ScriptGeComponent
Inheritance 2 ancestors · 47 siblings
- GameEntityComponent&IGameEntityComponentEvents
- 0xa98b5b03
- 0xef17c645 (removed in patch 16.20)
- AnimationGeComponent
- AttachmentGeComponent
- AttackableUnitGeComponent
- AutoRegionTaggingGeComponent
- BarracksGeComponent
- BillboardGeComponent
- CharacterMeshGeComponent
- CinematicCameraGeComponent
- DeathGeComponent
- DeathHelper (removed in patch 15.10)
- DragonCampGeComponent
- DynamicMaterialGeComponent
- DynamicMaterialHelper (removed in patch 15.10)
- DynamicPointLightGeComponent
- DynamicSpotlightGeComponent
- EnvMeshGeComponent
- EsportsBannerGeComponent
- GearGeComponent (removed in patch 16.11)
- GreenGeComponent (removed in patch 15.22)
- HierarchyGeComponent
- IconGeComponent (removed in patch 15.22)
- LightChannelsGeComponent
- LightRegionGeComponent
- ModesScenarioGeComponent
- MonarchRegionLocatorGeComponent (removed in patch 16.5)
- NavRegionGeComponent
- NetworkingGeComponent
- NeutralCampGeComponent
- NewIconGeComponent
- PaintedRegionGeComponent
- PlanarReflectorGeComponent
- RedGeComponent (removed in patch 15.22)
- RegionGeComponent
- ScriptGeComponentcurrent
- SequencerGeComponent
- SequencerHelper (removed in patch 15.10)
- SfxGeComponent
- SfxHelper (removed in patch 15.10)
- ShopGeComponent
- SkinCharacterGeComponent
- StateMachineGeComponent
- SuperwardGeComponent
- TeamGeComponent
- TeamSpawnPointGeComponent
- VfxGeComponent
- WorldSpaceUiGeComponent
Class Documentation
Edit documentationThe entity component that runs the entity scripts of a
ScriptGeComponentDef. It creates one script instance for
each entry of ScriptDef that links a script, and sends the instances these events:
| When | Event |
|---|---|
| The entity spawns | GameEntityOnInit, once per instance |
| The entity activates | GameEntityOnActivate |
| The entity deactivates, before the other components deactivate | GameEntityOnDeactivate |
| Every 0.25 seconds of game time, while the entity is active | the periodic update event |
When a script instance is created, each instance variable that the script declares takes
the value of its override from InstanceVariableOverrides, or the script default if there
is no override. Override keys that the script does not declare are ignored.
When the world resets, the component deletes all script instances and creates them again as at spawn.