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Trigger

玩法 / Trigger

Trigger Class

触发器

当与触发器交互时,可以触发事件。所有触发器都差不多,区别在于形状不同——有盒体和球体——触发器通过这些形状来判断其他对象是否碰撞并激活了它。

触发器是一个很有用的工具。你可以使用触发器实现很多有趣的玩法,比如创建一个脚本放在放在触发器子级,同时在触发器子级放置一个金币模型,使用 onEnter 事件,完成角色进入触发器范围,金币消失的效果。

Precautions

各端运行,无自动同步

使用示例: 将如下脚本挂载至对象管理器触发器下。
ts
@Component
export default class TriggerExample extends Script {
    //当脚本被实例后,会在第一帧更新前调用此函数
    protected async onStart(): Promise<void> {
        // 获取当前脚本所挂载的触发器
        let Trigger = this.gameObject as Trigger
        // 对进入触发器事件进行绑定
        Trigger.onEnter.add((obj) => {
            // 输出Log
            console.log("OnEnter:" + obj.name);
        });
        // 对离开触发器事件进行绑定
        Trigger.onLeave.add((obj) => {
            // 输出Log
            console.log("OnLeave:" + obj.name);
        });
    }
}
@Component
export default class TriggerExample extends Script {
    //当脚本被实例后,会在第一帧更新前调用此函数
    protected async onStart(): Promise<void> {
        // 获取当前脚本所挂载的触发器
        let Trigger = this.gameObject as Trigger
        // 对进入触发器事件进行绑定
        Trigger.onEnter.add((obj) => {
            // 输出Log
            console.log("OnEnter:" + obj.name);
        });
        // 对离开触发器事件进行绑定
        Trigger.onLeave.add((obj) => {
            // 输出Log
            console.log("OnLeave:" + obj.name);
        });
    }
}

Hierarchy

Table of contents

Properties

onEnter: MulticastDelegate<(gameObject: GameObject) => void>
进入触发器事件
onLeave: MulticastDelegate<(gameObject: GameObject) => void>
离开触发器事件
click

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

enabled(): boolean
是否已启用
shape(): TriggerShapeType
触发器形状
click

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

checkInArea(gameObject: GameObject): boolean
判断指定对象是否在触发器区域
click

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


onEnter

onEnter: MulticastDelegate<(gameObject: GameObject) => void>

进入触发器事件


onLeave

onLeave: MulticastDelegate<(gameObject: GameObject) => void>

离开触发器事件

Accessors


enabled

get enabled(): boolean

set enabled(value): void

是否已启用

Returns

boolean

是否已启用

Parameters

valueboolean

shape

get shape(): TriggerShapeType

set shape(value): void

触发器形状

Returns

TriggerShapeType

触发器形状

Parameters

valueTriggerShapeType

Methods


checkInArea

checkInArea(gameObject): boolean

判断指定对象是否在触发器区域

Parameters

gameObject GameObject传入需判断的对象

Returns

booleantrue:为在触发器范围内