A component that adds scripting support to entities.
An example script. The script file must return a table with a name field.
CustomBehaviour = CustomBehaviour or { name = "mybehaviour" } -- Callback triggered when one or more entity has spawned -- Instances is an interleaved list of entities and component instances, i.e [e1, c1, e1, c2, e2, c1, ...]. function CustomBehaviour.spawned(instances, world) end -- Callback triggered when one or more entity has unspawned function CustomBehaviour.unspawned(instances, world) end -- Callback triggered when calling stingray.ScriptComponent.update(deltatime) function CustomBehaviour.update(deltatime, world) end return CustomBehaviour
Constructors and accessors
Other related reference items
Related help topics
broadcast ( self, function_name )Calls if defined the specified function on all scripts.
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self : | Specifies the object instance that this function will act on. You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation. | |
function_name : | string | The name of the function to call. |
This function does not return any values. |
Typically used in the game loop to trigger all update functions on all scripts.
create ( self, entity, id ) : integerCreates a component instance for the entity with the specified component id.
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self : | Specifies the object instance that this function will act on. You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation. | |
entity : | The entity. | |
id : | any(integer, string) | The component id. The any(...) notation indicates that this item may be an instance of any of the types shown in the parentheses. |
integer |
The component instance. |
destroy ( self, instance )Destroys a particular component instance for an entity.
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self : | Specifies the object instance that this function will act on. You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation. | |
instance : | integer | The component instance to destroy. |
This function does not return any values. |
destroy_all ( self, entity )Destroys all component instance(s) for an entity.
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self : | Specifies the object instance that this function will act on. You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation. | |
entity : | The entity to destroy all component instances for. |
This function does not return any values. |
dispatch ( self, function_name, instances )Calls if defined the specified function on scripts associated with the specified instances.
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self : | Specifies the object instance that this function will act on. You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation. | |
instances : | table | An optional interleaved list of entities and component instance ids, i.e [e1, c1, e1, c2, e2, c1, ...]. |
function_name : | string | Name of the function to call. |
This function does not return any values. |
entities_with_script ( self, script_name ) : stingray.Entity[]Returns all entities linked to the specified script name.
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self : | Specifies the object instance that this function will act on. You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation. | |
script_name : | string | Name of the script. |
An array of entities linked to the script name. The [] notation indicates that this type is an array: a table in which the keys of the members are sequential integers, and the value of each element is an instance of the type shown. |
Other related reference items
get_property ( self, instance, key ) : any*Gets the value of a property key.
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self : | Specifies the object instance that this function will act on. You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation. | |
instance : | integer | The component instance. |
key : | any(string, string[]) | The key for the property whose value you want to get. The any(...) notation indicates that this item may be an instance of any of the types shown in the parentheses. |
any* |
The value of the key. The * notation indicates that there may be zero or more instances of the specified type. |
The key can either be a dot separated string "fog.color.red" or an array of strings {"fog", "color", "red"}. Both methods can be used interchangeably.
The value will be one of the values supported by the property system: nil, boolean, number, string or an array of floats.
Float arrays are returned as multiple return values. Use a wrapper if you want them as a table or a Vector3.
If the key doesn't exist, nil will be returned.
get_property_by_id ( self, entity, id, key ) : any*Gets the property value for the component instance matching the specified id.
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self : | Specifies the object instance that this function will act on. You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation. | |
entity : | The entity. | |
id : | integer | The component instance id. |
key : | any(string, string[]) | The key for the property whose value you want to get. The any(...) notation indicates that this item may be an instance of any of the types shown in the parentheses. |
any* |
The value of the key. The * notation indicates that there may be zero or more instances of the specified type. |
The key can either be a dot separated string "fog.color.red" or an array of strings {"fog", "color", "red"}. Both methods can be used interchangeably.
The value will be one of the values supported by the property system: nil, boolean, number, string or an array of floats.
Float arrays are returned as multiple return values. Use a wrapper if you want them as a table or a Vector3.
If the key doesn't exist, nil will be returned.
Calling this function will do an additional lookup from the specified component id to component instance. When getting multiple properties it is better to to first lookup the component instance with the component id and then call get_property.
instances ( self, entity ) : integer*Returns all component instances for the specified entity.
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self : | Specifies the object instance that this function will act on. You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation. | |
entity : | The entity. |
integer* |
All entity component instances. The * notation indicates that there may be zero or more instances of the specified type. |
Note that the instances are returned on the stack.
instance_ids ( self, entity ) : integer*Returns the IDs for all the entity's components.
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self : | Specifies the object instance that this function will act on. You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation. | |
entity : | The entity. |
integer* |
All entity instance IDs. The * notation indicates that there may be zero or more instances of the specified type. |
Note that the IDs are returned on the stack.
instance_ids_with_script ( self, entity, script_name, result_table ) : any(stingray.Entity, integer)[], integerinstance_ids_with_script ( self, script_name, result_table ) : any(stingray.Entity, integer)[], integerReturns all script component instances linked to the specified script name.
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self : | Specifies the object instance that this function will act on. You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation. | |
entity : | An optional entity to query for script components. | |
script_name : | string | Name of the script. |
result_table : | table? | An optional table for the result. The ? notation indicates that this type is optional: there may be zero or one instances of it. |
any(stingray.Entity, integer)[] |
Interleaved pairs of entities and component instance ids. The any(...) notation indicates that this item may be an instance of any of the types shown in the parentheses. The [] notation indicates that this type is an array: a table in which the keys of the members are sequential integers, and the value of each element is an instance of the type shown. |
integer |
The number of results written to the table. |
Example usage:
-- We can pass a cached table for better performance or we can omit the parameter and have it allocated for us.
local components, num_components = script_component:instances_with_script("myscript_name", self._query_cache)
local arg1 = -- some argument
local arg2 = -- some argument
script_component:call_function(components, "some_function", arg1, arg2)
local entity = -- some entity
local arg1 = -- some argument
local arg2 = -- some argument
local components = script_component:instances_with_script(entity, "myscript_name", self._query_cache)
script_component:call_function(components, "some_function", arg1, arg2)
Other related reference items
lookup ( self, entity, id ) : integerReturns the component instance for the specified id.
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self : | Specifies the object instance that this function will act on. You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation. | |
entity : | The entity. | |
id : | integer | The component instance id. |
integer |
The component instance. |
set_parent ( self, entities, parent_indices )For each entity, looks in the parent_indices and sets the parent to the given parent index.
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self : | Specifies the object instance that this function will act on. You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation. | |
entities : | table | A list of entities to set parent/child relationships for. |
parent_indices : | table | A list of the same length as the entity list of parent indexes. Use false as an index for an entity that has no parent. |
This function does not return any values. |
This function should be called after adding and configuring all components, but before spawned.
set_property ( self, instance, key, value )Sets the value for a property key.
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self : | Specifies the object instance that this function will act on. You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation. | |
instance : | integer | The component instance. |
key : | any(string, string[]) | The key for the property whose value you want to set. The any(...) notation indicates that this item may be an instance of any of the types shown in the parentheses. |
value : | any | The value to set for the key. |
This function does not return any values. |
The key can either be a dot separated string "fog.color.red" or an array of strings {"fog", "color", "red"}. Both methods can be used interchangeably.
The value can be any value supported by the property system: nil, boolean, number, string or an array of floats.
You can use a Vector3 or a Quaternion instead of passing an array of 3 or 4 floats.
Setting the value to nil can be used to erase the property.
set_property_by_id ( self, entity, id, key, value ) : integerSets the property value and returns the component instance matching the specified id.
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self : | Specifies the object instance that this function will act on. You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation. | |
entity : | The entity. | |
id : | integer | The component instance id. |
key : | any(string, string[]) | The key for the property whose value you want to set. The any(...) notation indicates that this item may be an instance of any of the types shown in the parentheses. |
value : | any | The value to set for the key. |
integer |
The component instance. |
The key can either be a dot separated string "fog.color.red" or an array of strings {"fog", "color", "red"}. Both methods can be used interchangeably.
The value can be any value supported by the property system: nil, boolean, number, string or an array of floats.
You can use a Vector3 or a Quaternion instead of passing an array of 3 or 4 floats.
Setting the value to nil can be used to erase the property.
Calling this function will do an additional lookup from the specified component id to component instance. When setting multiple properties it is better to to first lookup the component instance with the component id and then call set_property.
spawned ( self, entities )For each entity, calls spawned for this component type.
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self : | Specifies the object instance that this function will act on. You may use the colon : calling syntax to call this function on an instance of this object. If you do so, you must omit this parameter. For more information, see this Stingray help topic, or this page in the Lua documentation. | |
entities : | table | A list of entities to call spawned for. |
This function does not return any values. |
This should be called after creating and configuring and entity and its components, to finalize its introduction to the world.