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:
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:
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):
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:
MyScript = MyScript or {
data = {}
}
local data = MyScript.data
-- Called after units are spawned into a world.
function MyScript.spawned(world, units)
if data[world] == nil then
data[world] = {}
end
local world_data = data[world]
for _, unit in pairs(units) do
-- Store instance-specific data.
if world_data[unit] == nil then
world_data[unit] = {}
end
end
end
-- Called once per frame.
function MyScript.update(world, dt)
local world_data = data[world]
for unit, unit_data in pairs(world_data) do
-- Update unit.
end
end
-- Called before units are unspawned from a world.
function MyScript.unspawned(world, units)
local world_data = data[world]
-- Cleanup.
for _, unit in pairs(units) do
if world_data[unit] then
world_data[unit] = 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.
Receiving collision events¶
To get physics collision notification events, implement any of the following callbacks in your script component:
function MyScript.collision_begin(world, unit, other_unit, actor, other_actor, position, normal, distance)
-- Called when unit and other_unit begin touching.
end
function MyScript.collision_end(world, unit, other_unit)
-- Called when unit and other_unit end touching.
end
function MyScript.collision_stay(world, unit, other_unit, actor, other_actor, position, normal, distance)
-- Called between collision_begin() and collision_end() while the units remain touching.
end
Triggers¶
Units whose actor is configured as a trigger (actor class ‘trigger’) will not receive regular collision events, instead, they will receive trigger events:
function MyScript.trigger_enter(world, trigger_unit, other_unit)
-- Called when other_unit begins touching trigger_unit.
end
function MyScript.trigger_leave(world, trigger_unit, other_unit)
-- Called when other_unit ends touching trigger_unit.
end