void Print(string& Text)
Outputs a string to the debug console. Is also logged in log.txt.
Object@ CreateObject(string AssetName)
Creates an object from an asset.
Returns pointer to new object or null on failure.
Vector2@ GetMousePosition()
Object@ GetObject(string& Name)
Returns an object in the current scene by name or null if not found.
void Hide(string& Name)
Hide an object by name. Activates object's Hiding-script.
void Hide(Object@ Handle)
Hide an object by handle. Activates object's Hiding-script.
void Show(string& Name)
Show an object by name. Activates object's Showing-script.
void Show(Object@ Handle)
Show an object by handle. Activates object's Showing-script.
Variant& _VAR(Object@ Handle, string& VariableName)
Equivalent to 'Handle.$VariableName'.
Returns internal variable of object.
Variant& _VAR(string& VariableName)
Equivalent to '$VariableName'.
Returns game variable.
bool _VAR_EXISTS(Object@ Handle, string& VariableName)
Returns true if internal variable of object is defined.
bool _VAR_EXISTS(string& VariableName)
Returns true if game variable is defined.
void _VAR_ERASE(Object@ Handle)
Clears internal variables of object.
void _VAR_ERASE(Object@ Handle, string& VariableName)
Clears internal variable of object by name.
void _VAR_ERASE_OBJECTS()
Clears internal variables of all objects in the scene.
void _VAR_ERASE_ALL()
Clears all game variables.