| ASLHelperInstantiateASLObject Method (PrimitiveType, Vector3, Quaternion, String, String) |
Create an ASL Object
Namespace:
ASL
Assembly:
Assembly-CSharp (in Assembly-CSharp.dll) Version: 0.0.0.0
Syntax public static void InstantiateASLObject(
PrimitiveType _type,
Vector3 _position,
Quaternion _rotation,
string _parentID,
string _componentAssemblyQualifiedName
)
Public Shared Sub InstantiateASLObject (
_type As PrimitiveType,
_position As Vector3,
_rotation As Quaternion,
_parentID As String,
_componentAssemblyQualifiedName As String
)
public:
static void InstantiateASLObject(
PrimitiveType _type,
Vector3 _position,
Quaternion _rotation,
String^ _parentID,
String^ _componentAssemblyQualifiedName
)
static member InstantiateASLObject :
_type : PrimitiveType *
_position : Vector3 *
_rotation : Quaternion *
_parentID : string *
_componentAssemblyQualifiedName : string -> unit
Parameters
- _type
- Type: PrimitiveType
The primitive type to be instantiated - _position
- Type: Vector3
The position where the object will be instantiated - _rotation
- Type: Quaternion
The rotation orientation of the object to be instantiated - _parentID
- Type: SystemString
The id or name of the parent object for this instantiated object - _componentAssemblyQualifiedName
- Type: SystemString
The full name of the component to be added to this object upon creation.
When you use a Unity component, things are slightly different. For example, to add a Rigidbody component, you would enter this: "UnityEngine.Rigidbody,UnityEngine"
In this case, the pattern is still the namespace + component, but then it is followed with by ",UnityEngine". If you need UnityEditor, try that after the comma
Examples void SomeFunction()
{
ASL.ASLHelper.InstantiateASLObject(PrimitiveType.Cube, new Vector3(0, 0, 0), Quaternion.identity, gameobject.GetComponent<ASL.ASLObject>().m_Id, "MyNamespace.MyComponent");
}
See Also