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ProjectileInst

玩法 / ProjectileInst

ProjectileInst Class

投掷物发射器专用实例对象

Hierarchy

Table of contents

Properties

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Properties

onBeforeDestroyDelegate: MulticastDelegate<() => void>
物体销毁前事件回调
onCustomPropertyChange: Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> other
监听自定义属性同步事件
onDestroyDelegate: MulticastDelegate<() => void>
物体销毁后事件回调
onPropertyChange: Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>>
监听系统属性同步事件

Accessors

owner(): Player
发射的玩家
velocity(): Vector
获取当前速度
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Accessors

actorFlagValue(): number other
获取对象标记
actorLevel(): number other
获取Actor等级
assetId(): string
获取当前物体使用资源的GUID
gameObjectId(): string
获取物体的唯一标识(唯一标识一个对象的字符串)。
isDestroyed(): boolean
当前物体是否被销毁
isReady(): boolean
当前物体状态
localTransform(): Transform
当前物体本地变换
name(): string
返回当前物体名称
netStatus(): NetStatus
获取当前物体同步状态
parent(): GameObject
获取当前父物体
tag(): string
获取当前物体的标签
worldTransform(): Transform
当前物体世界变换

Methods

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Methods

addComponent<T: extends Script<T>>(constructor: (...args: unknown[]) => T: extends Script<T>, bInReplicates?: boolean): T: extends Script<T>
添加一个脚本组件
asyncGetChildByName(name: string): Promise<GameObject>
异步根据名称查找子物体
asyncReady(): Promise<GameObject>
物体准备好后返回
clone(gameObjectInfo?: GameObjectInfo): GameObject
复制对象
destroy(): void
删除对象
getBoundingBox(nonColliding?: boolean, includeFromChild?: boolean, outer?: Vector): Vector
获取物体包围盒大小
getBounds(onlyCollidingComponents: boolean, originOuter: Vector, boxExtentOuter: Vector, includeFromChild?: boolean): void
获取物体边界
getChildByGameObjectId(gameObjectId: string): GameObject
根据 gameObjectId 查找子物体
getChildByName(name: string): GameObject
根据名称查找子物体
getChildByPath(path: string): GameObject
根据路径查找子物体
getChildren(): GameObject[]
获取子物体
getChildrenBoundingBoxCenter(outer?: Vector): Vector
获取所有子对象包围盒中心点(不包含父对象,父对象不可用返回[0,0,0])
getChildrenByName(name: string): GameObject[]
通过名字查找所有的子物体
getComponent<T: extends Script<T>>(constructor?: (...args: unknown[]) => T: extends Script<T>): T: extends Script<T>
获取指定类型的组件
getComponentPropertys<T: extends Script<T>>(constructor: (...args: unknown[]) => T: extends Script<T>): Map<string, IPropertyOptions>
获取脚本组件属性
getComponents<T: extends Script<T>>(constructor?: (...args: unknown[]) => T: extends Script<T>): T: extends Script<T>[]
获取指定类型的所有组件
getCustomProperties(): string[]
获取所有自定义属性
getCustomProperty<T: extends CustomPropertyType>(propertyName: string): T: extends CustomPropertyType
获取自定义属性
getCustomPropertyChangeDelegate(property): Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> other
给定对象属性修改时触发的事件代理
getPropertyChangeDelegate(property): Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> other
给定对象属性修改时触发的事件代理
getVisibility(): boolean
获取物体是否被显示
isPrefabActor(): boolean
返回当前物体是否为预制体
moveBy(velocity: Vector, isLocal?: boolean): void other
按给定的速度矢量随时间平滑地移动对象
moveTo(targetPosition: Vector, time: number, isLocal?: boolean, onComplete?: () => void): void other
在指定时间内从当前位置平滑移动至目标位置
rotateBy(rotation: Quaternion Rotation, multiplier: number, isLocal?: boolean): void other
按给定的旋转量随时间平滑地旋转对象
rotateTo(targetRotation: Quaternion Rotation, time: number, isLocal?: boolean, onComplete?: () => void): void other
在指定时间内从当前旋转平滑变化至目标旋转
scaleBy(scale: Vector, isLocal?: boolean): void other
按每秒给定的缩放矢量随时间平滑缩放对象
scaleTo(targetScale: Vector, time: number, isLocal?: boolean, onComplete?: () => void): void other
在指定时间内从当前缩放平滑变化至目标缩放
setAbsolute(absolutePosition?: boolean, absoluteRotation?: boolean, absoluteScale?: boolean): void
设置物体localTransform是相对于父物体或者世界
setCustomProperty(propertyName: string, value: undefined CustomPropertyType): void
设置自定义属性
setVisibility(status: boolean PropertyStatus, propagateToChildren?: boolean): void
设置物体是否被显示
stopMove(): void other
中断moveTo()、moveBy()的进一步移动
stopRotate(): void other
中断从rotateTo()或rotateBy()的进一步旋转
stopScale(): void other
中断从ScaleTo()或ScaleBy()的进一步缩放
asyncFindGameObjectById(gameObjectId: string): Promise<GameObject>
通过 gameObjectId 异步查找 GameObject
asyncGetGameObjectByPath(path: string): Promise<GameObject>
通过路径异步查找物体
asyncSpawn<T: extends GameObject<T>>(assetId: string, gameObjectInfo?: GameObjectInfo): Promise<T: extends GameObject<T>>
异步构造一个物体
bulkPivotTo(gameObjects: GameObject[], transforms: Transform[]): void
批量设置位置
findGameObjectById(gameObjectId: string): GameObject
通过 gameObjectId 查找物体
findGameObjectByName(name: string): GameObject
通过名字查找物体
findGameObjectsByName(name: string): GameObject[]
通过名字查找物体
findGameObjectsByTag(tag: string): GameObject[]
通过自定义标签获取物体
getGameObjectByPath(path: string): GameObject
通过路径查找物体
spawn<T: extends GameObject<T>>(assetId: string, gameObjectInfo?: GameObjectInfo): T: extends GameObject<T>
构造一个物体

Properties

Accessors


owner

get owner(): Player

发射的玩家

Returns

Player

velocity

get velocity(): Vector

set velocity(newVelocity): void

获取当前速度

设置当前速度

Precautions

不会自动 rpc 到服务端,如在客户端调用且需同步,请自行到服务端调用

Parameters

newVelocityVector
使用示例:创建一个脚本放置在对象栏中,在脚本中复制下列"Example_ObjectLauncher_Acceleration"的代码保存,运行游戏,场景中将会生成一个对象发射器和用于发射的火箭。按下按键”1“,发射火箭。设置对象代码如下:
ts
@Component
 export default class Example_ObjectLauncher_Acceleration extends Script {

     protected async onStart(): Promise<void> {

         // 下列逻辑在服务端执行
         if(SystemUtil.isServer()) {
             // 在世界坐标(200,0,25)异步生成一个火箭
             let rocket = await GameObject.asyncSpawn("162807") as Model;
             rocket.worldTransform.position = new Vector(2000, 0, 25);

             // 异步生成对象发射器
             let myLauncher = await GameObject.asyncSpawn("ObjectLauncher") as ObjectLauncher;

             // 设置发射初始速度为1
             myLauncher.initialSpeed = 1;
             // 设置发射最大速度为1000
             myLauncher.maxSpeed = 1000;
             // 设置发射加速度为200
             myLauncher.acceleration = 200;
             // 设置碰撞半径为25
             myLauncher.capsuleRadius = 25;
             // 设置碰撞半长为25
             myLauncher.capsuleHalfLength = 25;
             // 开启反弹
             myLauncher.isShouldBounce = true;
             // 设置重力缩放为0
             myLauncher.gravityScale = 0;
             // 设置旋转不跟随速度方向
             myLauncher.isRotationFollowsVelocity = false;
             // 运动时间为10s
             myLauncher.lifeSpan = 10;

             // 添加客户端发送的”LAUNCH“事件监听器,将火箭朝上方发射。
             Event.addClientListener("LAUNCH", () => {
                 let velRocket = myLauncher.spawnProjectileInstanceLaunch(rocket.gameObjectId, rocket.worldTransform.position, new Vector(0, 0, 1));
                 console.log("Rocket velocity is: " + velRocket.velocity);
                 rocket.localTransform.rotation = new Rotation(0, 90, 0);
             });
         }

         // 下列逻辑在客户端执行
         if(SystemUtil.isClient()) {
             // 添加一个按键方法:按下按键”1“,向服务端派送一个”LAUNCH“事件,发射一个球。
             InputUtil.onKeyDown(Keys.One, () => {
                 Event.dispatchToServer("LAUNCH");
             });
         }
     }
 }

#### Returns

| [`Vector`](mw.Vector.md) |  |
| :------ | :------ |



## Methods
@Component
 export default class Example_ObjectLauncher_Acceleration extends Script {

     protected async onStart(): Promise<void> {

         // 下列逻辑在服务端执行
         if(SystemUtil.isServer()) {
             // 在世界坐标(200,0,25)异步生成一个火箭
             let rocket = await GameObject.asyncSpawn("162807") as Model;
             rocket.worldTransform.position = new Vector(2000, 0, 25);

             // 异步生成对象发射器
             let myLauncher = await GameObject.asyncSpawn("ObjectLauncher") as ObjectLauncher;

             // 设置发射初始速度为1
             myLauncher.initialSpeed = 1;
             // 设置发射最大速度为1000
             myLauncher.maxSpeed = 1000;
             // 设置发射加速度为200
             myLauncher.acceleration = 200;
             // 设置碰撞半径为25
             myLauncher.capsuleRadius = 25;
             // 设置碰撞半长为25
             myLauncher.capsuleHalfLength = 25;
             // 开启反弹
             myLauncher.isShouldBounce = true;
             // 设置重力缩放为0
             myLauncher.gravityScale = 0;
             // 设置旋转不跟随速度方向
             myLauncher.isRotationFollowsVelocity = false;
             // 运动时间为10s
             myLauncher.lifeSpan = 10;

             // 添加客户端发送的”LAUNCH“事件监听器,将火箭朝上方发射。
             Event.addClientListener("LAUNCH", () => {
                 let velRocket = myLauncher.spawnProjectileInstanceLaunch(rocket.gameObjectId, rocket.worldTransform.position, new Vector(0, 0, 1));
                 console.log("Rocket velocity is: " + velRocket.velocity);
                 rocket.localTransform.rotation = new Rotation(0, 90, 0);
             });
         }

         // 下列逻辑在客户端执行
         if(SystemUtil.isClient()) {
             // 添加一个按键方法:按下按键”1“,向服务端派送一个”LAUNCH“事件,发射一个球。
             InputUtil.onKeyDown(Keys.One, () => {
                 Event.dispatchToServer("LAUNCH");
             });
         }
     }
 }

#### Returns

| [`Vector`](mw.Vector.md) |  |
| :------ | :------ |



## Methods