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March 12, 2019 10:13
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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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