This page has been translated automatically.
Programming
Fundamentials
Setting Up Development Environment
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Bounds-Related Classes
Containers
Controls-Related Classes
Core Library
Engine-Related Classes
GUI-Related Classes
Node-Related Classes
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Utility Classes
This version of documentation is OUTDATED! Please switch to the latest one.

EntityData Class

Provides an access to the game entity data.

The EntityData class implementation can be found in the data/framework/game/game_data.h file.

EntityData Class

Members


EntityData (GameData game_data, string name)

Constructor. Creates a new EntityData class instance.

Arguments

  • GameData game_data - Instance of the GameData class, to which the entity belongs to.
  • string name - Entity name.

int loadData (Xml xml)

Reads entity data from the Xml class instance.

Arguments

  • Xml xml - Data on the entity.

Return value

1 if data is loaded successfully; otherwise 0.

void saveData (Xml xml)

Writes data on the entity to the instance of the Xml class.

Arguments

  • Xml xml - Instance of the Xml class to write data.

string getName ()

Returns an entity name.

Return value

Entity name.

int setName (string name)

Sets an entity name.

Arguments

  • string name - Entity name.

Return value

1 if the new name is set successfully; otherwise 0.

string getEntityFile (int is_absolute = false)

Returns a path to the *.entity file relative to data_path.

Arguments

  • int is_absolute - Flag indicating if an absolute file path is returned. 1 to return an absolute file path; otherwise 0.

Return value

Path to the *.entity file.

void setEntityFile (string path)

Sets a relative path to an entity file.

Arguments

  • string path - Relative path to an entity file.

string getNodeFile (int is_absolute = false)

Returns a path to the *.node file relative to data_path.

Arguments

  • int is_absolute - Flag indicating if an absolute file path is returned. 1 to return an absolute file path; otherwise 0.

Return value

Path to the *.node file.

void setNodeFile (string path)

Sets a relative path to the *.node file.

Arguments

  • string path - Relative path to the *.node file.

string getLogicFile (int is_absolute = false)

Returns a relative path to the logic file of the entity.

Arguments

  • int is_absolute - Flag indicating if an absolute file path is returned. 1 to return an absolute file path; otherwise 0.

Return value

Path to the *.h file.

void setLogicFile (string path)

Sets a relative path to the logic file.

Arguments

  • string path - Relative path to the *.h file.

string getPropertyFile (int is_absolute = false)

Returns a relative path to the property file of the entity.

Arguments

  • int is_absolute - Flag indicating if an absolute file path is returned. 1 to return an absolute file path; otherwise 0.

Return value

Path to the *.prop file.

void setPropertyFile (string path)

Sets a relative path to the property file.

Arguments

  • string path - Relative path to the *.prop file.

string getDescription ()

Returns an entity description.

Return value

Entity description.

void setDescription (string description)

Sets an entity description.

Arguments

  • string description - Entity description.

GameData getGameData ()

Returns an instance of the GameData class, to which an entity belongs to.

Return value

GameData class instance.
Last update: 2017-07-03
Build: ()