Sonic Frontiers/Internals/GOComponent: Difference between revisions
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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)'' == | ||
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=== Reflection === | === Reflection === | ||
* GOCRflParameter | * [[Sonic Frontiers/Internals/GOCRflParameter|GOCRflParameter]] | ||
=== Sound === | === Sound === | ||
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