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Found 8 results

  1. I have been looking into component system in c++ and all the components created irrespective of the folder structure in the source folder is created in a single folder in the editor( component system) . I would like to organise the components of different node or entity in separate folder in the component system folder in the editor. Is there any way to do that?
  2. Is it possible to create a component using an IDE with a generated GUID? Or should components be created only through the editor?
  3. Hello , Is there a better way to find all the existing components of a given type in the world? Unigine::Vector<Unigine::NodePtr> nodes; Unigine::World::getRootNodes(nodes); for (int i = 0; i < nodes.size(); i++) { if (auto componentPtr = Unigine::ComponentSystem::get()->getComponentInChildren<AirportComponent>(nodes.get(i))) { ..... } Thank you.
  4. Abstract Component

    Hello, I'd like to ask if its possible to create a abstract C# component class for inheritance only? I'm new to Unigine so I might be missing something. Here is a example of what I want to achieve: public abstract class MyComponentBase : Component { public MyComponentBase(...) { ... } protected virtual void Init() { System.Console.WriteLine("Hello from component base class!"); } } public sealed class MyComponent : MyComponentBase { public MyComponent() : base(...) { ... } protected override void Init() { base.Init(); System.Console.WriteLine("Hello from my component!"); } } Attempting to build the example results into the following build error: "System.MissingMethodException: Cannot create an abstract class." Is there a attribute I am not aware of that would prevent it from attempting to instantiate the abstract component during build process? Thanks.
  5. What title says. Sounds similar to this problem: Project attached.tmp.zip
  6. I have a problem with changing a property parameter that is of string type ____________________________________________________________________________________ #include <UnigineGame.h> #include "UnigineComponentSystem.h" class MaterialPaintingController final : public Unigine::ComponentBase { public: COMPONENT(MaterialPaintingController, Unigine::ComponentBase); COMPONENT_INIT(init); PROP_NAME("MaterialPaintingController"); PROP_PARAM(String, painting_variant, "DEF"); PROP_ARRAY(Node, surfaces); private: void init(); void parameterChanged(Unigine::PropertyPtr property, int propID); ____________________________________________________________________________________ then I use setParameterData in the call Unigine::String str("NewMat"); componentPtr->setParameterData("painting_variant", &str); I did not get a callback for a change and I can't find out what's going on. Is the use of setParameterData correct ? thanks for any help. Michal
  7. I implemented the agent-based flocking algorithm "Boids" in the Unigine component system for fun. See http://www.kfish.org/boids/pseudocode.html It's an incomplete implementation, don't expect too much. But it does make for a nice organic-feeling movement pattern. To get started with the attached code, make a new project making sure to tick the "Component System" box Unpack the .ZIP attached C++ files over the defaults. In the editor, make a bunch of ObjectMeshDynamic cubes (Create->Primitive->Cube) and scatter them around. I used 14, but you can use any number. Scale them down to 0.1. If you click-drag you can clone them or select some in the "world" tab and right-click for "clone". So long as they're called "Cuboid<something>" (hard coded, see source) they'll be animated. Action shot with rule-vector debugging on. cs_1.zip
  8. Hello, are there examples available of: how to declare a struct how to create a single parameter of that struct how to create an array of that struct within a header file of custom component in C++? I.e. what would the C++ .h file look like for a Component, which creates the following property file: <property name="MyComponent"> <struct name="MyStruct"> <parameter name="someInt" type="int">0</parameter> <parameter name="someFile" type="file" flags="asset"/> </struct> <parameter name="someArray" type="array" array_type="MyStruct" array_dim="1"/> </property> Many thanks, Helmut
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