Version: beta
FUNCTIONS | |
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factory.create() | make a factory create a new game object |
factory.get_status() | Get factory status |
factory.load() | Load resources of a factory prototype. |
factory.set_prototype() | changes the prototype for the factory |
factory.unload() | Unload resources previously loaded using factory.load |
CONSTANTS | |
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factory.STATUS_LOADED | loaded |
factory.STATUS_LOADING | loading |
factory.STATUS_UNLOADED | unloaded |
factory.create(url,[position],[rotation],[properties],[scale])
The URL identifies which factory should create the game object. If the game object is created inside of the frame (e.g. from an update callback), the game object will be created instantly, but none of its component will be updated in the same frame. Properties defined in scripts in the created game object can be overridden through the properties-parameter below. See go.property for more information on script properties. Calling factory.create on a factory that is marked as dynamic without having loaded resources using factory.load will synchronously load and create resources which may affect application performance.
PARAMETERS
url |
string, hash, url |
the factory that should create a game object. |
[position] |
vector3 |
the position of the new game object, the position of the game object calling factory.create() is used by default, or if the value is nil . |
[rotation] |
quaternion |
the rotation of the new game object, the rotation of the game object calling factory.create() is used by default, or if the value is nil . |
[properties] |
table |
the properties defined in a script attached to the new game object. |
[scale] |
number, vector3 |
the scale of the new game object (must be greater than 0), the scale of the game object containing the factory is used by default, or if the value is nil |
RETURNS
id |
hash | the global id of the spawned game object |
EXAMPLES
How to create a new game object:function init(self)
-- create a new game object and provide property values
self.my_created_object = factory.create("#factory", nil, nil, {my_value = 1})
-- communicate with the object
msg.post(self.my_created_object, "hello")
end
go.property("my_value", 0)
function init(self)
-- do something with self.my_value which is now one
end
factory.get_status([url])
This returns status of the factory. Calling this function when the factory is not marked as dynamic loading always returns factory.STATUS_LOADED.
PARAMETERS
[url] |
string, hash, url |
the factory component to get status from |
RETURNS
status |
constant | status of the factory component
|
factory.load([url],[complete_function])
Resources are referenced by the factory component until the existing (parent) collection is destroyed or factory.unload is called. Calling this function when the factory is not marked as dynamic loading does nothing.
PARAMETERS
[url] |
string, hash, url |
the factory component to load |
[complete_function] |
function(self, url, result) |
function to call when resources are loaded.
|
EXAMPLES
How to load resources of a factory prototype.factory.load("#factory", function(self, url, result) end)
factory.set_prototype([url],[prototype])
Changes the prototype for the factory.
PARAMETERS
[url] |
string, hash, url |
the factory component |
[prototype] |
string, nil |
the path to the new prototype, or nil |
EXAMPLES
How to unload the previous prototypes resources, and then spawn a new game objectfactory.unload("#factory") -- unload the previous resources
factory.set_prototype("#factory", "/main/levels/enemyA.goc")
local id = factory.create("#factory", go.get_world_position(), vmath.quat())
factory.unload([url])
This decreases the reference count for each resource loaded with factory.load. If reference is zero, the resource is destroyed. Calling this function when the factory is not marked as dynamic loading does nothing.
PARAMETERS
[url] |
string, hash, url |
the factory component to unload |
EXAMPLES
How to unload resources of a factory prototype loaded with factory.loadfactory.unload("#factory")
loaded
loading
unloaded