Abstract class
Category: Data
GAME getGame()
GAME_OBJECT createObject([objectSetuperCallback])
Name | Type | Description |
---|---|---|
objectSetuperCallback | function<void(GAME_OBJECT)> |
GAME_OBJECT createObject(prefab [, position [, orientation [, objectSetuperCallback]]])
Name | Type | Description |
---|---|---|
prefab | PREFAB | |
position | vec3f | |
orientation | quaternion | |
objectSetuperCallback | function<void(GAME_OBJECT)> |
GAME_OBJECT createObject(prefab, objectSetuperCallback)
Name | Type | Description |
---|---|---|
prefab | PREFAB | |
objectSetuperCallback | function<void(GAME_OBJECT)> |
float getDeltaTime()
float getUnscaledDeltaTime()
float getTimeScale()
COMPONENT_MANAGER getComponentManager(componentType)
Name | Type | Description |
---|---|---|
componentType | component type |
MasterComponentManager getMasterComponentManager(componentType)
Name | Type | Description |
---|---|---|
componentType | component type |
COMPONENT find(componentType [, enabledOnly])
Name | Type | Description |
---|---|---|
componentType | component type | |
enabledOnly | boolean |
COMPONENT find(id, componentType)
Name | Type | Description |
---|---|---|
id | Guid | |
componentType | component type |
GAME_OBJECT find(id)
Name | Type | Description |
---|---|---|
id | Guid |
GAME_OBJECT find(name)
Name | Type | Description |
---|---|---|
name | string |
void find(name, outObjectList)
Name | Type | Description |
---|---|---|
name | string | |
outObjectList | list<GAME_OBJECT> | Out argument |
LINE createPickingLine(screenPos)
Name | Type | Description |
---|---|---|
screenPos | vec2f |
LINE createPickingLine(screenPos)
Name | Type | Description |
---|---|---|
screenPos | vec2i |
boolean pick(line, outPosition, outObject [, flag [, recursiveFlag [, objectToSearchInto]]])
Name | Type | Description |
---|---|---|
line | LINE | |
outPosition | vec3f | Out argument |
outObject | GAME_OBJECT | Out argument |
flag | integer | |
recursiveFlag | boolean | |
objectToSearchInto | GAME_OBJECT |
boolean pick(screenPosition, outPosition, outObject [, flag [, recursiveFlag [, objectToSearchInto]]])
Name | Type | Description |
---|---|---|
screenPosition | vec2i | |
outPosition | vec3f | Out argument |
outObject | GAME_OBJECT | Out argument |
flag | integer | |
recursiveFlag | boolean | |
objectToSearchInto | GAME_OBJECT |
GAME_OBJECT pickObject(line [, flag [, recursiveFlag [, objectToSearchInto]]])
Name | Type | Description |
---|---|---|
line | LINE | |
flag | integer | |
recursiveFlag | boolean | |
objectToSearchInto | GAME_OBJECT |
GAME_OBJECT pickObject(screenPosition [, flag [, recursiveFlag [, objectToSearchInto]]])
Name | Type | Description |
---|---|---|
screenPosition | vec2i | |
flag | integer | |
recursiveFlag | boolean | |
objectToSearchInto | GAME_OBJECT |
boolean pickPosition(line, outPosition [, flag [, recursiveFlag [, objectToSearchInto]]])
Name | Type | Description |
---|---|---|
line | LINE | |
outPosition | vec3f | Out argument |
flag | integer | |
recursiveFlag | boolean | |
objectToSearchInto | GAME_OBJECT |
boolean pickPosition(screenPosition, outPosition [, flag [, recursiveFlag [, objectToSearchInto]]])
Name | Type | Description |
---|---|---|
screenPosition | vec2i | |
outPosition | vec3f | Out argument |
flag | integer | |
recursiveFlag | boolean | |
objectToSearchInto | GAME_OBJECT |
boolean worldToScreenCoordinates(worldPosition, outScreenPosition)
Name | Type | Description |
---|---|---|
worldPosition | vec3f | |
outScreenPosition | vec2f | Out argument |
vec2f worldToScreenCoordinates(worldPosition)
Name | Type | Description |
---|---|---|
worldPosition | vec3f |
boolean rayCast(screenPosition, distance, outResult [, flag])
Name | Type | Description |
---|---|---|
screenPosition | vec2i | |
distance | float | |
outResult | PHYSICS_RAY_RESULT | Out argument |
flag | integer |
boolean rayCast(from, to, outResult [, flag])
Name | Type | Description |
---|---|---|
from | vec3f | |
to | vec3f | |
outResult | PHYSICS_RAY_RESULT | Out argument |
flag | integer |