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Usage example
 
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== GOComponent ==
== GOComponent ==
'''GOComponent''' ''(Game Object Component)'' is a component that usually has certain functionality to easily access and use systems, methods and such in a game object. GOCs are attached to '''Game Objects''', which add basic functionality or easy control over certain aspects, such as '''GOCVisualModel''' adds an easy way to show a model at the Game Objects position.
'''GOComponent''' ''(Game Object Component)'' is a component that usually has certain functionality to easily access and use systems, methods and such in a game object. GOCs are attached to '''Game Objects''', which add basic functionality or easy control over certain aspects, such as '''GOCVisualModel''' adds an easy way to show a model at the Game Objects position.
== Usage ==
Every GOComponent needs to be first created, this can be done using a simple function found in every [[Sonic Frontiers/Internals/Game Object|Game Object]]:<syntaxhighlight lang="cpp">
// CreateComponent is a function in the hh::game::GameObject class, most oftenly used in the AddCallback function
hh::game::GOCVibration* gocVibration = CreateComponent<hh::game::GOCVibration>(); // Creates the component GOCVibration for use
</syntaxhighlight>After the creation, you're able to initialize it in anyway possible, do any kind of preparation before adding it to the [[Sonic Frontiers/Internals/Game Object|Game Object]]:<syntaxhighlight lang="cpp">
// AddComponent is a function found in the hh::game::GameObject class, it's most oftenly used in the AddCallback function
AddComponent(gocVibration); // Adds the GOCVibration to the Game Object
</syntaxhighlight>Full example:<syntaxhighlight lang="cpp">
// Create the GOC
app_cmn::rfl::GOCRflParameter* gocRflParam = CreateComponent<app_cmn::rfl::GOCRflParameter>();
// GOC preparation
app_cmn::rfl::GOCRflParameter::SetupInfo gocRflParamDesc{}; // Initialize the SetupInfo struct
gocRflParamDesc.capacity = 6;
gocRflParam->Setup(gocRflParamDesc);
// Add the GOC
AddComponent(gocRflParam);
</syntaxhighlight>


== GOComponents ''(currently in rangers-sdk)'' ==
== GOComponents ''(currently in rangers-sdk)'' ==

Latest revision as of 13:56, 13 December 2025

GOComponent[edit | edit source]

GOComponent (Game Object Component) is a component that usually has certain functionality to easily access and use systems, methods and such in a game object. GOCs are attached to Game Objects, which add basic functionality or easy control over certain aspects, such as GOCVisualModel adds an easy way to show a model at the Game Objects position.

Usage[edit | edit source]

Every GOComponent needs to be first created, this can be done using a simple function found in every Game Object:

// CreateComponent is a function in the hh::game::GameObject class, most oftenly used in the AddCallback function
hh::game::GOCVibration* gocVibration = CreateComponent<hh::game::GOCVibration>(); // Creates the component GOCVibration for use

After the creation, you're able to initialize it in anyway possible, do any kind of preparation before adding it to the Game Object:

// AddComponent is a function found in the hh::game::GameObject class, it's most oftenly used in the AddCallback function
AddComponent(gocVibration); // Adds the GOCVibration to the Game Object

Full example:

// Create the GOC
app_cmn::rfl::GOCRflParameter* gocRflParam = CreateComponent<app_cmn::rfl::GOCRflParameter>();

// GOC preparation
app_cmn::rfl::GOCRflParameter::SetupInfo gocRflParamDesc{}; // Initialize the SetupInfo struct
gocRflParamDesc.capacity = 6;
gocRflParam->Setup(gocRflParamDesc);

// Add the GOC
AddComponent(gocRflParam);

GOComponents (currently in rangers-sdk)[edit | edit source]

Animation[edit | edit source]

  • GOCAnimation
  • GOCAnimationBlend
  • GOCAnimationSimple
  • GOCAnimationSingle
  • GOCAnimator
  • GOCCharacterIk
  • GOCLookAt
  • GOCPhysicalAnimation

Boss[edit | edit source]

  • GOCBossActionSelect
  • GOCBossCyloopColliderHelper
  • GOCBossMoveableRange

Collision[edit | edit source]

  • GOCBoxCollider
  • GOCCapsuleCollider
  • GOCColliderQuery
  • GOCCollisionQuery
  • GOCCylinderCollider
  • GOCHeightFieldCollider
  • GOCMeshCollider
  • GOCMoveSphereColliderQuery
  • GOCSphereCollider

Effect[edit | edit source]

  • GOCEffect
  • GOCParticleLocator

Enemy[edit | edit source]

  • GOCAI
  • GOCEnemyAttackSign

General[edit | edit source]

  • GOCActivator
  • GOCContact
  • GOCCyloopPoint
  • GOCEvent
  • GOCEventCollision
  • GOCGravity
  • GOCGrind
  • GOCHealth
  • GOCHitStop
  • GOCNavMeshAgent
  • GOCTargetPositionHelper
  • GOCTransform
  • GOCParamBlackboard
  • GOCScript
  • PathComponent

Graphics[edit | edit source]

  • GOCCamera
  • GOCOcclusionCapsule
  • GOCPointLight
  • GOCRenderTexture
  • GOCVisualDebugDraw
  • GOCVisualModel
  • GOCVisualTransformed
  • GOCVisualUserModel

HID[edit | edit source]

  • GOCInput
  • GOCVibration

Movement[edit | edit source]

  • GOCMotor
  • GOCMotorConstant
  • GOCMotorOnPath
  • GOCMotorRotate
  • GOCMovement

Player[edit | edit source]

  • GOCPlayerCollider
  • GOCPlayerEffect
  • GOCPlayerHsm
  • GOCPlayerKinematicParams
  • GOCPlayerParameter
  • GOCPlayerState
  • GOCPlayerVisual

Reflection[edit | edit source]

Sound[edit | edit source]

  • GOCSound

User Interface[edit | edit source]

  • GOCSprite
  • GOCUICollider
  • GOCUIComposition