Zum Hauptinhalt springen

LookAtAnimation

Description​

This component creates an animation on an entity.

Properties​

PropertyTypeDefaultDescription
targeteidundefinedThe target object to track.
targetXnumber0The target x position (if no target is specified).
targetYnumber0The target y position (if no target is specified).
targetZnumber0The target z position (if no target is specified).

Functions​

Get​

Returns a read-only reference.

Example

ecs.LookAtAnimation.get(world, component.eid)

Set​

Ensures the component exists on the entity, then assigns the (optional) data to the component.

Example

ecs.LookAtAnimation.set(world, component.eid, {
targetX: 0,
targetY: 0,
targetZ: 0
})

Mutate​

Perform an update to the component within a callback function. Return true to indicate no changes made.

Example

ecs.LookAtAnimation.mutate(world, component.eid, (cursor) => {
cursor.targetX = 10;
cursor.targetY = 5;
return false;
})

Remove​

Removes the component from the entity.

Example

ecs.LookAtAnimation.remove(world, component.eid)

Has​

Returns true if the component is present on the entity.

Example

ecs.LookAtAnimation.has(world, component.eid)

Reset​

Adds, or resets the component to its default state.

Example

ecs.LookAtAnimation.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.LookAtAnimation.cursor(world, component.eid)

Acquire​

Same behavior as cursor, but commit must be called after the cursor is done being used.

Example
ecs.LookAtAnimation.acquire(world, component.eid)

Commit​

Called after acquire. An optional third argument determines whether the cursor was mutated or not.

Example
ecs.LookAtAnimation.commit(world, component.eid)
ecs.LookAtAnimation.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.LookAtAnimation.dirty(world, component.eid)