Life cycle callback
Cocos Creator provides the life cycle callback function for component script. As long as the user defines a specific callback function, Creator will execute the script in a specific period, users do not need to manually call them.
Currently, the major life-cycle callback functions provided for users are:
- onLoad
- start
- update
- lateUpdate
- onDestroy
- onEnable
- onDisable
onLoad
In the initialization phase of the component script, we provide the onLoad
callback function. onLoad
callback will be triggered when the node is first activated, such as when the scene is loaded, or when the node is activated. The onLoad
phase guarantees you can get other nodes from the scene and the resource data associated with the node. onLoad
is always called before any start
functions, this allows you to order initialization of scripts. Normally, we will do some operation associated with initialization in the onLoad
phase. For example:
cc.Class({
extends: cc.Component,
properties: {
bulletSprite: cc.SpriteFrame,
gun: cc.Node,
},
onLoad: function () {
this._bulletRect = this.bulletSprite.getRect();
this.gun = cc.find('hand/weapon', this.node);
},
});
start
The start
callback function will be triggered before the first activation of the component, which is before executing update
for the first time. start
is usually used to initialize data that needs frequent modification, which may have changed during update
.
cc.Class({
extends: cc.Component,
start: function () {
this._timer = 0.0;
},
update: function (dt) {
this._timer += dt;
if ( this._timer >= 10.0 ) {
console.log('I am done!');
this.enabled = false;
}
},
});
update
One of the key points for game development is to update an object's behavior, status and orientation before rendering every frame. These update operations are normally put in the update
callback.
cc.Class({
extends: cc.Component,
update: function (dt) {
this.node.setPosition( 0.0, 40.0 * dt );
}
});
lateUpdate
update
will execute before all the animations' update, but if we're going to do some extra work after the effects (such as animation, particle, physics, etc.) are updated or want to perform other operations after update
of all the components are done, then we'll need the lateUpdate
callback.
cc.Class({
extends: cc.Component,
lateUpdate: function (dt) {
this.node.rotation = 20;
}
});
onEnable
When the enabled
property of the component turns from false
to true
, or the active
property of the node turns from false
to true
, it will trigger onEnable
callback. If the node is created for the first time, and enabled
is true
, then it will be called after onLoad
but before start
.
onDisable
When the enabled
property of the component turns from true
to false
, or the active
property of the node turns from true
to false
, it will trigger onEnable
callback, it will activate the onDisable
callback.
onDestroy
When the component or node calls destroy()
, it will call the onDestroy
callback. Then they will be collected when this frame is done. When you declare both onLoad
and onDestroy
, they will always be called in pairs, which means that from component's initialization to destruction, they will either all be called or none will be called.
Tips
The execution order of lifecycle functions over a component's complete lifetime from initialization to activation and final destruction is: onLoad
-> onEnable
-> start
-> update
-> lateUpdate
-> onDisable
-> onDestroy
.
Where onLoad
and start
are often used for a component's initialization and will only be executed once when the node become activeInHierarchy
. In addition to the content mentioned above and the different execution order, there are the following differences:
onLoad | start | |
---|---|---|
When the node is activated | Calls immediately | Deferred Call |
Only called when the component is enabled? | No | Yes |