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We can retrieve the components from metadata. Since we are storing components in metadata. This means that if you serialize the node, it will retain its components. Notice that metadata is serialized with the object, and we pass true as second parameter of add_to_group to make it persistent. We are writing the component to the node metadata, and if it is a node, we add it to a node group. If node != null and !node.is_in_group(id): Var id:String = ComponentHelper.get_id_from_component(component) If !is_instance_valid(object) or component = null: We must do set_component too: static func set_component(object:Object, component:Object) -> void: So set_new_components will create new instances of the components and call set_component. I have, by the way, decided I will not optimize double validations, or this answer would be longer. Static func set_new_components(object:Object, component_kinds:Array) -> void: Make a new script for this Components class, and let us define the set_new_components function: class_name Components extends Object I'll explain why we need to pass a SceneTree there. Which returns the component Object if there is one attached, or null.Īnd we will be able to get all the nodes that have a particular component like this: Components.get_nodes(get_tree(), ExampleComponent) We will be able to get a particular component like this: Components.get_component(self, ExampleComponent) In this solution we will use their class, and each object will only be able to have one component of a given class. However, components will be able to be any Object. We will be able to get the existing components like this: Components.get_components(self)įor demostration purposes, let us say there is a class ExampleComponent. What follows are a few example of what we will accomplish. There will be no dedicated GameObject class. In fact, we will be able to work with any Object. We will be able to do that with any Node. Like this: var _ready() -> void:Ĭt_new_components(self, archetype) I could make it of Script, however this has advantages later.Īt runtime, we will make a component from every script. You should be able to drag scripts from the file system panel to the items of this array in the inspector panel. The performance is secondary.Īlso - let us pretend - I am a Unity fan, and I believe Godot should have a component system where one can put multiple scripts on a Node because reason, otherwise nobody will use it or something.įor convenience, not necessary for functionality, let us export an "archetype" variable: export(Array, GDScript) var archetype:Array However, I only want the convenience of components, not the inconvenience of a custom build of Godot.
UNITY VS GODOT FULL
However it does not include means to set thing in runtime (there is no add_component or similar).Īlso I know there is Godex which implements a full ECS. Here each component is a Node, which is good because it allows me to set the components in the editor. I also know there is a tutorial by GDQuest called Coding an entity-component system in Godot. And these GameObjects cannot be nodes, and I cannot set the components I want from the editor. But it requires me to have a GameWorld and GameObjects.
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I know there is an asset in the asset library for a component solution: godot-component-system. I want to be able to assign multiple scripts to a single node, and have each script become a component.