Castle Game Engine: CastleScript: Class TCasScriptValue

# Class TCasScriptValue
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleScript ## Declaration `type TCasScriptValue = class(TCasScriptExpression)` ## Description no description available, TCasScriptExpression description follows ## Hierarchy TObject TCasScriptExpression TCasScriptValue ## Overview ### Methods
| `function CoreExecute: TCasScriptValue; override;`
| `constructor Create(const AWriteable: boolean); virtual;`
| `procedure AssignValue(Source: TCasScriptValue); virtual; abstract;`
### Properties
| `property Writeable: boolean read FWriteable write FWriteable;`
| `property OwnedByParentExpression: boolean read FOwnedByParentExpression write FOwnedByParentExpression default true;`
| `property Name: string read FName write FName;`
| `property ValueAssigned: boolean read FValueAssigned write FValueAssigned default false;`
## Description ### Methods
| `function CoreExecute: TCasScriptValue; override;`
| `constructor Create(const AWriteable: boolean); virtual;`
| `procedure AssignValue(Source: TCasScriptValue); virtual; abstract;`
Assign value from Source to Self. ###### Exceptions raised ECasScriptAssignError if assignment is not possible because types don't match.
### Properties
| `property Writeable: boolean read FWriteable write FWriteable;`
Is this value writeable. If not, this will not be allowed to change by CastleScript assignment and such functions. Note that Writeable = `False` will not prevent you from changing value internally, by AssignValue or changin Value property directly (that would be too uncomfortable).
| `property OwnedByParentExpression: boolean read FOwnedByParentExpression write FOwnedByParentExpression default true;`
| `property Name: string read FName write FName;`
Name of this value, or '' if not named. Named value can be recognized in expressions by CastleScriptParser.
| `property ValueAssigned: boolean read FValueAssigned write FValueAssigned default false;`
Set to `True` on each assign to Value. You can reset it at any time to `False`. This allows the caller to know which variables were assigned during script execution, which is useful if changes to CastleScript variables should be propagated to some other things after the script finished execution. This is essential for behavior in VRML/X3D Script node. Descendants note: you have to set this to `True` in SetValue.
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