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UnrealScript syntax
From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 00:45, 9 August 2010 by Wormbo (Talk | contribs) (→Keywords: button type and k2override function modifier)
Style
These sections explain styles you should use. The style is based upon Epic's style used in UnrealScript.
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Names
All variable/function names should be UpperCamelCased, e.g. var Object OwnerObject
.
Bool
Bool's should start with a lowercase b, e.g. bool bUnrealScriptStyle
.
Enum
Enum's should start with uppercase E, e.g. enum EUnrealScriptStyle
. Members should all start with all uppercase characters of the enum's name followed by a _, e.g.
enum EUnrealScriptStyle { USS_Personal, USS_EpicGames };
Interface
Interface's should start with a uppercase I, e.g. interface IUnrealScriptStyle
.
Keywords
This section lists all known UnrealScript keywords(180). This includes hardcoded funtionality of arrays like Insert etc, as well deprecated, postponed, re-named and canceled keywords.
A |
B |
C |
D |
E |
F |
G |
H |
I |
K |
L |
M |
N |
O |
P |
R |
S |
T |
U |
V |
W |
Declarations | Preprocessor • Classes • Interfaces • Cpptext • Constants • Enums • Structs • Variables (Metadata) • Replication block • Operators • Delegates • Functions • States • Defaultproperties (Subobjects) |
---|---|
Types | bool • byte • float • int • name • string • Object • Class • Enums • Structs (Vector ⋅ Rotator ⋅ Quat ⋅ Color) • Static arrays • Dynamic arrays • Delegates • Typecasting |
Literals | Boolean • Float • Integer • Names • Objects (None ⋅ Self) • Vectors • Rotators • Strings |
Flow | GoTo • If • Assert • Return • Stop • Switch • While • Do...Until • For • ForEach • Break • Continue |
Specifiers | Super • Global • Static • Default • Const |
UnrealScript | Syntax • .UC • .UCI • .UPKG • Comments • #directives • Native |