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FollowAnimation

Description​

This component creates an animation on an entity.

Properties​

PropertyTypeDefaultDescription
targeteidundefinedThe target object to animate. If not specified, the animation is run on the object that the component is attached to.
minDistancenumber0Minimum distance to maintain when following (in meters).
maxDistancenumber0Maximum distance to maintain when following (in meters).
elasticitynumber1Proportion 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)