Game logic - Entity storage – Ylands
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 16: | Line 16: | ||
*When such composition is placed in other scenario, it will make new independent copy of included storage under new name (e.g Entity storage (2)) | *When such composition is placed in other scenario, it will make new independent copy of included storage under new name (e.g Entity storage (2)) | ||
*In case of multiple instances of same composition, references in all compositions will be set to one storage | *In case of multiple instances of same composition, references in all compositions will be set to one storage | ||
<gallery> | <gallery> | ||
Line 25: | Line 22: | ||
Image:Ylands-Editor-Entity-Storage-example1c.png|Instruction call | Image:Ylands-Editor-Entity-Storage-example1c.png|Instruction call | ||
</gallery> | </gallery> | ||
=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= | =Related Instructions= |
Revision as of 22:04, 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
- Storage data (variables) can be found in Variables category
- Storage instructions can be found in Instructions category
Custom instructions
- Instructions 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 Entity storage (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