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Adding custom variables
Roberto de Deus Barbosa Murta edited this page Nov 7, 2019
·
1 revision
Custom variables may either be added through the entity and scene editors or through code.
Every custom data added to an entity must have a name, just like a regular variable. The methods ETHEntity::SetFloat
, ::SetInt
, ::SetUInt
and ::SetString
(among others, see the ETHEntity
object reference for more information) may be used to add custom data or to update existing values:
Custom data sample:
// Retrieves a handle to our character
ETHEntity @mainCharacter = SeekEntity("main_character");
// Add custom data to it
mainCharacter.SetString("class", "mage");
mainCharacter.SetFloat("speed", 100.0f);
mainCharacter.SetInt("hp", 60);
mainCharacter.SetUint("maxHp", 70);
mainCharacter.SetVector2("direction", vector2(20, 40));
// Now hp equals 70. Instead of adding new data,
// it will just update it because "hp" already exists.
mainCharacter.SetInt("hp", 70);
// Add 10 damage to character
mainCharacter.AddToInt("hp",-10);
// Will overwrite 'float speed' since it already exists and is not an int
mainCharacter.SetInt("speed", 150);
In order to retrieve data, use ETHEntity::GetFloat
, ::GetUInt
, etc.