Load
This function loads a prefab from a .pfb prefab file. When the prefab is loaded, any entities in the hierarchy with a script attached to them will have the Start() function called.
Syntax
- static Entity* Load(const std::string& path, int flags=Map::LoadScripts)
Parameters
- path: the file to load the prefab from.
- flags: asset load flags. In addition to the standard Asset and Map load flags, this can also include the value Prefab::NoStartCall, which will prevent execution of the "Start" function. Note that the flags parameter must include Map::LoadScripts if you want the prefab script to be loaded.
Returns
Returns an entity if the prefab is successfully loaded, otherwise NULL is returned.
Example
#include "Leadwerks.h"
using namespace Leadwerks;
int main(int argc, const char *argv[])
{
Leadwerks::Window* window = Leadwerks::Window::Create();
Context* context = Context::Create(window);
World* world = World::Create();
Camera* camera = Camera::Create();
camera->SetRotation(35, 0, 0);
camera->Move(0, 0, -6);
Light* light = DirectionalLight::Create();
light->SetRotation(35, 35, 0);
//Create the ground
Model* ground = Model::Box(10, 1, 10);
ground->SetPosition(0, -0.5, 0);
ground->SetColor(0.0, 1.0, 0.0);
//Create a shape
Shape* shape = Shape::Box(0, 0, 0, 0, 0, 0, 10, 1, 10);
ground->SetShape(shape);
shape->Release();
//Load a prefab
Prefab::Load("Prefabs/Effects/smoke.pfb");
while (true)
{
if (window->Closed() || window->KeyDown(Key::Escape)) return false;
Leadwerks::Time::Update();
world->Update();
world->Render();
context->Sync();
}
return 0;
}