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refactor: update guide order, refactor and fix indentation (#310)
* fix: fix tab indentation
* refactor: change guide order and move ecs guide over to the rest of guide
* refactor: adjust wording and provide further clarification on ECS, fix links to ecs guide
* refactor: remove useless info from ECS systems guide
* refactor: add warning in env setup and building
// PermissionAttachment component was removed from an entity
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}
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@Nullable
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```
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In this system we listen for changes on the `PermissionAttachment` component inside of the `EntityStore`. This gives us access to `onComponentAdded`, `onComponentSet` and `onComponentRemoved` which in this example caches and persists permission data
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which is stored on a player inside of a custom `PermissionAttachment` component. This example comes from [Permissible](https://github.com/oskarscot/Permissible) permissions plugin where you can find more examples of heavy ECS usage.
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which is stored on a player inside of a custom `PermissionAttachment` component.
Copy file name to clipboardExpand all lines: content/docs/en/guides/plugin/creating-commands.mdx
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@@ -19,7 +19,7 @@ It's important to know that `AbstractPlayerCommand` extends `AbstractAsyncComman
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You can use the `Store` along with the `Ref` to access all entity components like the `Player` component, `UUIDComponent` or `TransformComponent`.
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For more information about Hytale's Entity Component System visit the [Hytale ECS Theory](https://hytalemodding.dev/en/docs/guides/ecs/hytale-ecs-theory) guide.
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For more information about Hytale's Entity Component System visit the [Hytale ECS Theory](https://hytalemodding.dev/en/docs/plugin/ecs/hytale-ecs-theory) guide.
Copy file name to clipboardExpand all lines: content/docs/en/guides/plugin/setting-up-env.mdx
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@@ -6,6 +6,11 @@ authors:
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link: "https://itsneil.dev"
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---
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<Callouttype="warning">
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This guide is outdated and will be updated soon. Whilst this guide is still accurate, there are now better alternatives for setting up your environment.
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</Callout>
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This guide will walk you through setting up a complete development environment for Hytale modding, including all necessary tools and dependencies.
// ensureAndGetComponent adds the component to the ref, with the default values defined inside your component.
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// use your data
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}
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}
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```
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And that's it! Your data will now be saved and loaded automatically with the player.
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## Conclusion
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Using custom components to store persistent data on players is a powerful way to maintain state across sessions. By following the steps outlined above, you can easily create, register, and utilize your own data structures within the Hytale modding framework. This approach ensures that your data is seamlessly integrated with the game's existing systems, providing a robust solution for managing player-specific information. Happy modding!
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Using custom components to store persistent data on players is a powerful way to maintain state across sessions.
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By following the steps outlined above, you can easily create, register, and utilize your own data structures within the Hytale ECS framework.
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This approach ensures that your data is seamlessly integrated with the game's existing systems.
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For more information about Hytale's Entity Component System visit the [Hytale ECS Theory](https://hytalemodding.dev/en/docs/plugin/plugin/hytale-ecs-theory) guide.
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