Game logic - Entity storage – Ylands
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{{Game logic | {{Game logic list}} |
Revision as of 15:33, 7 October 2018
Description
Special game logic to store data specific to one entity (e.g player). When assigned trough instruction Add Storage, it will create a copy witch will be attached to selected entity instance.
- Storage has to be attached to entity via Add storage instruction, target entity becomes storage owner
- Any storage can have unlimited number of owners, each owner will have its unique copy of attached storage
- Entities can have unlimited number of storages
- Each owner will have unique values in each storage
- To access variable, storage owner has to defined
- Storage data (variables) can be then found in Variables category
Note: In case a script will try to access non-existent storage this will stop the script. So it is crucial to do a storage check using Has storage instruction before accessing storage on unknown entity (e.g Trigger object)
Example - adding storage
Example - accessing storage
Custom instruction
- Instruction in a storage are executed only within currently called storage instance and it will affect only variables of this instance
Example
Storages in compositions
- When composition using any storage will get exported, it will save with a copy of that storage (even if not selected)
- When such composition is placed in other scenario, it will make new independent copy of included storage under new name (e.g Global (2))
- In case of multiple instances of same composition, references in all compositions will be set to one storage
Properties
N/A
Events
N/A
Instructions
- Has storage - returns whenever target entity has desired storage
- Add storage - attaches storage to target entity
- Remove storage - removes storage from target entity
Literals
- Storage - target entity storage
- Storage owner - pointer to entity owning the current storage instance