====================== Interacting with Units ====================== At some point you will probably need to reference units from the Lua scripts to manipulate their properties, be notified of particular events and make them do something interesting. Getting Unit handles -------------------- The simplest way of getting a handle to a unit is to spawn it directly from a script: .. code:: player = World.spawn_unit(world, "units/player/player") In most cases, however, units are not spawned directly but rather as a consequence of loading levels in a world. You can get a table with all units spawned in a world this way: .. code:: local units = World.units(world) for _, u in ipairs(units) do -- Do something with Unit u. end To obtain a specific Unit by name (its name as set in the Level Editor, *not* the unit name itself): .. code:: door = World.unit_by_name(world, "main_door") The Script component -------------------- Obtaining unit handles is useful but might not be enough. With a unit handle alone you can modify properties but you cannot receive events. Creating a Unit script ---------------------- Unit scripts are a particular type of scripts that can be attached to units via a Script Component. To create a Unit script, right click on the Project Browser and choose ``New (Unit) script``. Crown will create a new Unit script similar to the following: .. code:: MyScript = MyScript or { data = {} } local data = MyScript.data function MyScript.spawned(world, units) if data[world] == nil then data[world] = {} end for uu = 1, #units do local unit = units[uu] -- Store instance-specific data. if data[world][unit] == nil then -- data[world][unit] = {} end -- Do something with the unit. end end function MyScript.update(world, dt) -- Called once per frame. end function MyScript.unspawned(world, units) -- Cleanup. for uu = 1, #units do if data[world][units] then data[world][units] = nil end end end return MyScript Unit scripts work differently than similar solutions in other engines. Instead of getting many individual update() calls for each individual Unit, you will receive a single update() for *every* unit that has that particular script attached to it. This allows for efficient bulk updates, state sharing and it also make profiling code easier. .. note:: spawned() and unspawned() are still called once per unit. It will be changed soon to behave similarly to update().