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@ZeredaGames
Created March 12, 2019 10:13
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Save ZeredaGames/c7c05fc1ebb7d4affb937dde146d1b8b to your computer and use it in GitHub Desktop.
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagment;
using System.Collection;
using System.Collection.Generic;
namespace ZG
{
//[MenuItem ("testingPhase/${FileName} ")]
public class ${FileName} : MonoBehaviour
{
///<summary>
/// Can be used for starting this Instance.
///</summary>
//[menuitem()]
public static void Init()
{
//Start writting here
}
// Awake is called when the script Instance
// is being loaded.
void Awake () {
}
// Start is called just before any of the
// Update methods is called the first time.
void Start () {
}
// Update is called every frame, if the
// MonoBehaviour is enabled.
void Update () {
}
// LateUpdate is called every frame, if
// the Behaviour is enabled.
void LateUpdate () {
}
// This function is called every fixed
// framerate frame, if the MonoBehaviour
// is enabled.
void FixedUpdate () {
}
// OnGUI is called for rendering and handling
// GUI events.
void OnGUI () {
}
// This function is called when the object
// becomes enabled and active.
void OnEnable () {
}
// This function is called when the behaviour
// becomes disabled () or inactive.
void OnDisable () {
}
// This function is called when the MonoBehaviour
// will be destroyed.
void OnDestroy () {
}
// Reset to default values.
void Reset () {
}
// OnTriggerEnter is called when the Collider
// other enters the trigger.
void OnTriggerEnter (Collider other) {
}
// OnTriggerExit is called when the Collider
// other has stopped touching the trigger.
void OnTriggerExit (Collider other) {
}
// OnTriggerStay is called once per frame
// for every Collider other that is touching
// the trigger.
void OnTriggerStay (Collider other) {
}
// OnCollisionEnter is called when this
// collider/rigidbody has begun touching
// another rigidbody/collider.
void OnCollisionEnter (Collision collision) {
}
// OnCollisionExit is called when this
// collider/rigidbody has stopped touching
// another rigidbody/collider.
void OnCollisionExit (Collision collisionInfo) {
}
// OnCollisionStay is called once per frame
// for every collider/rigidbody that is
// touching rigidbody/collider.
void OnCollisionStay (Collision collisionInfo) {
}
// OnControllerColliderHit is called when
// the controller hits a collider while
// performing a Move.
void OnControllerColliderHit (ControllerColliderHit hit) {
}
// Called when a joint attached to the
// same game object broke.
void OnJointBreak (float breakForce) {
}
// OnParticleCollision is called when a
// particle hits a collider.
void OnParticleCollision (GameObject other) {
}
// OnMouseEnter is called when the mouse
// entered the GUIElement or Collider.
void OnMouseEnter () {
}
// OnMouseOver is called every frame while
// the mouse is over the GUIElement or
// Collider.
void OnMouseOver () {
}
// OnMouseExit is called when the mouse
// is not any longer over the GUIElement
// or Collider.
void OnMouseExit () {
}
// OnMouseDown is called when the user
// has pressed the mouse button while over
// the GUIElement or Collider.
void OnMouseDown () {
}
// OnMouseUp is called when the user has
// released the mouse button.
void OnMouseUp () {
}
// OnMouseUpAsButton is only called when
// the mouse is released over the same
// GUIElement or Collider as it was pressed.
void OnMouseUpAsButton () {
}
// OnMouseDrag is called when the user
// has clicked on a GUIElement or Collider
// and is still holding down the mouse.
void OnMouseDrag () {
}
// This function is called after a new
// level was loaded.
void OnLevelWasLoaded (int level) {
}
// Sent to all game objects when the player
// gets or looses focus.
void OnApplicationFocus (bool focus) {
}
// Sent to all game objects when the player
// pauses.
void OnApplicationPause (bool pause) {
}
// Sent to all game objects before the
// application is quit.
void OnApplicationQuit () {
}
// OnBecameVisible is called when the renderer
// became visible by any camera.
void OnBecameVisible () {
}
// OnBecameInvisible is called when the
// renderer is no longer visible by any
// camera.
void OnBecameInvisible () {
}
// OnPreCull is called before a camera
// culls the scene.
void OnPreCull () {
}
// OnPreRender is called before a camera
// starts rendering the scene.
void OnPreRender () {
}
// OnPostRender is called after a camera
// finished rendering the scene.
void OnPostRender () {
}
// OnRenderObject is called after camera
// has rendered the scene.
void OnRenderObject () {
}
// OnWillRenderObject is called once for
// each camera if the object is visible.
void OnWillRenderObject () {
}
// OnRenderImage is called after all rendering
// is complete to render image
void OnRenderImage (RenderTexture source, RenderTexture destination) {
}
// Implement this OnDrawGizmosSelected
// if you want to draw gizmos only if the
// object is selected.
void OnDrawGizmosSelected () {
}
// Implement this OnDrawGizmos if you want
// to draw gizmos that are also pickable
// and always drawn.
void OnDrawGizmos () {
}
// Called on the server whenever a new
// player has successfully connected.
void OnPlayerConnected (NetworkPlayer player) {
}
// Called on the server whenever a Network.InitializeServer
// was invoked and has completed.
void OnServerInitialized () {
}
// Called on the client when you have successfully
// connected to a server.
void OnConnectedToServer () {
}
// Called on the server whenever a player
// disconnected from the server.
void OnPlayerDisconnected (NetworkPlayer player) {
}
// Called on the client when the connection
// was lost or you disconnected from the
// server.
void OnDisconnectedFromServer (NetworkDisconnection info) {
}
// Called on the client when a connection
// attempt fails for some reason.
void OnFailedToConnect (NetworkConnectionError error) {
}
// Called on clients or servers when there
// is a problem connecting to the MasterServer.
void OnFailedToConnectToMasterServer (NetworkConnectionError info) {
}
// Called on clients or servers when reporting
// events from the MasterServer.
void OnMasterServerEvent (MasterServerEvent msEvent) {
}
// Called on objects which have been network
// instantiated with Network.Instantiate
void OnNetworkInstantiate (NetworkMessageInfo info) {
}
// Used to customize synchronization of
// variables in a script watched by a network
// view.
void OnSerializeNetworkView (BitStream stream, NetworkMessageInfo info) {
}
}
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