IN THIS ARTICLE
Basic Structure of a Lua Script
Script Table
Scripts used as components contain a Script Table. The Script Table provides the functionality for the script and is treated like a class. The Script Table generally consists of the following:
An optional Properties Table within the Script Table. The Properties Table provides an interface that you can use to customize the script behavior from the editor.
An
OnActivate()
function that the engine calls when the entity that has the script is activated.An
OnDeactivate()
function called by the engine when the entity that has the script is deactivated.
Skeleton script
The following example shows a skeleton script.
-- ScriptName.lua
local ScriptName =
{
Properties =
{
-- Property definitions
}
}
function ScriptName:OnActivate()
-- Activation Code
end
function ScriptName:OnDeactivate()
-- Deactivation Code
end
return ScriptName
Entity Table
For each Lua Script component, O3DE creates a table called the Entity Table. The Script Table in the referenced script is the metatable for the Entity Table. Because of this relationship, when any method in the script is called, the self
parameter (implicit in most cases) refers to the Entity Table.
The Entity Table then has the following properties and methods available to it:
A Properties table, copied from the Script Table’s Properties Table. Default values are provided where appropriate.
An
entityId
property, which contains an object of type EntityId that refers to the current entity.