Component Class

Extends Object

Module: cc Parent Module: cc

Base class for everything attached to Node(Entity).

NOTE: Not allowed to use construction parameters for Component's subclasses, because Component is created by the engine.

Index

Properties
  • __eventTargets Array Register all related EventTargets,...
  • node Node The node this component is attached to.
  • uuid String The uuid for editor.
  • _enabled Boolean
  • enabled Boolean indicates whether this component is enabled or not.
  • enabledInHierarchy Boolean indicates whether this component is enabled and its node is also active in the hierarchy.
  • _isOnLoadCalled Number Returns a value which used to indicate the onLoad get called or not.
  • _name String
  • _objFlags Number
  • name String The name of the object.
  • isValid Boolean Indicates whether the object is not yet destroyed.
Methods
  • update This is a lifecycle method.
  • lateUpdate This is a lifecycle method.
  • __preload __preload is called before every onLoad.
  • onLoad When attaching to an active node or its node first activated.
  • start Called before all scripts' update if the Component is enabled the first time.
  • onEnable This is a lifecycle method.
  • onDisable This is a lifecycle method.
  • onDestroy This is a lifecycle method.
  • onFocusInEditor
  • onLostFocusInEditor
  • resetInEditor Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used.
  • addComponent Adds a component class to the node.
  • getComponent Returns the component of supplied type if the node has one attached, null if it doesn't....
  • getComponents Returns all components of supplied Type in the node.
  • getComponentInChildren Returns the component of supplied type in any of its children using depth first search.
  • getComponentsInChildren Returns the components of supplied type in self or any of its children using depth first search.
  • _getLocalBounds If the component's bounding box is different from the node's, you can implement this method to supply
  • onRestore for undo/redo operation.
  • schedule Schedules a custom selector....
  • scheduleOnce Schedules a callback function that runs only once, with a delay of 0 or larger.
  • unschedule Unschedules a custom callback function.
  • unscheduleAllCallbacks unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function....
  • destroy Actual object destruction will delayed until before rendering.
  • _destruct Clear all references in the instance.
  • _onPreDestroy Called before the object being destroyed.
  • _serialize The customized serialization for this object.
  • _deserialize Init this object from the custom serialized data.

Details

Properties

__eventTargets

Register all related EventTargets, all event callbacks will be removed in _onPreDestroy.

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Type Array
Defined in cocos2d/core/components/CCComponent.js:63
node

The node this component is attached to. A component is always attached to a node.

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Type Node
Defined in cocos2d/core/components/CCComponent.js:80
Examples
cc.log(comp.node);
uuid

The uuid for editor.

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Type String
Defined in cocos2d/core/components/CCComponent.js:111
Examples
cc.log(comp.uuid);
_enabled
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Type Boolean
Defined in cocos2d/core/components/CCComponent.js:152
enabled

indicates whether this component is enabled or not.

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Type Boolean
Defined in cocos2d/core/components/CCComponent.js:159
Examples
comp.enabled = true;
cc.log(comp.enabled);
enabledInHierarchy

indicates whether this component is enabled and its node is also active in the hierarchy.

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Type Boolean
Defined in cocos2d/core/components/CCComponent.js:191
Examples
cc.log(comp.enabledInHierarchy);
_isOnLoadCalled

Returns a value which used to indicate the onLoad get called or not.

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Type Number
Defined in cocos2d/core/components/CCComponent.js:211
Examples
cc.log(this._isOnLoadCalled > 0);
_name
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Type String
Defined in cocos2d/core/platform/CCObject.js:76
_objFlags
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Type Number
Defined in cocos2d/core/platform/CCObject.js:83
name

The name of the object.

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Type String
Defined in cocos2d/core/platform/CCObject.js:240
Examples
obj.name = "New Obj";
isValid

Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
When an object's destroy is called, it is actually destroyed after the end of this frame. So isValid will return false from the next frame, while isValid in the current frame will still be true. If you want to determine whether the current frame has called destroy, use cc.isValid(obj, true), but this is often caused by a particular logical requirements, which is not normally required.

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Type Boolean
Defined in cocos2d/core/platform/CCObject.js:258
Examples
var node = new cc.Node();
cc.log(node.isValid);    // true
node.destroy();
cc.log(node.isValid);    // true, still valid in this frame
// after a frame...
cc.log(node.isValid);    // false, destroyed in the end of last frame

Methods

update

Update is called every frame, if the Component is enabled.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

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Defined in cocos2d/core/components/CCComponent.js:232
Parameters
  • dt Number the delta time in seconds it took to complete the last frame
lateUpdate

LateUpdate is called every frame, if the Component is enabled.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

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Defined in cocos2d/core/components/CCComponent.js:243
Parameters
  • dt Number the delta time in seconds it took to complete the last frame
__preload

__preload is called before every onLoad. It is used to initialize the builtin components internally, to avoid checking whether onLoad is called before every public method calls. This method should be removed if script priority is supported.

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Defined in cocos2d/core/components/CCComponent.js:254
onLoad

When attaching to an active node or its node first activated. onLoad is always called before any start functions, this allows you to order initialization of scripts.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

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Defined in cocos2d/core/components/CCComponent.js:265
start

Called before all scripts' update if the Component is enabled the first time. Usually used to initialize some logic which need to be called after all components' onload methods called.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

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Defined in cocos2d/core/components/CCComponent.js:278
onEnable

Called when this component becomes enabled and its node is active.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

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Defined in cocos2d/core/components/CCComponent.js:291
onDisable

Called when this component becomes disabled or its node becomes inactive.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

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Defined in cocos2d/core/components/CCComponent.js:301
onDestroy

Called when this component will be destroyed.
This is a lifecycle method. It may not be implemented in the super class. You can only call its super class method inside it. It should not be called manually elsewhere.

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Defined in cocos2d/core/components/CCComponent.js:311
onFocusInEditor
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Defined in cocos2d/core/components/CCComponent.js:321
onLostFocusInEditor
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Defined in cocos2d/core/components/CCComponent.js:326
resetInEditor

Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. This function is only called in editor.

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Defined in cocos2d/core/components/CCComponent.js:331
addComponent

Adds a component class to the node. You can also add component to node by passing in the name of the script.

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Returns Component
Defined in cocos2d/core/components/CCComponent.js:341
Parameters
  • typeOrClassName Function | String the constructor or the class name of the component to add
Examples
var sprite = node.addComponent(cc.Sprite);
var test = node.addComponent("Test");
getComponent

Returns the component of supplied type if the node has one attached, null if it doesn't.
You can also get component in the node by passing in the name of the script.

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Returns Component
Defined in cocos2d/core/components/CCComponent.js:359
Parameters
Examples
// get sprite component.
var sprite = node.getComponent(cc.Sprite);
// get custom test calss.
var test = node.getComponent("Test");
getComponents

Returns all components of supplied Type in the node.

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Returns Component[]
Defined in cocos2d/core/components/CCComponent.js:383
Parameters
Examples
var sprites = node.getComponents(cc.Sprite);
var tests = node.getComponents("Test");
getComponentInChildren

Returns the component of supplied type in any of its children using depth first search.

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Returns Component
Defined in cocos2d/core/components/CCComponent.js:401
Parameters
Examples
var sprite = node.getComponentInChildren(cc.Sprite);
var Test = node.getComponentInChildren("Test");
getComponentsInChildren

Returns the components of supplied type in self or any of its children using depth first search.

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Returns Component[]
Defined in cocos2d/core/components/CCComponent.js:419
Parameters
Examples
var sprites = node.getComponentsInChildren(cc.Sprite);
var tests = node.getComponentsInChildren("Test");
_getLocalBounds

If the component's bounding box is different from the node's, you can implement this method to supply a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

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Defined in cocos2d/core/components/CCComponent.js:439
Parameters
  • out_rect Rect the Rect to receive the bounding box
onRestore

onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs an undo operation on this component.

If the component contains the "internal state", short for "temporary member variables which not included
in its CCClass properties", then you may need to implement this function.

The editor will call the getset accessors of your component to record/restore the component's state
for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
this function to manually synchronize your component's "internal states" with its public properties.
Once you implement this function, all the getset accessors of your component will not be called when
the user performs an undo/redo operation. Which means that only the properties with default value
will be recorded or restored by editor.

Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
to support the reset menu, you should manually synchronize your component's "internal states" with its
properties in this function. Once you implement this function, all the getset accessors of your component
will not be called during reset operation. Which means that only the properties with default value
will be reset by editor.

This function is only called in editor mode.

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Defined in cocos2d/core/components/CCComponent.js:452
schedule

Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.

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Defined in cocos2d/core/components/CCComponent.js:544
Parameters
  • callback function The callback function
  • interval Number Tick interval in seconds. 0 means tick every frame.
  • repeat Number The selector will be executed (repeat + 1) times, you can use cc.macro.REPEAT_FOREVER for tick infinitely.
  • delay Number The amount of time that the first tick will wait before execution. Unit: s
Examples
var timeCallback = function (dt) {
  cc.log("time: " + dt);
}
this.schedule(timeCallback, 1);
scheduleOnce

Schedules a callback function that runs only once, with a delay of 0 or larger.

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Defined in cocos2d/core/components/CCComponent.js:582
Parameters
  • callback function A function wrapped as a selector
  • delay Number The amount of time that the first tick will wait before execution. Unit: s
Examples
var timeCallback = function (dt) {
  cc.log("time: " + dt);
}
this.scheduleOnce(timeCallback, 2);
unschedule

Unschedules a custom callback function.

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Defined in cocos2d/core/components/CCComponent.js:599
Parameters
  • callback_fn function A function wrapped as a selector
Examples
this.unschedule(_callback);
unscheduleAllCallbacks

unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
Actions are not affected by this method.

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Defined in cocos2d/core/components/CCComponent.js:615
Examples
this.unscheduleAllCallbacks();
destroy

Destroy this Object, and release all its own references to other objects.
Actual object destruction will delayed until before rendering. From the next frame, this object is not usable anymore. You can use cc.isValid(obj) to check whether the object is destroyed before accessing it.

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Returns Boolean
Defined in cocos2d/core/platform/CCObject.js:293
Examples
obj.destroy();
_destruct

Clear all references in the instance.

NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example:

_destruct: function () {
    for (var key in this) {
        if (this.hasOwnProperty(key)) {
            switch (typeof this[key]) {
                case 'string':
                    this[key] = '';
                    break;
                case 'object':
                case 'function':
                    this[key] = null;
                    break;
        }
    }
}
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Defined in cocos2d/core/platform/CCObject.js:427
_onPreDestroy

Called before the object being destroyed.

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Defined in cocos2d/core/platform/CCObject.js:483
_serialize

The customized serialization for this object. (Editor Only)

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Returns object
Defined in cocos2d/core/platform/CCObject.js:511
Parameters
_deserialize

Init this object from the custom serialized data.

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Defined in cocos2d/core/platform/CCObject.js:524
Parameters
  • data Object the serialized json data
  • ctx _Deserializer

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