Editing Modding Tutorials/GameComponent

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RimWorld will automatically create an instance of all classes that inherit from Map-, World- or GameComponent.
 
RimWorld will automatically create an instance of all classes that inherit from Map-, World- or GameComponent.
  
To implement a Map-, World-, or GameComponent, we need to inherit from the respective class and implement a parametered constructor inheriting from base. See [[Modding Tutorials/GameComponent#Example Code|example]]. This constructor tells your Map-, World-, or GameComponent what Map, World, or Game it belongs to.
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To implement a Map-, WorldComponent, we need to inherit from their respective Map- or WorldComponent class and implement their parametered constructor inheriting from base. See [[Modding Tutorials/GameComponent#Example Code|example]]. This constructor gives an object reference to the respective components. In other worlds, it tells your Map or WorldComponent what Map or World they're tied to. And vice versa.
  
Note that you'll need ''using RimWorld.Planet;'' for WorldComponents.
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Note that you'll need ''using RimWorld.Planet;'' for WorldComponents. A constructor is not enforced for GameComponent, as there's only ever one instance of Game.
  
 
== Example Code ==
 
== Example Code ==
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Current.Game.GetComponent<MyExampleGameComponent>();
 
Current.Game.GetComponent<MyExampleGameComponent>();
 
</source>
 
</source>
'''Gotcha:''' The constructor should take a parameter of type ''Game'' (or you'll get errors saying "Constructor not found")
 
 
 
Note the difference in Current vs Find for Game vs Map- and World Components.
 
Note the difference in Current vs Find for Game vs Map- and World Components.
  
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===FinalizeInit===
 
===FinalizeInit===
Called when RimWorld is done instantiating the TYPE. This runs after your constructor.
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Called when RimWorld is done instantiating the TYPE.  
 
 
FinalizeInit runs after creating a new instance of TYPE and when loading. If you need instance data from your TYPE (like a WeatherManager, LordManager whatever else) this is the place. This is also the place to initialise your TYPEComponent if your constructor is at risk of throwing: There is no try/catch logic in instantiating new components, but there is for FinalizeInit. Throwing an exception in your constructor '''will''' cause issues with generating the Game/World/Map, whereas throwing in FinalizeInit ''may'' cause issues.
 
  
 
===StartedNewGame===
 
===StartedNewGame===

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