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Difference between revisions of "UnrealScript syntax"

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m (Keywords: Added ForceScriptOrder)
m (Keywords: button type and k2override function modifier)
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==Keywords==
 
==Keywords==
This section lists all known UnrealScript keywords(178). 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(180). This includes hardcoded funtionality of arrays like Insert etc, as well '''d'''eprecated, '''p'''ostponed, '''r'''e-named and '''c'''anceled keywords.
  
 
{|
 
{|
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*[[Bool]]
 
*[[Bool]]
 
*[[Break]]
 
*[[Break]]
 +
*[[Button]]
 
*[[Byte]]
 
*[[Byte]]
 
|
 
|
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|
 
|
 
===K===
 
===K===
*[[K2Pure]]
 
 
*[[K2Call]]
 
*[[K2Call]]
 +
*[[K2Override]]
 +
*[[K2Pure]]
 
|
 
|
 
===L===
 
===L===

Revision as of 00:45, 9 August 2010

Style

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


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