Propiedades
Nombre | Tipo | Descripción | Nombre del script |
---|---|---|---|
Enabled | Bool | (Deprecated, please do not use) | Enable_Deprecated |
Tags | String List | Tag List | Tags |
Active Self | Bool | Solo lectura Is it available for itself |
ActiveSelf |
Parent available or not | Bool | Solo lectura Available in all parents |
ActiveParent |
Active in Hierarchy | Bool | Solo lectura Whether it is available in the Scene or not |
ActiveInHierarchy |
Turn on logic refresh or not | Bool | Whether logic update is turned on, when it is turned off, the script on this entity stops updating every frame | Enable |
Name | String | Entity name | Name |
AOI Setting | Int | Solo lectura Region filtering options, 0 for automatic calculation of controlled or uncontrolled, 1 for uncontrolled always synchronized, 2 for controlled |
AOISetting |
Event
Nombre | Descripción |
---|---|
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 Update | Triggered when a logic frame is updated. The frequency of this event triggering will vary depending on the platform and settings. |
On Fixed Update | Triggered when a fixed frame is updated, the frequency is fixed at 30 times per second |
On Change Team | Triggers when the team of the current entity changes |
API
Nombre | Descripción |
---|---|
Create Wallet | Create a wallet for the target player. Ineffective if the player already has a wallet. |
Join Faction | The target entity joins the specified faction |
Quit Faction | The specified entity exits the current faction |
Get Faction | Get the target’s faction |
Is AttackAble | Determine whether the target can be attacked |
Set Attackable Entity | Sets the entity’s attack target |
Get Attack Able Entity | Gets the entity’s attackable targets |
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 Camera Follow | Set the position of the camera entity to always follow the target entity |
Set Camera Focus | Set the camera entity to always face the target entity |
Create Interpolation Motion[Obsoleto] | Create Tween |
Create Self Relative | Create relative self-motion, the target entity changes each time relative to its current attribute value |
Create Frame Self Relative | Creates relative motion per frame. The target entity changes its own attributes once per frame, each time relative to its current attribute value. |
Create Tween | Create interpolated motion, the specified attributes of the target entity will move smoothly according to the settings |
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. |
Create Trajectory | Creating a Trajectory motion will give the target entity an initial velocity and acceleration with direction |
Create Follow | Creates a following motion where the target entity follows the specified object. |
Create Look At | Creates a gaze following motion, where the target entity stays oriented towards the specified object |
Create Mini Map Pixel | Create a static pixel on the map for the target object. The static pixel will not move with the target object. |
Create Damage Num | Create damage tick |
Get Skeleton Part By Name | Get the bone attachment point by name |
Join Team | Making the target join the specified team, this will cause the target to leave the original team |
Join New Team | Making the target join a new team,this will cause the target to leave the original team |
Create Along Path Motion | Create an interpolated movement along a path to make the object move along the specified path |