Exemples de Scripting
Si vous débutez dans le scripting, nous recommandons fortement de lire d'abord les guides suivants :
- Guide du débutant : Essentiels de Typescript
- Guide du débutant : Needle Engine pour les développeurs Unity
- Tutoriel vidéo : Comment écrire des composants personnalisés
Ci-dessous, vous trouverez quelques scripts de base comme référence rapide.
Nous proposons également de nombreuses scènes d'exemple et des projets complets que vous pouvez télécharger et utiliser comme point de départ :
- Visiter le site web des exemples
- Télécharger le package d'exemples
- Collection Stackblitz Needle Engine
- API Needle Engine
Composant de base
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);
}
}
voir scripting pour tous les événements de composant
Référencer un objet depuis 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;
}
Référencer et charger un asset depuis Unity (Prefab ou 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
}
}
Référencer et charger des scènes depuis Unity
Conseil
Trouvez un exemple fonctionnel dans nos échantillons à télécharger et à essayer
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();
}
}
}
Recevoir des clics sur des objets
Ajoutez ce script à tout objet de votre scène que vous souhaitez rendre cliquable. Assurez-vous également d'avoir un composant ObjectRaycaster
dans la hiérarchie parente de cet objet.
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);
}
}
Clics réseau sur les objets
Ajoutez ce script à tout objet de votre scène que vous souhaitez rendre cliquable. Assurez-vous également d'avoir un composant ObjectRaycaster
dans la hiérarchie parente de cet objet. Le composant enverra le clic reçu à tous les clients connectés et déclenchera un événement auquel vous pourrez ensuite réagir dans votre application. Si vous utilisez Unity ou Blender, vous pouvez simplement assigner des fonctions à appeler à l'événement onClick
pour, par exemple, lire une animation ou masquer des objets.
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();
}
}
Lire une animation au clic
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();
}
}
}
Référencer un clip d'animation
Cela peut être utile si vous souhaitez exécuter votre logique d'animation personnalisée. Vous pouvez également exporter un tableau de clips.
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);
}
}
Créer et déclencher un UnityEvent
import { Behaviour, serializable, EventList } from "@needle-tools/engine"
export class MyComponent extends Behaviour {
@serializable(EventList)
myEvent? : EventList;
start() {
this.myEvent?.invoke();
}
}
Conseil
Les événements EventList sont également déclenchés au niveau du composant. Cela signifie que vous pouvez également vous abonner à l'événement déclaré ci-dessus en utilisant myComponent.addEventListener("my-event", evt => {...})
également. Ceci est une fonctionnalité expérimentale. Veuillez nous faire part de vos commentaires sur notre forum
Déclarer un type d'événement personnalisé
Ceci est utile lorsque vous souhaitez exposer un événement à Unity ou Blender avec des arguments personnalisés (comme une chaîne de caractères)
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);
}
}
Exemple d'utilisation :
Utiliser des objets imbriqués et la sérialisation
Vous pouvez imbriquer des objets et leurs données. Avec des décorateurs @serializable(SomeType)
correctement assortis, les données seront automatiquement sérialisées et désérialisées dans les types corrects.
Dans votre composant TypeScript :
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();
}
}
En C# dans n'importe quel script :
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;
}
Conseil
Sans les décorateurs de type corrects, vous obtiendrez toujours les données, mais simplement sous forme d'objet brut. C'est utile lors du portage de composants, car vous aurez accès à toutes les données et pourrez ajouter les types selon les besoins.
Utiliser les API web
Conseil
Gardez à l'esprit que vous avez toujours accès à toutes les API web et aux packages npm ! C'est la beauté de Needle Engine, si nous pouvons nous permettre de le dire ici 😊
Afficher la position actuelle
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);
});
}
}
Afficher l'heure actuelle en utilisant une Coroutine
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)
}
};
}
Modifier une propriété de shader personnalisée
En supposant que vous ayez un shader personnalisé avec une propriété nommée _Speed
qui est une valeur flottante, voici comment la modifier depuis un script. Vous pouvez trouver un exemple fonctionnel à télécharger dans nos échantillons
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)
}
}
}
Commutation de l'attribut src
Voir l'exemple fonctionnel sur StackBlitz
Ajout de nouveaux effets de post-traitement
Assurez-vous d'installer npm i postprocessing
dans votre projet web. Vous pouvez ensuite ajouter de nouveaux effets en dérivant de PostProcessingEffect
.
Pour utiliser l'effet, ajoutez-le au même objet que votre composant Volume
.
Voici un exemple qui encapsule l'effet de post-traitement Outline. Vous pouvez exposer des variables et des paramètres comme d'habitude, car tout effet est également un composant dans votre scène three.js.
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);
Comportement personnalisé du système de particules
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())
}
}
Composant audio 2D personnalisé
C'est un exemple de la façon dont vous pourriez créer votre propre composant audio. Cependant, pour la plupart des cas d'utilisation, vous pouvez utiliser le composant AudioSource principal et n'avez pas besoin d'écrire de code.
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();
})
}
}
Fichiers externes arbitraires
Utilisez le type FileReference pour charger des fichiers externes (par exemple, un fichier json)
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());
}
}
Receiving html element click in component
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();
}
}
Disable environment light
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;
}
}
Use mediapipe package to control the 3D scene with hands
Make sure to install the mediapipe package. Visit the github link below to see the complete project setup. Try it live here - requires a webcam/camera
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;
}
}
Change Color On Collision
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)
}
Physics Trigger Relay
Invoke events using an objects physics trigger methods
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
Reset an object's position automatically when it's leaving a physics trigger
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();
}
}
}
Play Audio On Collision
import { AudioSource, Behaviour, serializeable } from "@needle-tools/engine";
export class PlayAudioOnCollision extends Behaviour {
@serializeable(AudioSource)
audioSource?: AudioSource;
onCollisionEnter() {
this.audioSource?.play();
}
}
Set Random Color
Randomize the color of an object on start. Note that the materials are cloned in the start
method
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());
}
}
}
Spawn Objects Over Time
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);
}
}
}
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