Modules

The engine and editor expose their APIs to developers through modules, which exist as ECMAScript modules.

Note: starting from 3.0, engine functions cannot be accessed through the global variable, prefixed with cc!

Engine Module

Functionality

Module 'cc' provide access to engine functionalities. The content of the 'cc' module is dynamic, and its content is related to the setting of Feature crop in Project Settings.

Engine logging

An example is shown below:

import { log } from 'cc';
log('Hello world!');

Constants at build time

The engine module 'cc/env' exposes some constants at build time. These constants represent the execution environment, debug level, or platform identification.

As these constants are declared with const, it provides a good opportunity for code optimization.

Execution environment

Name (all types are boolean) Description
BUILD Is it running in the built environment.
PREVIEW Is it running in the preview environment.
EDITOR Is it running in the editor environment.

Debug level

Name (all types are boolean) Description
DEBUG Whether it is in debug mode. It is false only when the debug option is not checked when building, and it is true in all other cases
DEV Equivalent to DEBUG/EDITOR/PREVIEW

Platform identification

The constants listed in the following table represent whether it is running on a particular platform or class of platforms, and all types of these constants are boolean.

Name Platform MINIGAME mini game RUNTIME_BASED based on Cocos Runtime SUPPORT_JIT JIT is supported
HTML5 Web
NATIVE Native platforms
ALIPAY Alipay Mini Game ✔️ ✔️
BAIDU Baidu Mini Game ✔️ ✔️
BYTEDANCE Bytedance Mini Game ✔️ ✔️
WECHAT WeChat Mini Game ✔️ ✔️
XIAOMI Xiaomi Quick Game ✔️ ✔️
COCOSPLAY Cocos Play ✔️ ✔️
HUAWEI Huawei Quick Game ✔️ ✔️
OPPO OPPO Mini Game ✔️ ✔️
VIVO vivo Mini Game ✔️ ✔️

Logging in debug mode

An example is shown below:

import { log } from 'cc';
import { DEV } from 'cc/env';

if (DEV) {
    log('I am in development mode!');
}

Editor Modules

The editor modules are all under the 'cce:' protocol (cce stands for "CocosCreatorEditor").

All editor modules are only available in the editor environment. For example, the editor module cannot be accessed in the environment after previewing and building, on the contrary, it can be accessed in the Scene panel.

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