Classes Guide
All you need to know about Classes
All entities in nanos world are represented by a Class. In Lua, classes are represented by tables. That means that every interaction with entities (Players, Characters, Props, etc) are made with Classes/tables methods following an OOP (Object-oriented programming pattern). In this page we will explain more about that.
In nanos world we have 3 types of Classes (or structures): Classes
, Static Classes
and Utility Classes
.
Classes
If you read our Quick Start guide, you noticed we were spawning entities in the following format:
-- Spawnen einer Entität mit einem Konstruktor
lokal my_entity = Entity()
-- Interagieren mit der Entität mit ihren Methoden
my_entity:MyFunction()
Access to Entities / Spawned Objects Methods are made with :
.
This is how OOP works! You create objects and call functions/catch events on that object. Unlike other scripting games which have tons of global functions and events to interact with entities, nanos world scripting is a modern approach to modern programming.
Base Classes
Under the hood, nanos world Classes follow an Inheritance Pattern, which means we have base parent classes, and it's children which "inherits" all functions, events and properties from them. You will notice that all Classes that can be spawned in the world are Base Actor, for example in Character and Prop it is possible to call the function: :SetLocation(Vector)
.
The Base Actor is a very important class in nanos world. It contains the most of methods which are shared through all Classes we have, and also Static Methods to get and retrieve entities directly.
Spawn-Entitäten
Spawning entities in nanos world is extremely easy and straightforward, let's say we want to spawn a Character:
lokales my_character = Character()
Each Class will contain it's own Constructor, Properties, Methods and Events.
Check all Classes that nanos world provides in the sidebar SCRIPTING REFERENCE -> Classes item.
Keep in mind that some Classes can only be spawned in the Server, others can only be spawned in the Client.