Game logic - Entity storage – Ylands
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'''Notes''' | '''Notes''' | ||
*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). | *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). | ||
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Image:Ylands-Editor-Entity-Storage-example1a.png|Assign storage | |||
Image:Ylands-Editor-Entity-Storage-example1b.png|Entity storage | |||
Image:Ylands-Editor-Entity-Storage-example1c.png|Instruction call | |||
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=Related Instructions= | =Related Instructions= |
Revision as of 17:02, 2 December 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
Custom instructions
- Instruction in a storage are executed only within currently called storage instance and it will affect only variables of this instance.
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
Notes
- 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).
Related Instructions