FollowAnimation
Description​
This component creates an animation on an entity.
Properties​
Property | Type | Default | Description |
---|---|---|---|
target | eid | undefined | The target object to animate. If not specified, the animation is run on the object that the component is attached to. |
minDistance | number | 0 | Minimum distance to maintain when following (in meters). |
maxDistance | number | 0 | Maximum distance to maintain when following (in meters). |
elasticity | number | 1 | Proportion of distance to move (per second) when target is outside of min/max distance (0 never moves, 1 is instantaneous) |
Functions​
Get​
Returns a read-only reference.
Example
ecs.FollowAnimation.get(world, component.eid)
Set​
Ensures the component exists on the entity, then assigns the (optional) data to the component.
Example
ecs.FollowAnimation.set(world, component.eid, {
minDistance: 0,
maxDistance: 0,
elasticity: 1
})
Mutate​
Perform an update to the component within a callback function. Return true
to indicate no changes made.
Example
ecs.FollowAnimation.mutate(world, component.eid, (cursor) => {
cursor.minDistance = 5;
cursor.elasticity = 0.5;
return false;
})
Remove​
Removes the component from the entity.
Example
ecs.FollowAnimation.remove(world, component.eid)
Has​
Returns true
if the component is present on the entity.
Example
ecs.FollowAnimation.has(world, component.eid)
Reset​
Adds, or resets the component to its default state.
Example
ecs.FollowAnimation.reset(world, component.eid)
Advanced Functions​
Cursor​
Returns a mutable reference. Cursors are reused so only one cursor for each component can exist at a time.
Example
ecs.FollowAnimation.cursor(world, component.eid)
Acquire​
Same behavior as cursor, but commit must be called after the cursor is done being used.
Example
ecs.FollowAnimation.acquire(world, component.eid)
Commit​
Called after acquire. An optional third argument determines whether the cursor was mutated or not.
Example
ecs.FollowAnimation.commit(world, component.eid)
ecs.FollowAnimation.commit(world, component.eid, false)
Dirty​
Mark the entity as having been mutated. Only needed in a specific case where systems are mutating data.
Example
ecs.FollowAnimation.dirty(world, component.eid)