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Difference between revisions of "UnrealScript syntax"

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m (Keywords)
(Keywords: Added the new code block statement FilterEditorOnly, CrossLevelActive and NativeOnly.)
 
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==Keywords==
 
==Keywords==
This section lists all known UnrealScript keywords(181). This includes hardcoded funtionality of arrays like Insert etc, as well '''d'''eprecated, '''p'''ostponed, '''r'''e-named and '''c'''anceled keywords.
+
This section lists all known UnrealScript keywords(188). This includes hard-coded functionality of arrays like '''Insert''' etc, as well '''d'''eprecated, '''p'''ostponed, '''r'''e-named and '''c'''anceled keywords. Note that most keywords are context-sensitive in UnrealScript, so you can use most of these for member or type names as well.
  
 
{|
 
{|
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*[[Abstract]]
 
*[[Abstract]]
 
*[[Add]]
 
*[[Add]]
*[[AddIndex]]
 
 
*[[AddItem]]
 
*[[AddItem]]
 
*[[Always]]<sup>C</sup>
 
*[[Always]]<sup>C</sup>
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*[[Cache]]
 
*[[Cache]]
 
*[[Class]]
 
*[[Class]]
 +
*[[ClassGroup]]
 
*[[Client]]
 
*[[Client]]
*[[Cpptext|CppStruct]]<sup>R</sup>
 
*[[Cpptext|CppText]]
 
 
*[[Coerce]]
 
*[[Coerce]]
 
*[[CollapseCategories]]
 
*[[CollapseCategories]]
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*[[Const]]
 
*[[Const]]
 
*[[Continue]]
 
*[[Continue]]
 +
*[[Cpptext|CppStruct]]<sup>R</sup>
 +
*[[Cpptext|CppText]]
 +
*[[CrossLevelActive]]
 
*[[CrossLevelPassive]]
 
*[[CrossLevelPassive]]
 
|
 
|
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*[[DontAutoCollapseCategories]]
 
*[[DontAutoCollapseCategories]]
 
*[[DontCollapseCategories]]
 
*[[DontCollapseCategories]]
 +
*[[DontSortCategories]]
 
*[[DLLBind]]
 
*[[DLLBind]]
 
*[[DLLImport]]
 
*[[DLLImport]]
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===F===
 
===F===
 
*[[False]]
 
*[[False]]
 +
*[[FilterEditorOnly]]
 
*[[Final]]
 
*[[Final]]
 
*[[Find]]
 
*[[Find]]
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*[[NameOf]]
 
*[[NameOf]]
 
*[[Native]]
 
*[[Native]]
 +
*[[NativeOnly]]
 
*[[NativeReplication]]
 
*[[NativeReplication]]
 
*[[New]]
 
*[[New]]
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*[[Replication]]
 
*[[Replication]]
 
*[[RepNotify]]
 
*[[RepNotify]]
 +
*[[RepRetry]]
 
*[[Return]]
 
*[[Return]]
 
*[[Rot]]
 
*[[Rot]]

Latest revision as of 11:27, 11 June 2012

Style[edit]

These sections explain styles you should use. The style is based upon Epic's style used in UnrealScript.


Names[edit]

All variable/function names should be UpperCamelCased, e.g. var Object OwnerObject.

Bool[edit]

Bool's should start with a lowercase b, e.g. bool bUnrealScriptStyle.

Enum[edit]

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[edit]

Interface's should start with a uppercase I, e.g. interface IUnrealScriptStyle.

Keywords[edit]

This section lists all known UnrealScript keywords(188). This includes hard-coded functionality of arrays like Insert etc, as well deprecated, postponed, re-named and canceled keywords. Note that most keywords are context-sensitive in UnrealScript, so you can use most of these for member or type names as well.

A[edit]

B[edit]

C[edit]

D[edit]

E[edit]

F[edit]

G[edit]

H[edit]

I[edit]

K[edit]

L[edit]

M[edit]

N[edit]

O[edit]

P[edit]

R[edit]

S[edit]

T[edit]

U[edit]

V[edit]

W[edit]