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Class Component

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.

Hierarchy

Index

Constructors

constructor

Properties

Private __prefab

__prefab: CompPrefabInfo | null = null

Private _enabled

_enabled: boolean = true

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

Protected _name

_name: string

_objFlags

_objFlags: number

Private sceneGetter

sceneGetter: null | (() => RenderScene) = null

node

node: Node = NullNode

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

example
import { log } from 'cc';
log(comp.node);

Static __props__

__props__: string[]

Static __values__

__values__: string[]

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

isOnLoadCalled

  • get isOnLoadCalled(): number
  • Returns a value which used to indicate the onLoad get called or not.

    readonly
    example
    import { log } from 'cc';
    log(this._isOnLoadCalled > 0);

    Returns number

enabled

  • get enabled(): boolean
  • set enabled(value: boolean): void
  • Indicates whether this component is enabled or not.

    default

    true

    example
    import { log } from 'cc';
    comp.enabled = true;
    log(comp.enabled);

    Returns boolean

  • Indicates whether this component is enabled or not.

    default

    true

    example
    import { log } from 'cc';
    comp.enabled = true;
    log(comp.enabled);

    Parameters

    • value: boolean

    Returns void

enabledInHierarchy

  • get enabledInHierarchy(): boolean
  • Indicates whether this component is enabled and its node is also active in the hierarchy.

    readonly
    example
    import { log } from 'cc';
    log(comp.enabledInHierarchy);

    Returns boolean

isValid

  • get isValid(): boolean
  • 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 isValid(obj, true), but this is often caused by a particular logical requirements, which is not normally required.

    default

    true

    readonly
    example
    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid);    // true
    node.destroy();
    log(node.isValid);    // true, still valid in this frame
    // after a frame...
    log(node.isValid);    // false, destroyed in the end of last frame

    Returns boolean

name

  • get name(): string
  • set name(value: string): void

uuid

  • get uuid(): string

Methods

Optional Private preload

  • __preload(): void
  • __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.

    Returns void

destroyImmediate

  • _destroyImmediate(): void

destruct

  • _destruct(): void
  • 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; } } }

    Returns void

Optional Private getLocalBounds

  • getLocalBounds(out_rect: Rect): void
  • 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.

    Parameters

    • out_rect: Rect

      The rect to store the result bounding rect

    Returns void

Private getRenderScene

  • _getRenderScene(): RenderScene

instantiate

  • instantiate(cloned: any): any

onPreDestroy

  • _onPreDestroy(): void

addComponent

  • addComponent<T>(classConstructor: Constructor<T>): T | null
  • addComponent(className: string): Component | null
  • Adds a component class to the node. You can also add component to node by passing in the name of the script.

    example
    const test = node.addComponent("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of component to be retrieved or to be created

    Returns T | null

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

    example
    const test = node.addComponent("Test");

    Parameters

    • className: string

      A string for the class name of the component

    Returns Component | null

destroy

  • destroy(): boolean

getComponent

  • getComponent<T>(classConstructor: Constructor<T>): T | null
  • getComponent(className: string): Component | null
  • 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.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of component to be retrieved or to be created

    Returns T | null

  • 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.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Parameters

    • className: string

      A string for the class name of the component

    Returns Component | null

getComponentInChildren

  • getComponentInChildren<T>(classConstructor: Constructor<T>): T | null
  • getComponentInChildren(className: string): Component | null
  • Returns the component of supplied type in any of its children using depth first search.

    example
    var Test = node.getComponentInChildren("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of component to be retrieved

    Returns T | null

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

    example
    var Test = node.getComponentInChildren("Test");

    Parameters

    • className: string

      A string for the class name of the component

    Returns Component | null

getComponents

  • getComponents<T>(classConstructor: Constructor<T>): T[]
  • getComponents(className: string): Component[]
  • Returns all components of supplied type in the node.

    example
    const tests = node.getComponents("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of components to be retrieved

    Returns T[]

  • Returns all components of supplied type in the node.

    example
    const tests = node.getComponents("Test");

    Parameters

    • className: string

      A string for the class name of the components

    Returns Component[]

getComponentsInChildren

  • getComponentsInChildren<T>(classConstructor: Constructor<T>): T[]
  • getComponentsInChildren(className: string): Component[]
  • Returns all components of supplied type in self or any of its children.

    example
    const tests = node.getComponentsInChildren("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of components to be retrieved

    Returns T[]

  • Returns all components of supplied type in self or any of its children.

    example
    const tests = node.getComponentsInChildren("Test");

    Parameters

    • className: string

      A string for the class name of the components

    Returns Component[]

Protected Optional lateUpdate

  • lateUpdate(dt: number): void
  • 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.

    Parameters

    • dt: number

      the delta time in seconds it took to complete the last frame

    Returns void

Protected Optional onDestroy

  • onDestroy(): void
  • 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.

    Returns void

Protected Optional onDisable

  • onDisable(): void
  • 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.

    Returns void

Protected Optional onEnable

  • onEnable(): void
  • 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.

    Returns void

Optional onFocusInEditor

  • onFocusInEditor(): void

Protected Optional onLoad

  • onLoad(): void
  • 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.

    Returns void

Optional onLostFocusInEditor

  • onLostFocusInEditor(): void

Protected Optional onRestore

  • onRestore(): void
  • 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.

    Returns void

Optional resetInEditor

  • resetInEditor(): void
  • 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.

    Returns void

schedule

  • schedule(callback: any, interval?: number, repeat?: number, delay?: number): void
  • Schedules a custom task.
    If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    example
    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1);

    Parameters

    • callback: any

      The callback function of the task

    • Default value interval: number = 0

      The time interval between each invocation

    • Default value repeat: number = legacyCC.macro.REPEAT_FOREVER

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

scheduleOnce

  • scheduleOnce(callback: any, delay?: number): void
  • Schedules a task that runs only once, with a delay of 0 or larger.

    method

    scheduleOnce

    see

    schedule

    example
    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2);

    Parameters

    • callback: any

      The callback function of the task

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

Protected Optional start

  • start(): void
  • 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.

    Returns void

unschedule

  • unschedule(callback_fn: any): void
  • Un-schedules a custom task.

    example
    this.unschedule(_callback);

    Parameters

    • callback_fn: any

      The callback function of the task

    Returns void

unscheduleAllCallbacks

  • unscheduleAllCallbacks(): void

Protected Optional update

  • update(dt: number): void
  • 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.

    Parameters

    • dt: number

      the delta time in seconds it took to complete the last frame

    Returns void

Static deferredDestroy

  • _deferredDestroy(): void

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