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Diffstat (limited to 'meta/3rd/Defold/library/collection_factory.lua')
m--------- | meta/3rd/Defold | 0 | ||||
-rw-r--r-- | meta/3rd/Defold/library/collection_factory.lua | 54 |
2 files changed, 0 insertions, 54 deletions
diff --git a/meta/3rd/Defold b/meta/3rd/Defold new file mode 160000 +Subproject 05379b40fb3084d82f7270475e42da8d521c4da diff --git a/meta/3rd/Defold/library/collection_factory.lua b/meta/3rd/Defold/library/collection_factory.lua deleted file mode 100644 index e96137a8..00000000 --- a/meta/3rd/Defold/library/collection_factory.lua +++ /dev/null @@ -1,54 +0,0 @@ ----Collection factory API documentation ----Functions for controlling collection factory components which are ----used to dynamically spawn collections into the runtime. ----@class collectionfactory -collectionfactory = {} ----loaded -collectionfactory.STATUS_LOADED = nil ----loading -collectionfactory.STATUS_LOADING = nil ----unloaded -collectionfactory.STATUS_UNLOADED = nil ----The URL identifies the collectionfactory component that should do the spawning. ----Spawning is instant, but spawned game objects get their first update calls the following frame. The supplied parameters for position, rotation and scale ----will be applied to the whole collection when spawned. ----Script properties in the created game objects can be overridden through ----a properties-parameter table. The table should contain game object ids ----(hash) as keys and property tables as values to be used when initiating each ----spawned game object. ----See go.property for more information on script properties. ----The function returns a table that contains a key for each game object ----id (hash), as addressed if the collection file was top level, and the ----corresponding spawned instance id (hash) as value with a unique path ----prefix added to each instance. ---- Calling collectionfactory.create <> create on a collection factory that is marked as dynamic without having loaded resources ----using collectionfactory.load <> will synchronously load and create resources which may affect application performance. ----@param url string|hash|url # the collection factory component to be used ----@param position vector3? # position to assign to the newly spawned collection ----@param rotation quaternion? # rotation to assign to the newly spawned collection ----@param properties table? # table of script properties to propagate to any new game object instances ----@param scale number? # uniform scaling to apply to the newly spawned collection (must be greater than 0). ----@return table # a table mapping the id:s from the collection to the new instance id:s -function collectionfactory.create(url, position, rotation, properties, scale) end - ----This returns status of the collection factory. ----Calling this function when the factory is not marked as dynamic loading always returns COMP_COLLECTION_FACTORY_STATUS_LOADED. ----@param url string|hash|url? # the collection factory component to get status from ----@return constant # status of the collection factory component -function collectionfactory.get_status(url) end - ----Resources loaded are referenced by the collection factory component until the existing (parent) collection is destroyed or collectionfactory.unload is called. ----Calling this function when the factory is not marked as dynamic loading does nothing. ----@param url string|hash|url? # the collection factory component to load ----@param complete_function (fun(self: object, url: url, result: boolean))? # function to call when resources are loaded. -function collectionfactory.load(url, complete_function) end - ----This decreases the reference count for each resource loaded with collectionfactory.load. If reference is zero, the resource is destroyed. ----Calling this function when the factory is not marked as dynamic loading does nothing. ----@param url string|hash|url? # the collection factory component to unload -function collectionfactory.unload(url) end - - - - -return collectionfactory
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