Unity Function
===
## List
#### LifeCycle function
1. [Awake()](#Awake)
2. [OnEnable()](#OnEnable)
3. [Start()](#Start)
4. [FixedUpdate()](#FixedUpdate)
5. [Update()](#Update)
6. [LateUpdate()](#LateUpdate)
7. [OnDisable()](#OnDisable)
8. [OnDestroy()](#OnDestroy)
#### Method
1. [DontDestroyOnLoad()](#DontDestroyOnLoad)
2. [GetComponent()](#GetComponent)
3. [Physics2D.LineCast()](#LineCast)
#### Option
1. [HideInInspector](#HideInInspector)
## Function
### LifeCycle function
#### Awake() <a id="Awake"></a>
Call only once when first time exec script.<br>Call it after all objs initiated.<br>**※ Can't use Coroutine**<br>
```csharp=
void Awake() {}
```
<br>
#### OnEnale <a id="onEnable"></a>
Call every time when activate objs.<br>
```csharp=
void OnEnable() {}
```
<br>
#### Start <a id="Start"></a>
Call only once before update. Must script activated.
```csharp=
void Start() {}
```
<br>
#### FixedUpdate<a id="FixedUpdate"></a>
Call at regular intervals.<br>Using for Physics System.
```csharp=
void FixedUpdate() {}
```
<br>
#### Update<a id="Update"></a>
Call it every frames.<br>Using with core logics.
```csharp=
void Update() {}
```
<br>
#### LateUpdate<a id="LateUpdate"></a>
Call after Update.<br>Usually using for moving camera.
```csharp=
void Update() {}
```
<br>
#### OnDisable<a id="onDisable"></a>
Call when de-activating objs.<br>**※Can't use Coroutine**
```csharp=
void OnDisable() {}
```
<br>
#### OnDestroy<a id="OnDestroy"></a>
Call after last frame update in objs life. (Object.Destroy or Scene ends)
```csharp=
void OnDestroy() {}
```
<br>
### Method
#### DontDestroyOnLoad<a id="DontDestroyOnLoad"></a>
All Objs destroyed when scene ends.<br>But sometimes objs are needed after scene.<br>`DontDestroyOnLoad()` give objs to next scene put in DontDestroyOnLoad scene.
```csharp=
void DontDestroyOnLoad(GameObject obj);
```
<br>
#### GetComponent<a id="GetComponent"></a>
Get component with name of component.<br>
```csharp=
<T> GetComponent<T> (GameObject obj);
```
<br>
#### Physics2D.LineCast<a id="LineCast"/>
Get hitting information with one line and collider in 2D.
```csharp=
RaycastHit2d Physcis2D.LineCast(Vetor2 start, Vector2 end, int LayerMask = defualtMask, float minDepth = -Mathf.Infinity, float maxDepth = Mathf.Infinity);
```
※ [**RaycastHit2D**](https://docs.unity3d.com/ScriptReference/RaycastHit2D.html)
<br><br>
### Option
#### HideInInspector
Hide setting option in inspector window.<br>Use for no control in inspector
```csharp=
[HideInInspector]protected int value = 3;
```