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Components
<cat>Code.Game</cat> <title>Components</title> # Components Components are bits of functionality you can add to [GameObjects](https://wiki.facepunch.com/sbox/GameObjects). You can create a component to do anything you wish. There are also numerous components that exist in the s&box engine by default. You can find a list of example components within the [sbox-scenestaging repo](https://github.com/Facepunch/sbox-scenestaging/tree/main/code/ExampleComponents) on Facepunch's GitHub. ## Properties An attribute `[Property]` can be added to a [property member](https://learn.microsoft.com/en-us/dotnet/csharp/programming-guide/classes-and-structs/properties) on your component class, which allows you to slot in information about the property outside of code. This allows your component to be more re-usable. ```cs public sealed class Health : Component { // MaxHealth can be changed within the editor now, but defaults to 100f. [Property] public float MaxHealth { get; set; } = 100f; public float CurrentHealth { get; set; } protected override void OnStart() { // Set current health to max health when this component starts up CurrentHealth = MaxHealth; } } ``` See the [Attributes and Component Properties](https://wiki.facepunch.com/sbox/Property) page for more info and examples. ## Methods There are a number of methods you can override when making your own component. You can find a full list [here](https://docs.facepunch.com/s/sbox-dev/doc/component-methods-OCvoNh8ByW). Below is an example of overriding a method. ```cs public sealed class MyComponent : Component { // OnUpdate is called every frame protected override void OnUpdate() { Transform.LocalRotation = Rotation.Random; } } ``` ## Enabling and Disabling You can enable or disable a component through code. When a component is disabled, methods like OnUpdate, OnFixedUpdate, and more are skipped. Whenever you enable a component, OnStart and OnEnabled will be called (in that order). Disabling a component calls OnDisabled. ```cs var comp = Components.Get<Health>(); if ( comp.CurrentHealth <= 0 ) { // Will trigger OnDisabled on Health comp.Enabled = false; } ``` ## Managing a Component on a GameObject Most often, you will want to add components to a GameObject outside of the codebase (through the scene editor). But sometimes, there are cases you want to add to or remove from a GameObject directly. ```cs // Gets Health, or creates it if it does not exist. var comp = Components.GetOrCreate<Health>(); ``` From within a component, many properties of a GameObject (such as Transform, Components, Scene, etc) are exposed for you for convenience. ```cs public sealed class MyComponent : Component { protected override void OnStart() { // Changing the Transform on a Component simply adjusts the Transform of the GameObject. Transform.Position = new Vector3( 10f, 0f, 10f ); if ( Components.TryGet( out Health health, FindMode.EnabledInSelfAndChildren ) ) health.Destroy(); } } ```
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