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Making Game Components

Jonathan Ackerman edited this page Jan 27, 2018 · 5 revisions

Building

Inside the GameComponents directory,

  • add to the PRIVATE section:

${CMAKE_CURRENT_LIST_DIR}/NewComponent.cpp

  • and add to the PUBLIC section:

${CMAKE_CURRENT_LIST_DIR}/NewComponent.hpp

Construction

In CoreComponentFactoryInitialization.cpp:

  • include your new component header file
  • add to ctor:

helper.CreateComponentFactory<NewComponent>();

In ScriptBind.cpp:

  • include your new component header file
  • add to InitializeYTETypes():

InitializeType<NewComponent>();

In your NewComponent:

  • make a ctor of the form:

NewComponent(Composition *aOwner, Space *aSpace, RSValue *aProperties)

where:

  • aOwner and aSpace are constructed by Component(aOwner, aSpace)

if you dont have editor properties

  • and aProperties is unused by a void cast wrapper YTEUnusedArgument(aProperties)

if you do then YTEBind etc

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