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Diffstat (limited to 'meta/3rd/Defold/library/collection_factory.lua')
-rw-r--r-- | meta/3rd/Defold/library/collection_factory.lua | 54 |
1 files changed, 54 insertions, 0 deletions
diff --git a/meta/3rd/Defold/library/collection_factory.lua b/meta/3rd/Defold/library/collection_factory.lua new file mode 100644 index 00000000..e96137a8 --- /dev/null +++ b/meta/3rd/Defold/library/collection_factory.lua @@ -0,0 +1,54 @@ +---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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