docs: regenerate site from f094acfdb5
This commit is contained in:
commit
63c5ed9baf
975 changed files with 55427 additions and 0 deletions
46
annot-ondespawn.html
Normal file
46
annot-ondespawn.html
Normal file
|
|
@ -0,0 +1,46 @@
|
|||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1">
|
||||
<title>@OnDespawn — Ludic</title>
|
||||
<meta name="description" content="Run a handler when a model instance is torn down, optionally knowing why.">
|
||||
<link rel="stylesheet" href="base.css">
|
||||
<link rel="stylesheet" href="docs.css">
|
||||
</head>
|
||||
<body>
|
||||
<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
|
||||
<main class="wrap item">
|
||||
<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#annotations">Annotations</a> <span>›</span> <span class="here">@OnDespawn</span></div>
|
||||
<div class="item-head">
|
||||
<span class="kind-badge kind-annotation">annotation</span>
|
||||
<h1 id="top">@OnDespawn</h1>
|
||||
</div>
|
||||
<code class="sig">@OnDespawn(Model, reason: r) handler Name { … }</code>
|
||||
<div class="desc"><p><code>@OnDespawn(Model)</code> is the teardown counterpart to <code>@OnSpawn</code>: it fires once for each instance of the named model as it is removed, whether by an in-world <code>despawn</code> or at program shutdown, and its body still reads the instance's outgoing field values before they are gone. With the optional <code>reason: r</code> binding it becomes reason-carrying teardown — <code>r</code> is bound to an <code>EndReason</code> the compiler passes at each teardown site (an in-world despawn passes <code>EndReason.Despawned</code>, program exit passes <code>EndReason.Quit</code>) so one hook can branch on <b>why</b> the instance is ending, the way Unreal's <code>EndPlay(reason)</code> does. Every still-live instance's hook fires at quit, which makes "no silent deaths" real: drop loot on a real death but skip it when the app is simply closing. Add <code>@Public</code> to also emit a <code>model_<Model>_despawn</code> event.</p></div>
|
||||
|
||||
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program DespawnHook {
|
||||
property Health { current: int = 0 }
|
||||
property Loot { gold: int = 0 }
|
||||
model Enemy { Health, Loot }
|
||||
|
||||
@OnDespawn(Enemy, reason: teardown_reason) handler DropLoot {
|
||||
match teardown_reason {
|
||||
EndReason.Quit => { } # app closing — do not drop loot
|
||||
_ => { print(Loot.gold) } # died in-world — award the gold
|
||||
}
|
||||
}
|
||||
|
||||
handler SpawnWave phase Start { spawn Enemy { Health { current: 10 }, Loot { gold: 25 } } }
|
||||
|
||||
handler KillOne phase Render {
|
||||
for (Health) in query [Health, {Enemy}] { despawn self() } # prints 25
|
||||
quit()
|
||||
}
|
||||
}</pre></div>
|
||||
|
||||
<a class="back" href="api.html">← All symbols</a>
|
||||
</main>
|
||||
<script src="ludic-highlight.js"></script>
|
||||
<script>Ludic.highlightAll(); Ludic.installCards(); Ludic.flashTarget();</script>
|
||||
</body></html>
|
||||
Loading…
Add table
Add a link
Reference in a new issue