Componentes y propiedades
Nombre | Descripción |
---|---|
Object | Object, the root of the type hierarchy |
Type | Describes the type of the type and returns that type when Typeof is used |
Entity | Entities are the carriers of all components, components must be attached to entities to produce instances |
Property | refers to a property of a component |
Event ID | Refers to an event |
Type Enum | List all available types |
Bool | Boolean types, to indicate true, false, or yes/no |
Int | Integer types, 32-bit signed integers |
Float | Floating-point type, 32-bit single-precision floating-point number |
Int64 | Integer types, 64-bit signed integers |
Number | Numbers are type aliases that refer to integer, 64-bit integer, or floating-point types |
String | String type, value is text content |
Color | Describes the type of RGBA color, the range of value is 0~255 for each channel. |
UUID | Unique ID |
Asset Config ID | Type describing the asset configuration ID, used to indicate that the parent package comes with the asset configuration ID, which needs to be parsed through the configuration table before loading |
Asset ID | Describe the type of asset, used to indicate the identifier of the asset, can be loaded directly. |
Plot ID | Dialog stream asset ID |
Collection ID | Collection ID, used for resource information collection |
Item ID | Consumable ID, when the version only has the weapon ID |
Level Object ID | Describes the type of the object |
Human Model ID | Indicates a humanoid model resource, which can be replaced with a player character. |
List | A container for a set of data in a list |
List Template | A list template, where the type of content can be specified via T. |
Map | Dictionary data container, the data elements are a pair of Key, Value. |
Map Template | Dictionary data template, can be specified by T1, T2 type of content |
List or Map | A list or dictionary that can be traversed in a loop. |
Type List | Type List |
Type or Type List | Type or Type List |
Vector2 | Vector2 |
Vector3 | Three-dimensional vectors, which can represent spatial coordinates or spatial directions |
Quaternion | Quaternion is a special four-dimensional vector used only to represent rotations |
Condition | Conditionals are special Bool types |
Condition List | A set of conditions |
Direction point[Obsoleto] | (Deprecated, please do not use) |
Localization Key | Localization Key |
Mesh ID | Types used to describe mesh assets |
Preset Character Type | Custom character resource ID |
Animation Clip ID | Custom animation resource ID |
Material ID | A type used to describe a material asset |
Collider Collection ID | ColliderID |
Texture ID | A type to describe a texture asset |
Sprite ID | An ID that describes a gallery sprite asset |
Script ID | ID to describe the script asset |
Static Script ID | to describe the ID of a static script asset |
Custom UI ID | to describe the ID of a custom UI asset |
Custom UI Widget ID | to describe the ID of a widget in a custom UI asset |
Prefab ID | ID for describing the body of a preconfigured asset |
Audio ID | to describe the ID of an audio asset |
CSV ID | ID to describe the configuration table asset |
Effect ID | ID to describe the effects asset |
Animation Controller ID | ID to describe the Animation Controller asset |
Particles ID | Particle asset ID |
Playable Controller ID | T_49_META_TYPE_445_D |
Bool List | Bool List |
Int List | Int List |
Int or Int List | Indicates an integer or integer array type. |
Float List | Float List |
String List | String List |
Vector3 List | Vector3 List |
Localization Key List | List of localized strings |
Skill List[Obsoleto] | Skill Type List |
Skill ID List | Skill ID List |
Component | Component is the base class of all entity components or specific component classes. |
entity | Entity base component, all components will combine this component |
Terrain | Surface or decorations on the map itself |
Transform | Position rotation and scaling, supports parent-child structure |
Visibility | Indicates whether visibility can be set |
Basic Appearance | Can modify the base appearance of objects, such as mapping and transparency |
Collider | Collision box component |
Entity or Prefab ID | Entity or Prefab ID |
Animation Controller Attachable | Managing Animation Controllers and Resources |
Built-In Render | Bridge rendering component for rendering with built-in model resources |
Batch Combine Render | Batch Combine Render |
Custom Render Component | Custom rendering component for rendering with custom model resources |
Aimable | Entities that can be targeted and hit, but not necessarily harmed |
Container | Entity containers that generate entities of the corresponding type at the location. |
Game entity | Global entity, unique for the entire game |
Rankable | Rankable entity, capable of being ranked |
Scoreable | Scoreable entity, has its own score |
Team | In-game team entities, one per team |
Combatable | Combat entities, can attack, take hits, kill, etc. |
Buffable | Add buffs, remove buffs, and get a list of buffs already added. |
Spawn | A generator entity that can generate and refresh objects. |
Spawnable | A unit entity that can be used by the unit generator to absorb and generate units in batches. |
Resetable | Reset at the beginning of each round. |
Formulable | Entities with formulable properties |
Player | In-game player entities, one per user |
Level Object | Level object entities |
Level Object List | Level Object List |
VFX Type | Special effects |
Icon Type | Icon |
SoundEffect Type | Sound Effects |
Sort Type | Sort by: ascending ignore zero value, descending, ascending |
Item ID Type | Item ID |
Icon entity[Obsoleto] | (Deprecated, please do not use) |
Text entity[Obsoleto] | (Deprecated, please do not use) |
Visual effects entity[Obsoleto] | (Deprecated, please do not use) |
Player List | List of element types that must be player entities |
Team List | A list of entities whose element types must be team entities |
Entity List | A list of entities whose element types must be entities |
Wave Count Type | Wave |
Wave Interval Type | Interval between waves |
Playable | Playable Components |
Loopable | Loopable component |
Sound entity[Obsoleto] | (Deprecated, please do not use) |
Sound Effect Entity List[Obsoleto] | (Deprecated, please do not use) |
Sound Effect Entity or List[Obsoleto] | (Deprecated, please do not use) |
Custom Path | Custom Path |
Path Point | Path Point |
Weapon Type | Weapon Type |
Ammo Type | Ammo Type |
Unit Spawn | Instances of the type can be generated on demand |
Item Base | Item Base |
Custom Object | A blank object component that can be used in conjunction with a renderer component, collider component, etc. |
NPC | NPC |
Playable List | List of Playables |
Coordinate System Type | Coordinate System |
Game Result Type | results of a competition |
Font Type | Font Type |
Text Entity | Text entity represents a displayed text |
Icon Entity | Icon entity represents a displayed icon |
Effect | Effects entity represents a displayed effect |
Particles | Particle entity component |
Timestamp Localization String | Timestamp Localization String |
Timestamp Localized String (ms) | T_49_META_TYPE_450_D |
Timestamp Format Style Type | Timestamp Format Style Type |
3-Status Switch | A switch with three states, with the option to keep the original logic except for on and off. |
Skeleton Part | Individual part nodes in the skeleton |
Vehicle ID Type | Vehicle enumeration |
Sound Effect | The sound entity represents a playing sound effect. |
Sound Effect List | Sound Effect List |
Sound Effect or Sound Effect List | Sound Effect or Sound Effect List |
Bot Difficulty Type | Bot Difficulty Type |
Integer Map Template | Dictionary of integers |
Player or NPC | Player or NPC entities |
Item List | Items |
Hierarchical | Hierarchical |
Mid-Game Exit Configuration | Mid-Game Exit Configuration |
String or Localization String | String or Localization String |
Platform Type | Platform Type |
Base Data Alias | Base Data Alias |
Status Code | Error code enumeration |
Player or Transform | Alias that refers to a player entity or Transform entity type |
Custom Curve Path Waypoint | Custom Curve Path Waypoints |
Custom Curve Path Type | Custom curve path waypoint types |
Account IDs | List of unique player identifiers |
Status Codes | Error code list |
Group | Combine |
Custom Curve Path | Custom Curve Paths |
Performance | Timeline |
T_49_META_TYP_441 | Timeline Resource ID |
Language Type | Language Type |
Playable Controller Attachable | T_49_META_TYPE_446_D |
Event
Nombre | Descripción |
---|---|
On Game Start | Triggered when the game starts, the server will be ready some time earlier than the client |
On Game End | Triggered at the end of the game. This event is triggered before the game ends on the server. |
On Awake | Triggered after the current entity is created |
On Destroy | Triggered before the current entity is destroyed. |
On Enable | Triggered after the current entity becomes available. |
On Disable | Triggered after the current entity becomes unavailable. |
On Spawn | Fired when a spawner spawns an entity. |
On Update | Triggered when a logic frame is updated. The frequency of this event triggering will vary depending on the platform and settings. |
On Plot Start | Triggers when the plot starts to play |
On Plot End | Triggers when the plot ends |
On Trigger Plot Option | Triggers when an option is selected in the plot |
API
Nombre | Descripción |
---|---|
Get All Players | Get all the players in the current game, and return a list of players. |
Get All Teams | Get all teams in the current game and return the team list. |
Set All Players Move Status | Sets whether all players can move |
Log Info | Print logs to the console |
Break loop | Interrupt the current loop and exit the loop |
Continue to next | Skip the remaining loop body, enter the next loop directly |
Return | End the current execution process and return directly to the calling location. Can return with data |
Wait For Next Frame | Wait until the next logical frame starts |
On the server, if you turn on the low frame rate mode, you will wait longer | |
On the client, the waiting time is affected by the device performance and the complexity of the current frame logic | |
The function using | |
Wait for Millisecond | To wait for a certain period of time, the function using this API needs to be declared as async. |
NOT | Logical inversion, input value: true or false, return value: false or true |
Color Get | Construct a color value with a fixed transparency of decimal 255. First, convert the channel to a binary number, with each 8 bits representing a channel. Concatenate the numbers according to R, G, B, and transparency, and then convert the binary number to |
Check null | Determine whether the object is empty |
Get Server Timestamp | Get server timestamp |
Get Server Region | Get Server Region |
Set property | Set the attribute value of the target entity. This attribute must have been defined. |
Get property | Get the value of an entity’s attribute |
Create Icon[Obsoleto] | Create an icon using the specified icon type. If there are more properties to set, further set its entity properties through the entity (deprecated, please use CreateLevelObject) |
Remove icon[Obsoleto] | Remove the specified icon (deprecated, please use DeleteEntity) |
Create text[Obsoleto] | Create a text with the specified text content. If there are more properties to be set, further set its entity properties through the entity (deprecated, please use CreateLevelObject) |
Remove text[Obsoleto] | Remove the specified text (deprecated, please use DeleteEntity) |
Create visual effects[Obsoleto] | Create an icon using the specified effect type. If there are more properties to set, further set its entity properties through the entity (deprecated, please use CreateEffect) |
Create visual effects[Obsoleto] | Create an icon using the specified special effect type. If there are more properties that need to be set, further set its entity properties through the entity. |
Delete visual effects[Obsoleto] | Remove the specified effect (deprecated, please use DeleteEntity) |
Play sound effect[Obsoleto] | Play the specified sound effect. If there are more properties to set, further set its entity properties through the entity (deprecated, please use CreateSound) |
Pause sound effect[Obsoleto] | Interrupt the playing sound entity (deprecated, please use PauseSound) |
Play sound effect[Obsoleto] | Continue playing the sound effect, you can choose whether to play it from the beginning (deprecated, please use ResumeSound) |
Notify Play Sound | Notify the target player’s client to play the sound effect |
Notify Show Tips | Notify the target player’s client to display Pop-up text |
This Entity | Return the entity bound to the current script |
Get global | Get the Global entity of that game |
Teleport[Obsoleto] | Teleport player to specific coordinates (deprecated, use Teleport) |
Obtain nearby teammates’ locations[Obsoleto] | Gets the position near teammates, will circumvent the position of players who can’t stand (deprecated, please use GetTeammateNearPosition) |
Get Owner | Get the player to which the entity belongs |
Clone | Clone the selected entity and all its properties in the original position |
SpawnNextWave | The generator immediately spawns the next wave of unit entities |
Get Type | Get the target type when calling this API |
Type Is | Determine whether the target variable is of the specified type |
Is Sub Type Of | Determines whether the target variable is a subtype of a certain type. The return value is a Boolean value. |
Has Component | Determine if the target entity has a component |
Dispatch Event | Make the target entity to trigger a specified custom event |
Filter Entity | Get all the entities in the game that meet the filter criteria |
Add Script | Add script to target entity |
Remove Script | Uninstall the script for the target entity |
Has Script | Check if the specified script exists on the target entity |
Destroy | Destroy designated entities |
Add Tag | Add labels to entities |
Remove Tag | Remove labels for entities |
Has Tag | Determine whether the target entity contains the specified label |
Set Active | Set the active state of the target entity and its children nodes; availability, visibility, collisions, etc. are turned off for inactive objects |
Set Parent | Setting the parent node requires that both parent and child have the Transform component |
Get Children | Get all child nodes of the target parent node entity |
Get Child By Index | Get the specified child node of the target parent node entity according to the index |
Get Child By Name | Get the specified child node of the target parent node entity by name |
Get Parent | Get the parent node of the target child node entity |
Clear All Children | Delete all child nodes under the specified parent node entity. The node must have a Transform component. |
Set Property Smoothly | Smoothly sets the properties of the target entity, the properties change immediately, but the client plays a smooth transition performance |
Create From Prefab | Using prefab as template to create entity |
Instantiate Prefab | Create a prefab instance with the option to process it asynchronously |
Set Player Can Quit Midway | Set whether the player can exit freely |
Get Color Channel | Get the channel values of the target color |
Timestamp To Localization String | Create a timestamp localized string |
Get Local Timestamp (ms) | Get the local timestamp with millisecond precision |
Get Server Timestamp (ms) | Get the server timestamp with millisecond precision |
Timestamp to Localized String (ms) | Convert timestamps (in ms) into strings based on certain formats |
Profanity Filter | Dirty word filtering |
Create Sound Effect[Obsoleto] | Play the specified sound effect. If there are more properties that need to be set, further set its entity properties through the entity. |
Pause sound effect[Obsoleto] | Interrupt the playing sound entity |
Play sound effect[Obsoleto] | Continue playing the sound effect, you can choose whether to play from the beginning |
Create Bot | Add Bot |
Destroy Bot | Destroy the specified Bot |
Create Damage Num | Create damage tick |
Log Warning | Print the target content to the console as a warning |
Log Error | Print the target content to the console as an error |
Upload Game Result | Upload custom settlement information |
Set Parent | Set the parent node of the object entity, supporting entities with Transform, SkeletonPart, Player, and MountPoint components mounted on them |
Notify Play Icon Animation | Play icon animation effect, the icon moves from the starting position to the end position at the play speed |
Add Component | Add components to entities. Only custom components created by users are supported |
Remove Component | Remove component from an entity. Only custom components are supported |
Apply Quit Midway UI Config | Customize the interface of player quitting mid-game |
Get Local Player | Get the current client’s corresponding player |
Add AOI Special Follow | Added AOI special attention, always synchronized regardless of distance |
Remove AOI Special Follow | Remove AOI special attention and cancel AOI synchronization outside line of sight |
Clear AOI Special Follow | Clear all AOIs of the specified target. |
Has AOI Special Follow | Determine whether there is AOI of special concern |
Switch AOI Proxy Observer | Toggle the player’s proxy observer |
Notify Start Plot | Start playing the specified plot for the triggering player |
Get Local Language | Get the client language used by the player |
Set Local Player Position | T_49_META_API_1109_D |
T_49_META_API_1110 | T_49_META_API_1110_D |
T_49_META_API_10073 | T_49_META_API_10073_D |
T_49_META_API_113 | T_49_META_API_113_D |