UnrealScript syntax: Difference between revisions
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==Keywords== | ==Keywords== | ||
This section lists all known UnrealScript 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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*[[ClassGroup]] | *[[ClassGroup]] | ||
*[[Client]] | *[[Client]] | ||
*[[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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===F=== | ===F=== | ||
*[[False]] | *[[False]] | ||
*[[FilterEditorOnly]] | |||
*[[Final]] | *[[Final]] | ||
*[[Find]] | *[[Find]] | ||
Line 171: | Line 173: | ||
*[[NameOf]] | *[[NameOf]] | ||
*[[Native]] | *[[Native]] | ||
*[[NativeOnly]] | |||
*[[NativeReplication]] | *[[NativeReplication]] | ||
*[[New]] | *[[New]] |
Latest revision as of 11:27, 11 June 2012
Style
These sections explain styles you should use. The style is based upon Epic's style used in UnrealScript.
Please help improve this article or section by expanding it. Further information might be found on the talk page. |
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(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 |
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 |