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Creating a custom component
arthursw edited this page May 4, 2016
·
1 revision
function compile(x) {
return require('uclass')()(global,x)
}
class MyComponent /*EditInlineNew*/ extends ActorComponent {
ctor() {
this.Param1 = 23
this.Param2 = {X:1,Y:2,Z:3}
}
properties() {
this.Param1/*EditAnywhere+BlueprintReadOnly+Category:Javascript+int*/;
this.Param2/*EditAnywhere+Category:Javascript+Vector*/;
}
}
let MyComponent_C = compile(MyComponent)
class MyActor extends Actor {
// pre-ctor; you can switch subobject to another class defined in super class.
prector() {
MyMovementComponent_C.SetDefaultSubobjectClass("CharMoveComp")
}
ctor() {
this.MyComponent = MyComponent_C.CreateDefaultSubobject("MyComponent")
}
properties() {
this.MyComponent/*VisibleAnywhere+Category:Javascript+MyComponent*/;
}
}
let MyActor_C = compile(MyActor)
let actor = Actor.C(new MyActor_C(GWorld))