This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
UnigineEditor
界面概述
资产工作流程
设置和首选项
项目开发
调整节点参数
Setting Up Materials
Setting Up Properties
照明
Landscape Tool
Sandworm
使用编辑器工具执行特定任务
Extending Editor Functionality
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Objects
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Containers
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
创建内容
Content Optimization
Materials
Art Samples
Tutorials
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

ComponentSystem Class

Header: #include <UnigineComponentSystem.h>
Inherits from: Unigine::WorldLogic

This class implements functionality of C++ Component System and is used to create, destroy, and manage components.

Notice
This class is a singleton.

See Also#

ComponentSystem Class

Members


ComponentSystem * get ( ) #

Returns a pointer to C++ Component System. This pointer must be obtained to access functions of C++ Component System:
Source code (C++)
ComponentSystem *cs = ComponentSystem::get();
// access functions of C++ Component System
...

void initialize ( ) #

Performs initialization of C++ Component System, registration of all components and creation of all necessary property files.
Notice
  • This method should me called in the AppSystemLogic::init() method.
  • If a property file for any component does not exist, it will be created automatically.
Source code (C++)
virtual int AppSystemLogic::init()
{
	// initialize ComponentSystem and register all components
	ComponentSystem::get()->initialize();

	/*...*/
	
	return 1;
}

int getNumComponents ( ) #

Returns the total number of components registered in C++ Component System.
Notice
This method is very slow and should not be used often.

Return value

Total number of registered components.

int getNumNodesWithComponents ( ) #

Returns the total number of nodes with components assigned.

Return value

Total number of nodes with components assigned.

template <C class>

void createPropertyFile ( ) #

Creates a property file for a registered component associated with the property with a given name.Parameters of each component are stored in a separate *.prop file. If this property file does not exist, it will be created in the data/ComponentSystem folder with a name obtained by the component's getPropertyName() method.

void createPropertyFile ( const char * name ) #

Creates a property file for a registered component associated with the property with a given name. Parameters of each component are stored in a separate *.prop file. If this property file does not exist, it will be created in the data/ComponentSystem folder.

Arguments

  • const char * name - Name of the property associated with the component.

void createPropertyFiles ( ) #

Creates property files for all registered components. Parameters of each component are stored in a separate *.prop file. If these property files do not exist, they will be created in the data/ComponentSystem folder.

void refreshProperty ( const char * name ) #

Rewrites the *.prop file for the specified property and reloads it in the Property Manager.

Arguments

  • const char * name - Property name.

template <C class>

void refreshProperty ( ) #

Rewrites the property file for the specified component and reloads it in the Property Manager.

template <C class>

void registerComponent ( ) #

Registers a user component derived from the ComponentBase class.
Notice
  • Components must be registered in the AppSystemLogic::init() method.
  • If a property file for the component does not exist, it will be created automatically.
Source code (C++)
virtual int AppSystemLogic::init()
{
	// registering a new user component
	ComponentSystem::get()->registerComponent<MyComponent>();

	/*...*/
	
	return 1;
}

template <C class>

C * addComponent ( const NodePtr & node ) #

Adds the component to the specified node.
Source code (C++)
NodeDummyPtr node = NodeDummy::create();
node->setName("node_dummy");



ComponentSystem::get()->addComponent<MyComponent>(node->getNode());
// now the node named node_dummy appears in the Editor

Arguments

  • const NodePtr & node - Node, to which the component is to be added.

Return value

Pointer to the new added component, if it was successfully added to the specified node; otherwise nullptr.

template <C class>

C * getComponent ( const NodePtr & node ) #

Returns the first component of the specified type associated with the given node.

Arguments

  • const NodePtr & node - Node, for which the component of the specified type is to be found.

Return value

Pointer to the component if any; otherwise, nullptr.

template <C class>

void getComponents ( const NodePtr & node, Vector<C *> & out_components, int clear_vector ) #

Searches for all components of the specified type assigned to the specified node and puts them to the given buffer vector.

Arguments

  • const NodePtr & node - Node, for which the components of the specified type are to be found.
  • Vector<C *> & out_components - Buffer vector, to which all found components of the specified type will be added.
  • int clear_vector - Flag indicating whether the buffer vector is to be cleared before adding the found components to it or not. Use 1 to clear the vector, 0 - to append new found components to the end of the vector. The default value is 1.

template <C class>

C * getComponentInChildren ( const NodePtr & node ) #

Returns the first component of the specified type found among all the children of the specified node (including the node itself). This method searches for the component in the following order:
  • node itself
  • node reference
  • node's children
  • children of node's children

Arguments

  • const NodePtr & node - Node, whose hierarchy is to be checked for the specified type of component.

Return value

Pointer to the component if any; otherwise, nullptr.

template <C class>

void getComponentsInChildren ( const NodePtr & node, Vector<C *> & out_components, int clear_vector ) #

Searches for all components of the specified type down the hierarchy of the specified node and puts them to the given buffer vector.

Arguments

  • const NodePtr & node - Node, whose hierarchy is to be checked.
  • Vector<C *> & out_components - Buffer vector, to which all found components of the specified type will be added.
  • int clear_vector - Flag indicating whether the buffer vector is to be cleared before adding the found components to it or not. Use 1 to clear the vector, 0 - to append new found components to the end of the vector. The default value is 1.

template <C class>

C * getComponentInParent ( const NodePtr & node ) #

Returns the first component of the specified type found among all predecessors and posessors of the specified node.

Arguments

  • const NodePtr & node - Node, whose hierarchy is to be checked.

Return value

Pointer to the component if any; otherwise, nullptr.

template <C class>

void getComponentsInParent ( const NodePtr & node, Vector<C *> & out_components, int clear_vector ) #

Searches for all components of the specified type up the hierarchy of the specified node and puts them to the given buffer vector.

Arguments

  • const NodePtr & node - Node, whose hierarchy is to be checked.
  • Vector<C *> & out_components - Buffer vector, to which all found components of the specified type will be added.
  • int clear_vector - Flag indicating whether the buffer vector is to be cleared before adding the found components to it or not. Use 1 to clear the vector, 0 - to append new found components to the end of the vector. The default value is 1.

template <C class>

int removeComponent ( const NodePtr & node ) #

Removes the component from the specified node.
Source code (C++)
// removes a user component MyComponent from the node
ComponentSystem::get()->removeComponent<MyComponent>(some_node);

Arguments

  • const NodePtr & node - Node, from which the component is to be removed.

Return value

1 if the component was successfully removed from the specified node; otherwise 0.

void setWarningLevel ( int level ) #

Sets the warning level for C++ Component System. Warnings can be very useful when debugging your application, e.g. to investigate Null Reference Exception cases.

Arguments

  • int level - New warning level to be set. One of the following values:
    • WARNING_LEVEL::NONE - warning messages are disabled.
    • WARNING_LEVEL::LOW - warning messages are generated only for serious cases.
    • WARNING_LEVEL::HIGH - warning messages are generated for all cases including potential ones. At this level, for example, all Node/Property/Material parameters, that are empty at startup, will be reported.

int getWarningLevel ( ) #

Returns the current warning level for C++ Component System. Warnings can be very useful when debugging your application, e.g. to investigate Null Reference Exception cases.

Return value

Current warning level. One of the following values:
  • WARNING_LEVEL::NONE - warning messages are disabled.
  • WARNING_LEVEL::LOW - warning messages are generated only for serious cases.
  • WARNING_LEVEL::HIGH - warning messages are generated for all cases including potential ones. At this level, for example, all Node/Property/Material parameters, that are empty at startup, will be reported.
Last update: 2021-10-25
Build: ()