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components [2020/01/23 13:36] maximecomponents [2020/07/08 10:18] maxime
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 See the [[api:#Component Classes|list of all available components]]. See the [[api:#Component Classes|list of all available components]].
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-You can define new types of components with the ''mod:registerClass'' function. 
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-When you define a new component type, you can assign it properties that are editable, usable in your component's behavior, and that can be saved in a savegame. Those properties must have a name and a type. They can also have a default value, flags, and access functions (getter and setter). 
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-Components can also have functions. In addition to new functions, you can override some base functions that are automatically called for all components: 
-  * ''**create**()'': when the component is created 
-  * ''**init**()'': when the component is initialized in the game 
-  * ''**update**()'': at each frame 
-  * ''**onEnabled**()'': when the component is enabled 
-  * ''**onDisabled**()'': when the component is disabled 
-  * ''**onFinalize**(//_isClearingLevel//)'': when the component is destroyed, only if it has been initialized  
-  * ''**onDestroy**(//_isClearingLevel//)'': when the component is destroyed, after ''onFinalize'' 
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-You can see an example of component definition in the mod Example 02 in ''scripts/component/COMP_ANTENNA.lua'' 
  
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components.txt · Last modified: 2020/07/08 10:21 by maxime

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