Game logic - Game logic storage – Ylands
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=Description= | =Description= | ||
Special game logic to store data specific to another game logic. When assigned trough instruction [[Ylands Tile - Add-Remove logic storage|'''Add Logic Storage''']], it will create a '''copy''' witch will be '''attached''' to selected game logic '''instance'''. | |||
*Storage has to be attached to entity via '''Add Storage''' instruction, target becomes [[Ylands Tile - Storage owner literal|'''storage owner''']] | |||
[[ | *Any storage can have unlimited number of owners, each owner will have its unique copy of attached storage | ||
*Game logic can have unlimited number of storages | |||
*Each owner will have '''unique values''' in each storage | |||
*Storage data (variables) can be found in '''Variables''' category | |||
*Storage instructions can be found in '''Instructions''' category | |||
'''Custom instructions''' | |||
*Instructions in a storage are executed only within currently called storage instance and it will affect only variables of this instance. | |||
'''Storages in compositions''' | |||
*When composition using any storage will get exported, it will save with a copy of that storage (even if not selected) | |||
*When such composition is placed in other scenario, it will make new independent copy of included storage under new name (e.g Entity storage (2)) | |||
*In case of multiple instances of same composition, references in all compositions will be set to one storage | |||
= | =Notes= | ||
*In case a script will try to access non-existent storage this will stop the script. So it is crucial to do a storage check using [[Ylands Tile - Has logic storage|'''Has Storage''']] instruction before accessing storage on unknown entity (e.g Trigger object). | |||
=Related Instructions= | |||
=Related | *[[Ylands Tile - Add-Remove logic storage|Add / Remove Logic Storage]] | ||
*[[Ylands Tile - Has logic storage|Has Logic Storage]] | |||
Revision as of 14:47, 12 June 2019
Description
Special game logic to store data specific to another game logic. When assigned trough instruction Add Logic Storage, it will create a copy witch will be attached to selected game logic instance.
- Storage has to be attached to entity via Add Storage instruction, target becomes storage owner
- Any storage can have unlimited number of owners, each owner will have its unique copy of attached storage
- Game logic can have unlimited number of storages
- Each owner will have unique values in each storage
- Storage data (variables) can be found in Variables category
- Storage instructions can be found in Instructions category
Custom instructions
- Instructions in a storage are executed only within currently called storage instance and it will affect only variables of this instance.
Storages in compositions
- When composition using any storage will get exported, it will save with a copy of that storage (even if not selected)
- When such composition is placed in other scenario, it will make new independent copy of included storage under new name (e.g Entity storage (2))
- In case of multiple instances of same composition, references in all compositions will be set to one storage
Notes
- In case a script will try to access non-existent storage this will stop the script. So it is crucial to do a storage check using Has Storage instruction before accessing storage on unknown entity (e.g Trigger object).
Related Instructions