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- <section id="making-a-scriptnode-prefab">
- <h1>Making a ScriptNode prefab<a class="headerlink" href="#making-a-scriptnode-prefab" title="Link to this heading"></a></h1>
- <p>The power of the script nodes is that you can create prefabs of them. Prefabs are a central feature of the editor. You are used to create prefabs of your characters, game items, UI elements. Prefabs provide a flexible architecture (<a class="reference external" href="./prefab-nested.html">nested prefabs</a>, <a class="reference external" href="./prefab-variant.html">prefab variants</a>, <a class="reference external" href="./prefab-user-properties.html">prefab properties</a>, <a class="reference external" href="./prefab-instance-children.html">appendable prefabs</a>) for creating reusable objects. And now it is also available for you to create the behaviors (or part of the beaviors) of your game.</p>
- <p>You can create a script node prefab in the same way you create a prefab of a game object:</p>
- <ol class="arabic simple">
- <li><p><a class="reference external" href="./prefab-new-file.html">Create a prefab file</a>.</p></li>
- <li><p><a class="reference external" href="./script-node-create.html">Add a script node to the scene</a>.</p></li>
- </ol>
- <p>If you add a script node prefab to a prefab scene, then it creates a prefab variant. It works the same as the game object prefabs. You can add custom properties.</p>
- <p>If you are using the built-in <a class="reference external" href="./script-node-class.html">ScriptNode class</a> (what we recommend you to do), then you can implement any of the methods provided by that class, like the <strong>awake</strong> or <strong>execute</strong> methods.</p>
- <p>The code generated for a script node prefab looks like this:</p>
- <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="c1">// You can write more code here</span>
- <span class="cm">/* START OF COMPILED CODE */</span>
- <span class="k">import</span><span class="w"> </span><span class="nx">OnEventScript</span><span class="w"> </span><span class="kr">from</span><span class="w"> </span><span class="s2">"./OnEventScript"</span><span class="p">;</span>
- <span class="k">import</span><span class="w"> </span><span class="nx">ScriptNode</span><span class="w"> </span><span class="kr">from</span><span class="w"> </span><span class="s2">"./ScriptNode"</span><span class="p">;</span>
- <span class="k">import</span><span class="w"> </span><span class="nx">Phaser</span><span class="w"> </span><span class="kr">from</span><span class="w"> </span><span class="s2">"phaser"</span><span class="p">;</span>
- <span class="cm">/* START-USER-IMPORTS */</span>
- <span class="cm">/* END-USER-IMPORTS */</span>
- <span class="k">export</span><span class="w"> </span><span class="k">default</span><span class="w"> </span><span class="kd">class</span><span class="w"> </span><span class="nx">OnPointerDownScript</span><span class="w"> </span><span class="k">extends</span><span class="w"> </span><span class="nx">OnEventScript</span><span class="w"> </span><span class="p">{</span>
- <span class="w"> </span><span class="kr">constructor</span><span class="p">(</span><span class="nx">parent</span><span class="o">:</span><span class="w"> </span><span class="nx">ScriptNode</span><span class="w"> </span><span class="o">|</span><span class="w"> </span><span class="nx">Phaser</span><span class="p">.</span><span class="nx">GameObjects</span><span class="p">.</span><span class="nx">GameObject</span><span class="w"> </span><span class="o">|</span><span class="w"> </span><span class="nx">Phaser</span><span class="p">.</span><span class="nx">Scene</span><span class="p">)</span><span class="w"> </span><span class="p">{</span>
- <span class="w"> </span><span class="k">super</span><span class="p">(</span><span class="nx">parent</span><span class="p">);</span>
- <span class="w"> </span><span class="c1">// this (prefab fields)</span>
- <span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">eventName</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="s2">"pointerdown"</span><span class="p">;</span>
- <span class="w"> </span><span class="cm">/* START-USER-CTR-CODE */</span>
- <span class="w"> </span><span class="c1">// Write your code here.</span>
- <span class="w"> </span><span class="cm">/* END-USER-CTR-CODE */</span>
- <span class="w"> </span><span class="p">}</span>
- <span class="w"> </span><span class="cm">/* START-USER-CODE */</span>
- <span class="w"> </span><span class="nx">override</span><span class="w"> </span><span class="nx">awake</span><span class="p">()</span><span class="o">:</span><span class="w"> </span><span class="ow">void</span><span class="w"> </span><span class="p">{</span>
- <span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">gameObject</span><span class="p">.</span><span class="nx">setInteractive</span><span class="p">();</span>
- <span class="w"> </span><span class="k">super</span><span class="p">.</span><span class="nx">awake</span><span class="p">();</span>
- <span class="w"> </span><span class="p">}</span>
- <span class="w"> </span><span class="cm">/* END-USER-CODE */</span>
- <span class="p">}</span>
- <span class="cm">/* END OF COMPILED CODE */</span>
- <span class="c1">// You can write more code here</span>
- </pre></div>
- </div>
- <p>The above code is TypeScript. It is the implementation of the <strong>OnPointerDownScript</strong>, which is a <a class="reference external" href="./prefab-variant.html">prefab variant</a> of the <strong>OnEventScript</strong> prefab. Both prefabs are part of the <a class="reference external" href="script-node-basic-scripts-project.html">Basic Scripts project</a>.</p>
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