A reference to the Scene that this DataManager belongs to.
Return the total number of entries in this Data Manager.
The DataManager's event emitter.
Gets or sets the frozen state of this Data Manager. A frozen Data Manager will block all attempts to create new values or update existing ones.
The data list.
The object that this DataManager belongs to.
A reference to the Scene that this DataManager belongs to.
A reference to the Scene's Systems.
The public values list. You can use this to access anything you have stored
in this Data Manager. For example, if you set a value called gold you can
access it via:
this.data.values.gold;
You can also modify it directly:
this.data.values.gold += 1000;
Doing so will emit a setdata event from the parent of this Data Manager.
Do not modify this object directly. Adding properties directly to this object will not
emit any events. Always use DataManager.set to create new items the first time around.
The Scene that owns this plugin is being destroyed. We need to shutdown and then kill off all external references.
Passes all data entries to the given callback.
The function to call.
Optionalcontext: anyValue to use as this when executing callback.
Additional arguments that will be passed to the callback, after the game object, key, and data.
Retrieves the value for the given key, or undefined if it doesn't exist.
You can also access values via the values object. For example, if you had a key called gold you can do either:
this.data.get('gold');
Or access the value directly:
this.data.values.gold;
You can also pass in an array of keys, in which case an array of values will be returned:
this.data.get([ 'gold', 'armor', 'health' ]);
This approach is useful for destructuring arrays in ES6.
The key of the value to retrieve, or an array of keys.
Retrieves all data values in a new object.
Determines whether the given key is set in this Data Manager.
Please note that the keys are case-sensitive and must be valid JavaScript Object property strings.
This means the keys gold and Gold are treated as two unique values within the Data Manager.
The key to check.
Increase a value for the given key. If the key doesn't already exist in the Data Manager then it is increased from 0.
When the value is first set, a setdata event is emitted.
The key to change the value for.
Optionalamount: numberThe amount to increase the given key by. Pass a negative value to decrease the key. Default 1.
Merge the given object of key value pairs into this DataManager.
Any newly created values will emit a setdata event. Any updated values (see the overwrite argument)
will emit a changedata event.
The data to merge.
Optionaloverwrite: booleanWhether to overwrite existing data. Defaults to true. Default true.
Retrieves the data associated with the given 'key', deletes it from this Data Manager, then returns it.
The key of the value to retrieve and delete.
Queries the DataManager for the values of keys matching the given regular expression.
A regular expression object. If a non-RegExp object obj is passed, it is implicitly converted to a RegExp by using new RegExp(obj).
Remove the value for the given key.
If the key is found in this Data Manager it is removed from the internal lists and a
removedata event is emitted.
You can also pass in an array of keys, in which case all keys in the array will be removed:
this.data.remove([ 'gold', 'armor', 'health' ]);
The key to remove, or an array of keys to remove.
Delete all data in this Data Manager and unfreeze it.
Sets a value for the given key. If the key doesn't already exist in the Data Manager then it is created.
data.set('name', 'Red Gem Stone');
You can also pass in an object of key value pairs as the first argument:
data.set({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
To get a value back again you can call get:
data.get('gold');
Or you can access the value directly via the values property, where it works like any other variable:
data.values.gold += 50;
When the value is first set, a setdata event is emitted.
If the key already exists, a changedata event is emitted instead, along an event named after the key.
For example, if you updated an existing key called PlayerLives then it would emit the event changedata-PlayerLives.
These events will be emitted regardless if you use this method to set the value, or the direct values setter.
Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
This means the keys gold and Gold are treated as two unique values within the Data Manager.
The key to set the value for. Or an object of key value pairs. If an object the data argument is ignored.
Optionaldata: anyThe value to set for the given key. If an object is provided as the key this argument is ignored.
Freeze or unfreeze this Data Manager. A frozen Data Manager will block all attempts to create new values or update existing ones.
Whether to freeze or unfreeze the Data Manager.
Toggle a boolean value for the given key. If the key doesn't already exist in the Data Manager then it is toggled from false.
When the value is first set, a setdata event is emitted.
The key to toggle the value for.
The Data Component features a means to store pieces of data specific to a Game Object, System or Plugin. You can then search, query it, and retrieve the data. The parent must either extend EventEmitter, or have a property called
eventsthat is an instance of it.