
GUI.Toggle.SetGroup( toggle, group ) | Set the toggle's group. |
GUI.Toggle.SetText( toggle, text ) | Set the provided toggle's text. |
GameObject.AddComponent( gameObject, componentType, params ) | Add a component to the game object and optionally initialize it. |
GameObject.AddEventListener( gameObject, eventName, listener ) | Add a listener function for the specified local event on this game object. |
GameObject.AddTag( gameObject, tag ) | Add the provided tag(s) to the provided game object. |
GameObject.Animate( gameObject, property, endValue, duration, onCompleteCallback, params ) | Creates an animation (a tweener) with the provided parameters. |
GameObject.Destroy( gameObject ) | Destroy the game object at the end of this frame. |
GameObject.Display( gameObject, value, forceUseLocalPosition ) | Display or hide the game object. |
GameObject.FireEvent( gameObject, eventName, ... ) | Fire an event at the provided game object. |
GameObject.Get( name, errorIfGameObjectNotFound ) | Alias of CraftStudio.FindGameObject(name). |
GameObject.GetChild( gameObject, name, recursive ) | Alias of GameObject.FindChild(). |
GameObject.GetChildren( gameObject, recursive, includeSelf ) | Get all descendants of the game object. |
GameObject.GetComponent( gameObject, componentType ) | Get the first component of the provided type attached to the game object. |
GameObject.GetId( gameObject ) | Returns the game object's internal unique identifier. |
GameObject.GetInAncestors( gameObject, searchFunction ) | Search the ancestors of the provided game object. |
GameObject.GetScriptedBehavior( gameObject, scriptNameOrAsset ) | Get the provided scripted behavior instance attached to the game object. |
GameObject.GetTags( gameObject ) | Returns the tag(s) of the provided game object. |
GameObject.GetWithTag( tag ) | Returns the game object(s) that have all the provided tag(s). |
GameObject.HasTag( gameObject, tag, atLeastOneTag ) | Tell whether the provided game object has all (or at least one of) the provided tag(s). |
GameObject.Instantiate( name, sceneNameOrAsset, params ) | Create a new game object with the content of the provided scene and optionally initialize it. |
GameObject.New( name, params ) | Create a new game object and optionally initialize it. |
GameObject.RemoveEventListener( gameObject, eventName, listener ) | Remove the specified listener for the specified local event on this game object |
GameObject.RemoveTag( gameObject, tag ) | Remove the provided tag(s) from the provided game object. |
GameObject.SendMessage( gameObject, functionName, data ) | Tries to call a method with the provided name on all the scriptedBehaviors attached to the game object. |
GameObject.Set( gameObject, params ) | Apply the content of the params argument to the provided game object. |
GameObject.SetParent( gameObject, parentNameOrInstance, keepLocalTransform ) | Set the game object's parent. |
Lang.Get( key, replacements ) | Get the localized line identified by the provided key. |
Lang.RegisterForUpdate( gameObject, key, replacements ) | Register a game object to update its text renderer whenever the language will be updated by Lang.Update(). |
Lang.Update( language ) | Update the current language and the text of all game objects that have registered via Lang.RegisterForUpdate(). |
Map.GetBlockIDAt( map, x, y, z ) | Returns A block ID between 0-254 if a block exists at the given location (all valid block IDs are in the range 0-254), otherwise f there is no block at the given location then it will return Map.EmptyBlockID (which has a value of 255). |
Map.GetBlockOrientationAt( map, x, y, z ) | Returns The block orientation of the block at the specified location, otherwise if there is no block at the given location it will return Map.BlockOrientation.North. |
Map.SetBlockAt( map, x, y, z, id, orientation ) | Sets a block's ID and block orientation at the given location on the map. |
MapRenderer.LoadNewMap( mapRenderer, callback ) | Dynamically loads a new version of the provided map renderer's map and sets it as the map renderer new map. |
MapRenderer.Set( mapRenderer, params ) | Apply the content of the params argument to the provided map renderer. |
MapRenderer.SetMap( mapRenderer, mapNameOrAsset, replaceTileSet ) | Attach the provided map to the provided map renderer. |
MapRenderer.SetTileSet( mapRenderer, tileSetNameOrAsset ) | Set the specified tileSet for the mapRenderer's map. |
ModelRenderer.GetColor( modelRenderer ) | Get the color of the provided model renderer. |
ModelRenderer.Set( modelRenderer, params ) | Apply the content of the params argument to the provided model renderer. |
ModelRenderer.SetAnimation( modelRenderer, animationNameOrAsset ) | Set the specified animation for the modelRenderer's current model. |
ModelRenderer.SetColor( modelRenderer, color ) | Set the color of the provided model renderer. |
ModelRenderer.SetModel( modelRenderer, modelNameOrAsset ) | Attach the provided model to the provided modelRenderer. |
MouseInput.GetTags( mouseInput ) | Return the tag(s) of the game objects the component works with. |
MouseInput.New( gameObject, params ) | Create a new MouseInput component. |
MouseInput.SetTags( mouseInput, tags ) | Set tag(s) of the game objects the component works with. |
MouseInput.Update( mouseInput ) | Update the specified MouseInput component or update all components when no argument is passed. |
Ray.Cast( ray, gameObjects, sortByDistance ) | Check the collision of the ray against the provided set of game objects. |
Ray.IntersectsGameObject( ray, gameObjectNameOrInstance ) | Check if the ray intersects the specified game object. |
RaycastHit.New( params ) | Create a new RaycastHit |
Scene.Append( sceneNameOrAsset, parentNameOrInstance ) | Alias of CraftStudio.AppendScene(). |
Scene.Load( sceneNameOrAsset ) | Alias of CraftStudio.LoadScene(). |
Sound.Play( soundAssetOrPath, volume, pitch, pan ) | Play the specified sound. |
TextRenderer.GetColor( textRenderer ) | Get the color of the provided text renderer. |
TextRenderer.SetAlignment( textRenderer, alignment ) | Set the text's alignment. |
TextRenderer.SetColor( textRenderer, color ) | Set the color of the provided text renderer. |
TextRenderer.SetFont( textRenderer, fontNameOrAsset ) | Set the provided font to the provided text renderer. |
TextRenderer.SetTextWidth( textRenderer, width ) | Update the game object's scale to make the text appear the provided width. |
Transform.GetScale( transform ) | Get the transform's global scale. |
Transform.LocalToWorld( transform, position ) | Transform a position local to this transform to a global position. |
Transform.SetLocalScale( transform, scale ) | Set the transform's local scale. |
Transform.SetScale( transform, scale ) | Set the transform's global scale. |
Transform.WorldToLocal( transform, position ) | Transform a global position to a position local to this transform. |
Trigger.GetGameObjectsInRange( trigger ) | Get the gameObjects that are within range of that trigger. |
Trigger.GetRange( trigger ) | Get the range of the trigger. |
Trigger.GetTags( trigger ) | Return the tag(s) of the game objects the component works with. |
Trigger.GetUpdateInterval( trigger ) | Get the interval (in frames) at which the trigger is automatically updated. |
Trigger.IsGameObjectInRange( trigger, gameObject, triggerPosition ) | Tell whether the provided game object is in range of the trigger. |
Trigger.New( gameObject, params ) | Create a new Trigger component. |
Trigger.SetRange( trigger, range ) | Set the range of the trigger. |
Trigger.SetTags( trigger, tags ) | Set tag(s) of the game objects the component works with. |
Trigger.SetUpdateInterval( trigger, updateInterval ) | Set the interval (in frames) at which the trigger is automatically updated. |
Tween.Timer.New( duration, callback, isInfiniteLoop, params ) | Creates a new tweener via one of the two allowed constructors : Timer.New(duration, OnCompleteCallback[, params]) Timer.New(duration, OnLoopCompleteCallback, true[, params]) |
Tween.Tweener.Complete( tweener ) | Complete the tweener fire the OnComple event. |
Tween.Tweener.Destroy( tweener ) | Destroy the tweener. |
Tween.Tweener.New( target, property, endValue, duration, onCompleteCallback, params ) | Creates a new tweener via one of the three allowed constructors : Tweener.New(target, property, endValue, duration[, params]) Tweener.New(startValue, endValue, duration[, params]) Tweener.New(params) |
Tween.Tweener.Pause( tweener ) | Pause the tweener and fire the OnPause event. |
Tween.Tweener.Play( tweener ) | Unpause the tweener and fire the OnPlay event. |
Tween.Tweener.Restart( tweener ) | Completely restart the tweener. |
Tween.Tweener.Update( tweener, deltaDuration ) | Update the tweener's value based on the tweener's elapsed property. |
Vector2.GetLength( vector ) | Return the length of the vector. |
Vector2.GetSqrLength( vector ) | Return the squared length of the vector. |
Vector2.New( x, y ) | Creates a new Vector2 intance. |
Vector2.Normalize( vector ) | Normalize the provided vector in place (makes its length equal to 1). |
Vector2.Normalized( vector ) | Return a copy of the provided vector, normalized. |
Vector2.ToPixel( vector, camera ) | Make sure that the components of the provided Vector2 are numbers and in pixel, instead of strings or in percentage or relative to the screensize. |
Vector2.ToString( vector ) | Returns a string representation of the vector's component's values. |
Vector2.__add( a, b ) | Allow to add two Vector2 by using the + operator. |
Vector2.__div( a, b ) | Allow to divide two Vector2 or a Vector2 and a number by using the / operator. |
Vector2.__eq( a, b ) | Allow to check for the equality between two Vector2 using the == comparison operator. |
Vector2.__mul( a, b ) | Allow to multiply two Vector2 or a Vector2 and a number by using the * operator. |
Vector2.__pow( vector, exp ) | Allow to raise a Vector2 to a power using the ^ operator. |
Vector2.__sub( a, b ) | Allow to substract two Vector2 by using the - operator. |
Vector2.__unm( vector ) | Allow to inverse a vector2 using the - operator. |
Vector3.GetLength( vector ) | Returns the length of the provided vector |
Vector3.GetSqrLength( vector ) | Return the squared length of the vector. |
Vector3.New( x, y, z, z2 ) | Returns a new Vector3. |
Vector3.ToString( vector ) | Returns a string representation of the vector's component's values. |
error( message, doNotPrintStacktrace ) | Print the stackTrace unless told otherwise then the provided error in the console. |
math.clamp( value, min, max ) | Return the value clamped between min and max. |
math.isinteger( number ) | Tell whether the provided number is an integer. |
math.lerp( a, b, factor, easing ) | Returns the value resulting of the linear interpolation between value a and b by the specified factor. |
math.round( value, decimal ) | Round the value to the closest integer or decimal. |
math.truncate( value, decimal ) | Trucate the value to the provided decimal. |
math.warpangle( angle ) | Wrap the provided angle between -180 and 180. |
string.endswith( s, chunk ) | Tell whether the provided string ends by the provided chunk or not. |
string.fixcase( s, set ) | Make sure that the case of the provided string is correct by checking it against the values in the provided set. |
string.lcfirst( s ) | Turn the first letter of the string lowercase. |
string.reverse( s ) | Reverse the order of the characters in a string ("abcd" becomes "dcba"). |
string.split( s, delimiter, delimiterIsPattern ) | Some Lua functions are overridden here with some Daneel-specific stuffs |
string.split( s, delimiter, delimiterIsPattern ) | Some Lua functions are overridden here with some Daneel-specific stuffs |
string.startswith( s, chunk ) | Tell whether the provided string begins by the provided chunk or not. |
string.tocolor( sColor ) | Convert a string representation of a color component's values to a Color object. |
string.totable( s ) | Turn a string into a table, one character per index. |
string.tovector( sVector ) | Convert a string representation of a vector component's values to a Vector3 or a Vector2. |
string.trim( s ) | Removes the white spaces at the beginning and the end of the provided string. |
string.trimend( s ) | Removes the white spaces at the end of the provided string. |
string.trimstart( s ) | Removes the white spaces at the beginning of the provided string. |
string.ucfirst( s ) | Turn the first letter of the string uppercase. |
table.combine( keys, values ) | Create an associative table with the provided keys and values tables. |
table.containsvalue( t, value, ignoreCase ) | Tell whether the provided value is found within the provided table. |
table.copy( t, recursive ) | Return a copy of the provided table. |
table.getkey( t, value ) | Get the key associated with the first occurrence of the provided value. |
table.getkeys( t ) | Return all the keys of the provided table. |
table.getlength( t, keyType ) | Returns the length of a table, which is the numbers of keys of the provided type (or of any type), for which the value is not nil. |
table.getvalue( t, keys ) | Safely search several levels down inside nested tables. |
table.getvalues( t ) | Return all the values of the provided table. |
table.havesamecontent( table1, table2 ) | Compare table1 and table2. |
table.insertonce( t, index, value ) | Insert the provided value at the end of the provided table (or at the provided index) but only if the value is not already found in the table. |
table.isarray( t, strict ) | Tell whether he provided table is an array (has only integer keys). |
table.merge( ..., recursive ) | Merge two or more tables into one new table. |
table.mergein( ..., recursive ) | Merge two or more tables in place, into the first provided table. |
table.print( t ) | Print all key/value pairs within the provided table. |
table.printr( t, maxLevel, reprint, currentLevel ) | Recursively print all key/value pairs within the provided table. |
table.reindex( t ) | Turn the provided table (with only integer keys) in a proper sequence (with consecutive integer key beginning at 1). |
table.removevalue( t, value, maxRemoveCount ) | Remove the provided value from the provided table. |
table.reverse( t ) | Reverse the order of the provided table's values. |
table.setvalue( t, keys, value ) | Safely set a value several levels down inside nested tables. |
table.shift( t, returnKey ) | Remove and returns the first value found in the table. |
table.sortby( t, property, orderBy ) | Sort a list of table using one of the tables property as criteria. |
tonumber2( data ) | A more flexible version of tonumber(). |