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@@ -124,7 +124,7 @@ private:
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~~~~~~~~~~~~~
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All @ref BansheeEngine::ScriptObject "ScriptObjects" must begin with a @ref SCRIPT_OBJ macro. The macro accepts (in order):
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- - the name of the assembly (.dll) the manager script object is in, this is either `ENGINE_ASSEMBLY` or `EDITOR_ASSEMBLY`
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+ - the name of the assembly (.dll) the managed script object is in, this is either `ENGINE_ASSEMBLY` or `EDITOR_ASSEMBLY`
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- the namespace the type is in
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- the name of the managed type
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@@ -256,4 +256,4 @@ class ScriptGUIButton : public ScriptObject<ScriptGUIButton, ScriptGUIElementBas
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This ensures that all GUI elements can now be accessed through the common `ScriptGUIElementBase` interface. Which is important if `GUIElement` provides some internal method calls shared between all GUI element types, otherwise we wouldn't know what to cast the interop object held by its managed object to.
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-See @ref BansheeEngine::ScriptGUIElement "ScriptGUIElement" and @ref BansheeEngine::ScriptGUIButton "ScriptGUIButton" for an example.
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+See @ref BansheeEngine::ScriptGUIElement "ScriptGUIElement" and @ref BansheeEngine::ScriptGUIButton "ScriptGUIButton" for an example.
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