Scripting Beispiele
Wenn du neu im Scripting bist, empfehlen wir dringend, zuerst die folgenden Anleitungen zu lesen:
- Einsteiger-Anleitung: Typescript Grundlagen
- Einsteiger-Anleitung: Needle Engine für Unity Entwickler
- Video-Tutorial: Wie man eigene Komponenten schreibt
Unten findest du einige grundlegende Skripte als schnelle Referenz.
Wir bieten auch viele Beispiel-Szenen und komplette Projekte an, die du herunterladen und als Ausgangspunkt verwenden kannst:
- Besuche die Samples Website
- Lade das Samples Package herunter
- Needle Engine Stackblitz Sammlung
- Needle Engine API
Grundlegende Komponente
import { Behaviour, serializable } from "@needle-tools/engine"
import { Object3D } from "three"
export class MyComponent extends Behaviour {
@serializable(Object3D)
myObjectReference?: Object3D;
start() {
console.log("Hello world", this);
}
update() {
this.gameObject.rotateY(this.context.time.deltaTime);
}
}
siehe scripting für alle Komponenten-Events
Referenziere ein Objekt aus Unity
import { Behaviour, serializable, Camera } from "@needle-tools/engine";
import { Object3D } from "three"
export class MyClass extends Behaviour {
// this will be a "Transform" field in Unity
@serializable(Object3D)
myObjectReference: Object3D | null = null;
// this will be a "Transform" array field in Unity
// Note that the @serializable decorator contains the array content type! (Object3D and not Object3D[])
@serializable(Object3D)
myObjectReferenceList: Object3D[] | null = null;
// for component or other objects use the object's type
@serializable(Camera)
myCameraComponent: Camera | null = null;
}
Referenziere und lade ein Asset aus Unity (Prefab oder SceneAsset)
import { Behaviour, serializable, AssetReference } from "@needle-tools/engine";
export class MyClass extends Behaviour {
// if you export a prefab or scene as a reference from Unity you'll get a path to that asset
// which you can de-serialize to AssetReference for convenient loading
@serializable(AssetReference)
myPrefab?: AssetReference;
async start() {
// directly instantiate
const myInstance = await this.myPrefab?.instantiate();
// you can also just load and instantiate later
// const myInstance = await this.myPrefab.loadAssetAsync();
// this.gameObject.add(myInstance)
// this is useful if you know that you want to load this asset only once because it will not create a copy
// since ``instantiate()`` does create a copy of the asset after loading it
}
}
Referenziere und lade Szenen aus Unity
Tips
Finde ein funktionierendes Beispiel in unseren Samples zum Herunterladen und Ausprobieren
import { Behaviour, serializable, AssetReference } from "@needle-tools/engine";
export class LoadingScenes extends Behaviour {
// tell the component compiler that we want to reference an array of SceneAssets
// @type UnityEditor.SceneAsset[]
@serializable(AssetReference)
myScenes?: AssetReference[];
async awake() {
if (!this.myScenes) {
return;
}
for (const scene of this.myScenes) {
// check if it is assigned in unity
if(!scene) continue;
// load the scene once
const myScene = await scene.loadAssetAsync();
// add it to the threejs scene
this.gameObject.add(myScene);
// of course you can always just load one at a time
// and remove it from the scene when you want
// myScene.removeFromParent();
// this is the same as scene.asset.removeFromParent()
}
}
onDestroy(): void {
if (!this.myScenes) return;
for (const scene of this.myScenes) {
scene?.unload();
}
}
}
Klicks auf Objekte empfangen
Füge dieses Skript zu jedem Objekt in deiner Szene hinzu, das anklickbar sein soll. Stelle sicher, dass sich auch eine ObjectRaycaster
Komponente in der übergeordneten Hierarchie dieses Objekts befindet.
import { Behaviour, IPointerClickHandler, PointerEventData, showBalloonMessage } from "@needle-tools/engine";
export class ClickExample extends Behaviour implements IPointerClickHandler {
// Make sure to have an ObjectRaycaster component in the parent hierarchy
onPointerClick(_args: PointerEventData) {
showBalloonMessage("Clicked " + this.name);
}
}
Vernetzte Klicks auf Objekte
Füge dieses Skript zu jedem Objekt in deiner Szene hinzu, das anklickbar sein soll. Stelle sicher, dass sich auch eine ObjectRaycaster
Komponente in der übergeordneten Hierarchie dieses Objekts befindet. Die Komponente sendet den empfangenen Klick an alle verbundenen Clients und löst ein Event aus, auf das du dann in deiner App reagieren kannst. Wenn du Unity oder Blender verwendest, kannst du einfach Funktionen dem onClick
Event zuweisen, um z. B. eine Animation abzuspielen oder Objekte auszublenden.
import { Behaviour, EventList, IPointerClickHandler, PointerEventData, serializable } from "@needle-tools/engine";
export class SyncedClick extends Behaviour implements IPointerClickHandler {
@serializable(EventList)
onClick!: EventList;
onPointerClick(_args: PointerEventData) {
console.log("SEND CLICK");
this.context.connection.send("clicked/" + this.guid);
this.onClick?.invoke();
}
onEnable(): void {
this.context.connection.beginListen("clicked/" + this.guid, this.onRemoteClick);
}
onDisable(): void {
this.context.connection.stopListen("clicked/" + this.guid, this.onRemoteClick);
}
onRemoteClick = () => {
console.log("RECEIVED CLICK");
this.onClick?.invoke();
}
}
Animation bei Klick abspielen
import { Behaviour, serializable, Animation, IPointerClickHandler, PointerEventData } from "@needle-tools/engine";
export class PlayAnimationOnClick extends Behaviour implements IPointerClickHandler {
@serializable(Animation)
animation?: Animation;
awake() {
if (this.animation) {
this.animation.playAutomatically = false;
this.animation.loop = false;
}
}
onPointerClick(_args: PointerEventData) {
if (this.animation) {
this.animation.play();
}
}
}
Referenziere einen Animation Clip
Dies kann nützlich sein, wenn du deine eigene Animationslogik ausführen möchtest. Du kannst auch ein Array von Clips exportieren.
import { Behaviour, serializable } from "@needle-tools/engine";
import { AnimationClip } from "three"
export class ExportAnimationClip extends Behaviour {
@serializable(AnimationClip)
animation?: AnimationClip;
awake() {
console.log("My referenced animation clip", this.animation);
}
}
Erstelle und löse ein UnityEvent aus
import { Behaviour, serializable, EventList } from "@needle-tools/engine"
export class MyComponent extends Behaviour {
@serializable(EventList)
myEvent? : EventList;
start() {
this.myEvent?.invoke();
}
}
Tips
EventList Events werden auch auf Komponentenebene ausgelöst. Das bedeutet, du kannst das oben deklarierte Event auch mit myComponent.addEventListener("my-event", evt => {...})
abonnieren. Dies ist eine experimentelle Funktion. Bitte gib Feedback in unserem Forum
Deklariere einen benutzerdefinierten Event-Typ
Dies ist nützlich, wenn du ein Event mit benutzerdefinierten Argumenten (wie einem String) in Unity oder Blender verfügbar machen möchtest
import { Behaviour, serializable, EventList } from "@needle-tools/engine";
import { Object3D } from "three";
/*
Make sure to have a c# file in your project with the following content:
using UnityEngine;
using UnityEngine.Events;
[System.Serializable]
public class MyCustomUnityEvent : UnityEvent<string>
{
}
Unity documentation about custom events:
https://docs.unity3d.com/ScriptReference/Events.UnityEvent_2.html
*/
// Documentation → https://docs.needle.tools/scripting
export class CustomEventCaller extends Behaviour {
// The next line is not just a comment, it defines
// a specific type for the component generator to use.
//@type MyCustomUnityEvent
@serializable(EventList)
myEvent!: EventList;
// just for testing - could be when a button is clicked, etc.
start() {
this.myEvent.invoke("Hello");
}
}
export class CustomEventReceiver extends Behaviour {
logStringAndObject(str: string) {
console.log("From Event: ", str);
}
}
Beispielverwendung:
Verschachtelte Objekte und Serialization verwenden
Du kannst Objekte und ihre Daten verschachteln. Mit passenden @serializable(SomeType)
Decorators werden die Daten automatisch in die richtigen Typen serialisiert und deserialisiert.
In deiner Typescript-Komponente:
import { Behaviour, serializable } from "@needle-tools/engine";
// Documentation → https://docs.needle.tools/scripting
class CustomSubData {
@serializable()
subString: string = "";
@serializable()
subNumber: number = 0;
}
class CustomData {
@serializable()
myStringField: string = "";
@serializable()
myNumberField: number = 0;
@serializable()
myBooleanField: boolean = false;
@serializable(CustomSubData)
subData: CustomSubData | undefined = undefined;
someMethod() {
console.log("My string is " + this.myStringField, "my sub data", this.subData)
}
}
export class SerializedDataSample extends Behaviour {
@serializable(CustomData)
myData: CustomData | undefined;
onEnable() {
console.log(this.myData);
this.myData?.someMethod();
}
}
In C# in jedem Skript:
using System;
[Serializable]
public class CustomSubData
{
public string subString;
public float subNumber;
}
[Serializable]
public class CustomData
{
public string myStringField;
public float myNumberField;
public bool myBooleanField;
public CustomSubData subData;
}
Tips
Ohne die korrekten Typ-Decorators erhältst du die Daten weiterhin, aber nur als einfaches Objekt. Das ist nützlich, wenn du Komponenten portierst, da du Zugriff auf alle Daten hast und die benötigten Typen hinzufügen kannst.
Web APIs verwenden
Tips
Denke daran, dass du weiterhin Zugriff auf alle Web APIs und npm Pakete hast! Das ist die Schönheit von Needle Engine, wenn wir das hier so sagen dürfen 😊
Aktuellen Standort anzeigen
import { Behaviour, showBalloonMessage } from "@needle-tools/engine";
export class WhereAmI extends Behaviour {
start() {
navigator.geolocation.getCurrentPosition((position) => {
console.log("Navigator response:", position);
const latlong = position.coords.latitude + ", " + position.coords.longitude;
showBalloonMessage("You are at\nLatLong " + latlong);
});
}
}
Aktuelle Zeit mit einer Coroutine anzeigen
import { Behaviour, Text, serializable, WaitForSeconds } from "@needle-tools/engine";
export class DisplayTime extends Behaviour {
@serializable(Text)
text?: Text;
onEnable(): void {
this.startCoroutine(this.updateTime())
}
private *updateTime() {
while (true) {
if (this.text) {
this.text.text = new Date().toLocaleTimeString();
console.log(this.text.text)
}
yield WaitForSeconds(1)
}
};
}
Benutzerdefinierte Shader-Eigenschaft ändern
Angenommen, du hast einen benutzerdefinierten Shader mit einer Eigenschaft namens _Speed
, die ein Float-Wert ist, so würdest du sie von einem Skript aus ändern. Ein Live-Beispiel zum Herunterladen findest du in unseren Samples
import { Behaviour, serializable } from "@needle-tools/engine";
import { Material } from "three";
declare type MyCustomShaderMaterial = {
_Speed: number;
};
export class IncreaseShaderSpeedOverTime extends Behaviour {
@serializable(Material)
myMaterial?: Material & MyCustomShaderMaterial;
update() {
if (this.myMaterial) {
this.myMaterial._Speed *= 1 + this.context.time.deltaTime;
if(this.myMaterial._Speed > 1) this.myMaterial._Speed = .0005;
if(this.context.time.frame % 30 === 0) console.log(this.myMaterial._Speed)
}
}
}
src Attribut wechseln
Siehe Live-Beispiel auf StackBlitz
Neue Postprocessing Effekte hinzufügen
Stelle sicher, dass du npm i postprocessing
in deinem Webprojekt installierst. Dann kannst du neue Effekte hinzufügen, indem du von PostProcessingEffect
ableitest.
Um den Effekt zu verwenden, füge ihn demselben Objekt wie deine Volume
Komponente hinzu.
Hier ist ein Beispiel, das den Outline Postprocessing Effekt umschließt. Du kannst Variablen und Einstellungen wie gewohnt verfügbar machen, da jeder Effekt auch nur eine Komponente in deiner three.js Szene ist.
import { EffectProviderResult, PostProcessingEffect, registerCustomEffectType, serializable } from "@needle-tools/engine";
import { OutlineEffect } from "postprocessing";
import { Object3D } from "three";
export class OutlinePostEffect extends PostProcessingEffect {
// the outline effect takes a list of objects to outline
@serializable(Object3D)
selection!: Object3D[];
// this is just an example method that you could call to update the outline effect selection
updateSelection() {
if (this._outlineEffect) {
this._outlineEffect.selection.clear();
for (const obj of this.selection) {
this._outlineEffect.selection.add(obj);
}
}
}
// a unique name is required for custom effects
get typeName(): string {
return "Outline";
}
private _outlineEffect: void | undefined | OutlineEffect;
// method that creates the effect once
onCreateEffect(): EffectProviderResult | undefined {
const outlineEffect = new OutlineEffect(this.context.scene, this.context.mainCamera!);
this._outlineEffect = outlineEffect;
outlineEffect.edgeStrength = 10;
outlineEffect.visibleEdgeColor.set(0xff0000);
for (const obj of this.selection) {
outlineEffect.selection.add(obj);
}
return outlineEffect;
}
}
// You need to register your effect type with the engine
registerCustomEffectType("Outline", OutlinePostEffect);
Benutzerdefiniertes ParticleSystem Verhalten
import { Behaviour, ParticleSystem } from "@needle-tools/engine";
import { ParticleSystemBaseBehaviour, QParticle } from "@needle-tools/engine";
// Derive your custom behaviour from the ParticleSystemBaseBehaviour class (or use QParticleBehaviour)
class MyParticlesBehaviour extends ParticleSystemBaseBehaviour {
// callback invoked per particle
update(particle: QParticle): void {
particle.position.y += 5 * this.context.time.deltaTime;
}
}
export class TestCustomParticleSystemBehaviour extends Behaviour {
start() {
// add your custom behaviour to the particle system
this.gameObject.getComponent(ParticleSystem)!.addBehaviour(new MyParticlesBehaviour())
}
}
Benutzerdefinierte 2D Audio Komponente
Dies ist ein Beispiel, wie du deine eigene Audio-Komponente erstellen könntest. Für die meisten Anwendungsfälle kannst du jedoch die Kern-AudioSource Komponente verwenden und musst keinen Code schreiben.
import { AudioSource, Behaviour, serializable } from "@needle-tools/engine";
// declaring AudioClip type is for codegen to produce the correct input field (for e.g. Unity or Blender)
declare type AudioClip = string;
export class My2DAudio extends Behaviour {
// The clip contains a string pointing to the audio file - by default it's relative to the GLB that contains the component
// by adding the URL decorator the clip string will be resolved relative to your project root and can be loaded
@serializable(URL)
clip?: AudioClip;
awake() {
// creating a new audio element and playing it
const audioElement = new Audio(this.clip);
audioElement.loop = true;
// on the web we have to wait for the user to interact with the page before we can play audio
AudioSource.registerWaitForAllowAudio(() => {
audioElement.play();
})
}
}
Beliebige externe Dateien
Verwende den FileReference Typ, um externe Dateien (z. B. eine JSON-Datei) zu laden.
import { Behaviour, FileReference, ImageReference, serializable } from "@needle-tools/engine";
export class FileReferenceExample extends Behaviour {
// A FileReference can be used to load and assign arbitrary data in the editor. You can use it to load images, audio, text files... FileReference types will not be saved inside as part of the GLB (the GLB will only contain a relative URL to the file)
@serializable(FileReference)
myFile?: FileReference;
// Tip: if you want to export and load an image (that is not part of your GLB) if you intent to add it to your HTML content for example you can use the ImageReference type instead of FileReference. It will be loaded as an image and you can use it as a source for an <img> tag.
async start() {
console.log("This is my file: ", this.myFile);
// load the file
const data = await this.myFile?.loadRaw();
if (!data) {
console.error("Failed loading my file...");
return;
}
console.log("Loaded my file. These are the bytes:", await data.arrayBuffer());
}
}
HTML-Element-Klick in Komponente empfangen
import { Behaviour, EventList, serializable, serializeable } from "@needle-tools/engine";
export class HTMLButtonClick extends Behaviour {
/** Enter a button query (e.g. button.some-button if you're interested in a button with the class 'some-button')
* Or you can also use an id (e.g. #some-button if you're interested in a button with the id 'some-button')
* Or you can also use a tag (e.g. button if you're interested in any button
*/
@serializeable()
htmlSelector: string = "button.some-button";
/** This is the event to be invoked when the html element is clicked. In Unity or Blender you can assign methods to be called in the Editor */
@serializable(EventList)
onClick: EventList = new EventList();
private element? : HTMLButtonElement;
onEnable() {
// Get the element from the DOM
this.element = document.querySelector(this.htmlSelector) as HTMLButtonElement;
if (this.element) {
this.element.addEventListener('click', this.onClicked);
}
else console.warn(`Could not find element with selector \"${this.htmlSelector}\"`);
}
onDisable() {
if (this.element) {
this.element.removeEventListener('click', this.onClicked);
}
}
private onClicked = () => {
this.onClick.invoke();
}
}
Umgebungslicht deaktivieren
import { Behaviour } from "@needle-tools/engine";
import { Texture } from "three";
export class DisableEnvironmentLight extends Behaviour {
private _previousEnvironmentTexture: Texture | null = null;
onEnable(): void {
this._previousEnvironmentTexture = this.context.scene.environment;
this.context.scene.environment = null;
}
onDisable(): void {
this.context.scene.environment = this._previousEnvironmentTexture;
}
}
mediapipe Paket verwenden, um die 3D-Szene mit Händen zu steuern
Stelle sicher, dass du das mediapipe Paket installierst. Besuche den GitHub-Link unten, um die komplette Projekteinrichtung zu sehen. Probiere es hier live aus - erfordert eine Webcam/Kamera
import { FilesetResolver, HandLandmarker, HandLandmarkerResult, NormalizedLandmark } from "@mediapipe/tasks-vision";
import { Behaviour, Mathf, serializable, showBalloonMessage } from "@needle-tools/engine";
import { ParticleSphere } from "./ParticleSphere";
export class MediapipeHands extends Behaviour {
@serializable(ParticleSphere)
spheres: ParticleSphere[] = [];
private _video!: HTMLVideoElement;
private _handLandmarker!: HandLandmarker;
async awake() {
showBalloonMessage("Initializing mediapipe...")
const vision = await FilesetResolver.forVisionTasks(
// path/to/wasm/root
"https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@latest/wasm"
);
this._handLandmarker = await HandLandmarker.createFromOptions(
vision,
{
baseOptions: {
modelAssetPath: "https://storage.googleapis.com/mediapipe-models/hand_landmarker/hand_landmarker/float16/latest/hand_landmarker.task",
delegate: "GPU"
},
numHands: 2
});
//@ts-ignore
await this._handLandmarker.setOptions({ runningMode: "VIDEO" });
this._video = document.createElement("video");
this._video.setAttribute("style", "max-width: 30vw; height: auto;");
console.log(this._video);
this._video.autoplay = true;
this._video.playsInline = true;
this.context.domElement.appendChild(this._video);
this.startWebcam(this._video);
}
private _lastVideoTime: number = 0;
update(): void {
if (!this._video || !this._handLandmarker) return;
const video = this._video;
if (video.currentTime !== this._lastVideoTime) {
let startTimeMs = performance.now();
showBalloonMessage("<strong>Control the spheres with one or two hands</strong>!<br/><br/>Sample scene by <a href='https://twitter.com/llllkatjallll/status/1659280435023605773'>Katja Rempel</a>")
const detections = this._handLandmarker.detectForVideo(video, startTimeMs);
this.processResults(detections);
this._lastVideoTime = video.currentTime;
}
}
private processResults(results: HandLandmarkerResult) {
const hand1 = results.landmarks[0];
// check if we have even one hand
if (!hand1) return;
if (hand1.length >= 4 && this.spheres[0]) {
const pos = hand1[4];
this.processLandmark(this.spheres[0], pos);
}
// if we have a second sphere:
if (this.spheres.length >= 2) {
const hand2 = results.landmarks[1];
if (!hand2) {
const pos = hand1[8];
this.processLandmark(this.spheres[1], pos);
}
else {
const pos = hand2[4];
this.processLandmark(this.spheres[1], pos);
}
}
}
private processLandmark(sphere: ParticleSphere, pos: NormalizedLandmark) {
const px = Mathf.remap(pos.x, 0, 1, -6, 6);
const py = Mathf.remap(pos.y, 0, 1, 6, -6);
sphere.setTarget(px, py, 0);
}
private async startWebcam(video: HTMLVideoElement) {
const constraints = { video: true, audio: false };
const stream = await navigator.mediaDevices.getUserMedia(constraints);
video.srcObject = stream;
}
}
Farbe bei Kollision ändern
import { Behaviour, Collision, Renderer } from "@needle-tools/engine";
import{ Color } from "three";
export class ChangeColorOnCollision extends Behaviour {
private renderer: Renderer | null = null;
private collisionCount: number = 0;
private _startColor? : Color[];
start() {
this.renderer = this.gameObject.getComponent(Renderer);
if (!this.renderer) return;
if(!this._startColor) this._startColor = [];
for (let i = 0; i < this.renderer.sharedMaterials.length; i++) {
this.renderer.sharedMaterials[i] = this.renderer.sharedMaterials[i].clone();
this._startColor[i] = this.renderer.sharedMaterials[i]["color"].clone();
}
}
onCollisionEnter(_col: Collision) {
if (!this.renderer) return;
this.collisionCount += 1;
for (let i = 0; i < this.renderer.sharedMaterials.length; i++) {
this.renderer.sharedMaterials[i]["color"].setRGB(Math.random(), Math.random(), Math.random());
}
}
onCollisionExit(_col: Collision) {
if (!this.renderer || !this._startColor) return;
this.collisionCount -= 1;
if (this.collisionCount === 0) {
for (let i = 0; i < this.renderer.sharedMaterials.length; i++) {
this.renderer.sharedMaterials[i]["color"].copy(this._startColor[i])
// .setRGB(.1, .1, .1);
}
}
}
// more events:
// onCollisionStay(_col: Collision)
// onCollisionExit(_col: Collision)
}
Physik Trigger Relay
Löse Events mit den Physik-Trigger-Methoden eines Objekts aus
export class PhysicsTrigger extends Behaviour {
@serializeable(GameObject)
triggerObjects?:GameObject[];
@serializeable(EventList)
onEnter?: EventList;
@serializeable(EventList)
onStay?: EventList;
@serializeable(EventList)
onExit?: EventList;
onTriggerEnter(col: Collider) {
if(this.triggerObjects && this.triggerObjects.length > 0 && !this.triggerObjects?.includes(col.gameObject)) return;
this.onEnter?.invoke();
}
onTriggerStay(col: Collider) {
if(this.triggerObjects && this.triggerObjects.length > 0 && !this.triggerObjects?.includes(col.gameObject)) return;
this.onStay?.invoke();
}
onTriggerExit(col: Collider) {
if(this.triggerObjects && this.triggerObjects.length > 0 && !this.triggerObjects?.includes(col.gameObject)) return;
this.onExit?.invoke();
}
}
Auto Reset
Setze die Position eines Objekts automatisch zurück, wenn es einen Physik-Trigger verlässt
import { Behaviour, Collider, GameObject, Rigidbody, serializeable } from "@needle-tools/engine";
import { Vector3 } from "three";
export class StartPosition extends Behaviour {
//@nonSerialized
startPosition?: Vector3;
start() {
this.updateStartPosition();
}
updateStartPosition(){
this.startPosition = this.gameObject.position.clone();
}
resetToStart() {
if (!this.startPosition) return;
const rb = GameObject.getComponent(this.gameObject, Rigidbody);
rb?.teleport(this.startPosition);
}
}
/** Reset to start position when object is exiting the collider */
export class AutoReset extends StartPosition {
@serializeable(Collider)
worldCollider?: Collider;
start(){
super.start();
if(!this.worldCollider) console.warn("Missing collider to reset", this);
}
onTriggerExit(col) {
if(col === this.worldCollider){
this.resetToStart();
}
}
}
Audio bei Kollision abspielen
import { AudioSource, Behaviour, serializeable } from "@needle-tools/engine";
export class PlayAudioOnCollision extends Behaviour {
@serializeable(AudioSource)
audioSource?: AudioSource;
onCollisionEnter() {
this.audioSource?.play();
}
}
Zufällige Farbe setzen
Zufällige Farbe eines Objekts beim Start festlegen. Beachte, dass die Materialien in der start
Methode geklont werden
import { Behaviour, serializeable, Renderer } from "@needle-tools/engine";
import { Color } from "three";
export class RandomColor extends Behaviour {
@serializeable()
applyOnStart: boolean = true;
start() {
if (this.applyOnStart)
this.applyRandomColor();
// if materials are not cloned and we change the color they might also change on other objects
const cloneMaterials = true;
if (cloneMaterials) {
const renderer = this.gameObject.getComponent(Renderer);
if (!renderer) {
return;
}
for (let i = 0; i < renderer.sharedMaterials.length; i++) {
renderer.sharedMaterials[i] = renderer.sharedMaterials[i].clone();
}
}
}
applyRandomColor() {
const renderer = this.gameObject.getComponent(Renderer);
if (!renderer) {
console.warn("Can not change color: No renderer on " + this.name);
return;
}
for (let i = 0; i < renderer.sharedMaterials.length; i++) {
renderer.sharedMaterials[i].color = new Color(Math.random(), Math.random(), Math.random());
}
}
}
Objekte über Zeit spawnen
import { Behaviour, GameObject, LogType, serializeable, showBalloonMessage, WaitForSeconds } from "@needle-tools/engine";
export class TimedSpawn extends Behaviour {
@serializeable(GameObject)
object?: GameObject;
interval: number = 1000;
max: number = 100;
private spawned: number = 0;
awake() {
if (!this.object) {
console.warn("TimedSpawn: no object to spawn");
showBalloonMessage("TimedSpawn: no object to spawn", LogType.Warn);
return;
}
GameObject.setActive(this.object, false);
this.startCoroutine(this.spawn())
}
*spawn() {
if (!this.object) return;
while (this.spawned < this.max) {
const instance = GameObject.instantiate(this.object);
GameObject.setActive(instance!, true);
this.spawned += 1;
yield WaitForSeconds(this.interval / 1000);
}
}
}
Seite automatisch mit AI übersetzt