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Found 5 results

  1. 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 com
  2. What title says. Sounds similar to this problem: Project
  3. 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:
  4. I implemented the agent-based flocking algorithm "Boids" in the Unigine component system for fun. See 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
  5. 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