Castle Game Engine: X3DNodes: Class TAbstractScriptNode

# Class TAbstractScriptNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TAbstractScriptNode = class(TAbstractChildNode, IAbstractUrlObject)` ## Description no description available, TAbstractChildNode description follows no description available, TAbstractNode description follows Base X3D node. Almost all X3D nodes inherit from this. (Exception: X3DMetadataObject. So you cannot have metadata of metadata of...) ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractChildNode TAbstractScriptNode ## Overview ### Methods
| `procedure ExecuteScript(const FunctionName: string; ReceivedValue: TX3DField);`
| `procedure CreateNode; override;`
| `destructor Destroy; override;`
| `procedure ResetLastEventTimes;`
### Properties
| `property FdUrl: TMFString read FFdUrl;`
| `property Initialized: boolean read FInitialized write SetInitialized default false;`
## Description ### Methods
| `procedure ExecuteScript(const FunctionName: string; ReceivedValue: TX3DField);`
| `procedure CreateNode; override;`
| `destructor Destroy; override;`
| `procedure ResetLastEventTimes;`
Clear the memory when the last events were generated from this script. TCasScriptVRMLValuesList.ResetLastEventTimes ###### See also TX3DRoute.ResetLastEventTime Clear the memory when the last event passed through this route.
### Properties
| `property FdUrl: TMFString read FFdUrl;`
| `property Initialized: boolean read FInitialized write SetInitialized default false;`
Initialize / shutdown of the script. Read this to know current script state, write this is to actually initialize/shutdown if needed. Note that the script node doesn't initialize itself at any point. Reason: there's no comfortable moment to do this: 1. in constructor some routes and such are not initialized yet, and we should initialize script after whole VRML graph is loaded. 2. tricks with BeforeTraverse, like used for TInlineNode, are not Ok, since scripts must work even when they are in the inactive part of VRML graph. If you want scripts to work, you have to initialize them yourself. If you use TCastleSceneCore, this will be done for you automatically when you change TCastleSceneCore.ProcessEvents, so it's not a problem in practice.
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