Name | Summary |
---|---|
target | Target Entity to follow |
offset | Pose offset to keep from target. Defining a quaternion will rotate the Entity |
minAngle | Minimum Y angle offset a followable will keep from target, 0 is straight ahead, positive values are up, negative values are down |
maxAngle | Maximum Y angle offset a followable will keep from target, 0 is straight ahead, positive values are up, negative values are down |
type | The behavior an object has when following (faces user, pivots on y axis, etc.) |
tolerance | This is the change in distance needed to start moving |
speed | How fast followable tracks to its desired location. Float value is a percent of default speed |
active | Whether entity is actively following or not |
Name | Summary |
---|---|
Followable | constructor(target: Entity, offset: Pose = Pose(Vector3(0f, 0f, 3f), Quaternion(0f, 0f, 1f, 0f)), minAngle: Float = -90f, maxAngle: Float = 90.0f, type: FollowableType = FollowableType.FACE, tolerance: Float = 0.2f, speed: Float = 1.0f, active: Boolean = true) |
Name | Summary |
---|---|
Companion | object Companion : ComponentCompanion |
Name | Summary |
---|---|
active | var active: Boolean Whether entity is actively following or not |
cachable | val cachable: Boolean = false |
creationTime | var creationTime: Long |
isDirty | var isDirty: Boolean |
maxAngle | var maxAngle: Float Maximum Y angle offset a followable will keep from target, 0 is straight ahead, positive values are up, negative values are down |
minAngle | var minAngle: Float Minimum Y angle offset a followable will keep from target, 0 is straight ahead, positive values are up, negative values are down |
offset | var offset: Pose Pose offset to keep from target. Defining a quaternion will rotate the Entity |
recycled | var recycled: Boolean |
speed | var speed: Float How fast followable tracks to its desired location. Float value is a percent of default speed |
target | var target: Entity Target Entity to follow |
tolerance | var tolerance: Float This is the change in distance needed to start moving |
type | var type: FollowableType The type of behavior an object has when following (faces user, pivots on y axis, etc.) |
Name | Summary |
---|---|
getComponentDataAttributeType | fun getComponentDataAttributeType(key: Int): AttributeType? fun getComponentDataAttributeType(keyString: String): AttributeType? |
getComponentDataKey | fun getComponentDataKey(key: String): Int? |
getComponentDataValue | fun getComponentDataValue(key: Int): Any? fun getComponentDataValue(keyString: String): Any? |
getEnumClass | fun getEnumClass(key: String): Class<out Enum<*>>? |
hasComponentData | fun hasComponentData(key: Int): Boolean fun hasComponentData(keyString: String): Boolean |
read | fun read(e: Entity, cachable: Boolean) |
recycle | fun recycle() |
reset | open fun reset() |
setComponentDataValue | fun setComponentDataValue(key: Int, value: Any?): Boolean fun setComponentDataValue(keyString: String, value: Any?): Boolean |
setPool | fun setPool(pool: ComponentPool<*>) |
toString | open override fun toString(): String |
typeID | open override fun typeID(): Int |
write | fun write(e: Entity) |
Name | Summary |
---|---|
createDefaultInstance | open override val createDefaultInstance: () -> Followable |
id | open override val id: <Error class: unknown class> |
Name | Summary |
---|---|
dependents | open fun dependents(): IntArray |