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Classes | |
class | AssemblyReferenceAsset |
class | AsyncCompileOperation |
An awaitable object that contains state information for an asynchronous script compile request. More... | |
class | AsyncLoadOperation |
An awaitable object that contains state information for an asynchronous assembly load request. More... | |
class | AsyncOperation |
Base class for awaitable async operations. More... | |
interface | IScriptCompiledAssembly |
interface | IScriptDataProxy |
interface | IScriptEventProxy |
class | RoslynCSharp |
The main settings for Roslyn C#. More... | |
class | ScriptAssembly |
class | ScriptDomain |
A ScriptDomain acts as a container for all code that is loaded dynamically at runtime. The main responsiblility of the domin is to separate pre-compiled game code from runtime-loaded code. As a result, you will only be able to access types from the domain that were loaded at runtime. Any pre-compiled game code will be ignored. Any assemblies or scripts that are loaded into the domain at runtime will remain until the application exits so you should be careful to avoid loading too many assemblies. You would typically load user code at statup in a 'Load' method which would then exist and execute until the game exits. Multiple domain instances may be created but you should note that all runtime code will be loaded into the current application domain. The ScriptDomain simply masks the types that are visible. More... | |
class | ScriptEventHandler |
class | ScriptEventHandlerProxy |
class | ScriptExecution |
class | ScriptFieldDataProxy |
class | ScriptPropertyDataProxy |
class | ScriptProxy |
class | ScriptType |
Enumerations | |
enum | ProxyCallConvention { StandardMethod , UnityCoroutine , Any } |
The method calling convention used when invoking a method. More... | |
enum | ScriptSecurityMode { UseSettings , EnsureLoad , EnsureSecurity } |
The security mode used when loading and compiling assemblies. More... | |
The method calling convention used when invoking a method.