玩法 / Trigger
Trigger Class
触发器
当与触发器交互时,可以触发事件。所有触发器都差不多,区别在于形状不同——有盒体和球体——触发器通过这些形状来判断其他对象是否碰撞并激活了它。
触发器是一个很有用的工具。你可以使用触发器实现很多有趣的玩法,比如创建一个脚本放在放在触发器子级,同时在触发器子级放置一个金币模型,使用 onEnter 事件,完成角色进入触发器范围,金币消失的效果。
Precautions
各端运行,无自动同步
ts
@Component
export default class TriggerExample extends Script {
//当脚本被实例后,会在第一帧更新前调用此函数
protected async onStart(): `Promise`<`void`\> {
// 获取当前脚本所挂载的触发器
let Trigger = this.gameObject as Trigger
// 对进入触发器事件进行绑定
Trigger.onEnter.add((obj) => {
// 输出Log
console.log("OnEnter:" + obj.name);
});
// 对离开触发器事件进行绑定
Trigger.onLeave.add((obj) => {
// 输出Log
console.log("OnLeave:" + obj.name);
});
}
}@Component
export default class TriggerExample extends Script {
//当脚本被实例后,会在第一帧更新前调用此函数
protected async onStart(): `Promise`<`void`\> {
// 获取当前脚本所挂载的触发器
let Trigger = this.gameObject as Trigger
// 对进入触发器事件进行绑定
Trigger.onEnter.add((obj) => {
// 输出Log
console.log("OnEnter:" + obj.name);
});
// 对离开触发器事件进行绑定
Trigger.onLeave.add((obj) => {
// 输出Log
console.log("OnLeave:" + obj.name);
});
}
}Hierarchy
↳
Trigger
Table of contents
Properties
onEnter: MulticastDelegate<(gameObject: GameObject) => void> |
|---|
| 进入触发器事件 |
onLeave: MulticastDelegate<(gameObject: GameObject) => void> |
| 离开触发器事件 |
click
Properties
onBeforeDestroyDelegate: MulticastDelegate<() => void> |
|---|
| 物体销毁前事件回调 |
onCustomPropertyChange: Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> other |
| 监听自定义属性同步事件 |
onDestroyDelegate: MulticastDelegate<() => void> |
| 物体销毁后事件回调 |
onPropertyChange: Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> |
| 监听系统属性同步事件 |
Accessors
enabled(): boolean |
|---|
| 是否已启用 |
shape(): TriggerShapeType |
| 触发器形状 |
click
Accessors
assetId(): string |
|---|
| 获取当前物体使用资源的GUID |
gameObjectId(): string |
| 获取物体的唯一标识(唯一标识一个对象的字符串)。 |
isDestroyed(): boolean |
| 当前物体是否被销毁 |
isReady(): boolean |
| 当前物体状态 |
localTransform(): Transform |
| 当前物体本地变换 |
name(): string |
| 返回当前物体名称 |
netStatus(): NetStatus |
| 获取当前物体同步状态 |
parent(): GameObject |
| 获取当前父物体 |
tag(): string |
| 获取当前物体的标签 |
worldTransform(): Transform |
| 当前物体世界变换 |
Methods
checkInArea(gameObject: GameObject): boolean |
|---|
| 判断指定对象是否在触发器区域 |
click
Methods
addComponent<T: extends Script<T>>(constructor: (...args: unknown[]) => T: extends Script<T>, bInReplicates?: boolean): T: extends Script<T> |
|---|
| 添加一个脚本组件 |
asyncGetChildByName(name: string): Promise<GameObject> |
| 异步根据名称查找子物体 |
asyncReady(): Promise<GameObject> |
| 物体准备好后返回 |
clone(gameObjectInfo?: GameObjectInfo): GameObject |
| 复制对象 |
destroy(): void |
| 删除对象 |
getBoundingBox(nonColliding?: boolean, includeFromChild?: boolean, outer?: Vector): Vector |
| 获取物体包围盒大小 |
getBounds(onlyCollidingComponents: boolean, originOuter: Vector, boxExtentOuter: Vector, includeFromChild?: boolean): void |
| 获取物体边界 |
getChildByGameObjectId(gameObjectId: string): GameObject |
| 根据 gameObjectId 查找子物体 |
getChildByName(name: string): GameObject |
| 根据名称查找子物体 |
getChildByPath(path: string): GameObject |
| 根据路径查找子物体 |
getChildren(): GameObject[] |
| 获取子物体 |
getChildrenBoundingBoxCenter(outer?: Vector): Vector |
| 获取所有子对象包围盒中心点(不包含父对象,父对象不可用返回[0,0,0]) |
getChildrenByName(name: string): GameObject[] |
| 通过名字查找所有的子物体 |
getComponent<T: extends Script<T>>(constructor?: (...args: unknown[]) => T: extends Script<T>): T: extends Script<T> |
| 获取指定类型的组件 |
getComponentPropertys<T: extends Script<T>>(constructor: (...args: unknown[]) => T: extends Script<T>): Map<string, IPropertyOptions> |
| 获取脚本组件属性 |
getComponents<T: extends Script<T>>(constructor?: (...args: unknown[]) => T: extends Script<T>): T: extends Script<T>[] |
| 获取指定类型的所有组件 |
getCustomProperties(): string[] |
| 获取所有自定义属性 |
getCustomProperty<T: extends CustomPropertyType>(propertyName: string): T: extends CustomPropertyType |
| 获取自定义属性 |
getCustomPropertyChangeDelegate(property): Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> other |
| 给定对象属性修改时触发的事件代理 |
getPropertyChangeDelegate(property): Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> other |
| 给定对象属性修改时触发的事件代理 |
getVisibility(): boolean |
| 获取物体是否被显示 |
moveBy(velocity: Vector, isLocal?: boolean): void other |
| 按给定的速度矢量随时间平滑地移动对象 |
moveTo(targetPosition: Vector, time: number, isLocal?: boolean, onComplete?: () => void): void other |
| 在指定时间内从当前位置平滑移动至目标位置 |
rotateBy(rotation: Quaternion Rotation, multiplier: number, isLocal?: boolean): void other |
| 按给定的旋转量随时间平滑地旋转对象 |
rotateTo(targetRotation: Quaternion Rotation, time: number, isLocal?: boolean, onComplete?: () => void): void other |
| 在指定时间内从当前旋转平滑变化至目标旋转 |
scaleBy(scale: Vector, isLocal?: boolean): void other |
| 按每秒给定的缩放矢量随时间平滑缩放对象 |
scaleTo(targetScale: Vector, time: number, isLocal?: boolean, onComplete?: () => void): void other |
| 在指定时间内从当前缩放平滑变化至目标缩放 |
setAbsolute(absolutePosition?: boolean, absoluteRotation?: boolean, absoluteScale?: boolean): void |
| 设置物体localTransform是相对于父物体或者世界 |
setCustomProperty(propertyName: string, value: undefined CustomPropertyType): void |
| 设置自定义属性 |
setVisibility(status: boolean PropertyStatus, propagateToChildren?: boolean): void |
| 设置物体是否被显示 |
stopMove(): void other |
| 中断moveTo()、moveBy()的进一步移动 |
stopRotate(): void other |
| 中断从rotateTo()或rotateBy()的进一步旋转 |
stopScale(): void other |
| 中断从ScaleTo()或ScaleBy()的进一步缩放 |
asyncFindGameObjectById(gameObjectId: string): Promise<GameObject> |
| 通过 gameObjectId 异步查找 GameObject |
asyncGetGameObjectByPath(path: string): Promise<GameObject> |
| 通过路径异步查找物体 |
asyncSpawn<T: extends GameObject<T>>(assetId: string, gameObjectInfo?: GameObjectInfo): Promise<T: extends GameObject<T>> |
| 异步构造一个物体 |
bulkPivotTo(gameObjects: GameObject[], transforms: Transform[]): void |
| 批量设置位置 |
findGameObjectById(gameObjectId: string): GameObject |
| 通过 gameObjectId 查找物体 |
findGameObjectByName(name: string): GameObject |
| 通过名字查找物体 |
findGameObjectsByName(name: string): GameObject[] |
| 通过名字查找物体 |
findGameObjectsByTag(tag: string): GameObject[] |
| 通过自定义标签获取物体 |
getGameObjectByPath(path: string): GameObject |
| 通过路径查找物体 |
spawn<T: extends GameObject<T>>(assetId: string, gameObjectInfo?: GameObjectInfo): T: extends GameObject<T> |
| 构造一个物体 |
Properties
onEnter
• onEnter: MulticastDelegate<(gameObject: GameObject) => void>
进入触发器事件
onLeave
• onLeave: MulticastDelegate<(gameObject: GameObject) => void>
离开触发器事件
Accessors
enabled
• | • | ||||
|---|---|---|---|---|---|
是否已启用 Returns
| 是否已启用 Parameters
|
shape
• | • | ||||
|---|---|---|---|---|---|
触发器形状 Returns
| 触发器形状 Parameters
|
Methods
checkInArea
• checkInArea(gameObject): boolean
判断指定对象是否在触发器区域
Parameters
gameObject GameObject | 传入需判断的对象 |
|---|
Returns
boolean | true:为在触发器范围内 |
|---|