Built-in Component Set
Overview
This document introduces the game framework’s built-in component set and roles, which enable objects to function. During game development, custom components can be implemented as needed, but most engines provide commonly used features as built-in components. This framework also provides several built-in components.
All components are created and released through the memory pool, optimizing performance and memory management.
Component Set
⚠️ Note: Since most components are tied to other systems, detailed code explanations are covered in separate documents.
| Component | Role |
|---|---|
| BoxCollider | Defines the box-shaped collision area of an object. |
| CircleCollider | Defines the circular collision area of an object. |
| Input | Detects input on the object and executes actions. |
| Movement | Updates the object’s position based on direction and speed. |
| Rigidbody | Moves the object under physics control. |
| Sprite | Draws the object’s image or plays animations. |
| VFX | Plays animation-based visual effects on the object. |
| Widget | Attaches widgets to the object to display UI. |
Conclusion
By using the built-in components, the functionality of objects can be implemented quickly and easily, while custom components can be implemented as needed. This approach improves development efficiency, code reusability, and flexibility throughout the game development process.