स्क्रिप्टिंग उदाहरण
यदि आप स्क्रिप्टिंग के लिए नए हैं तो हम सबसे पहले निम्नलिखित गाइड पढ़ने की अत्यधिक अनुशंसा करते हैं:
- Beginner Guide: Typescript Essentials (शुरुआती गाइड: Typescript की अनिवार्य बातें)
- Beginner Guide: Needle Engine for Unity Developers (शुरुआती गाइड: Unity डेवलपर्स के लिए Needle Engine)
- Video tutorial: How to write custom components (वीडियो ट्यूटोरियल: कस्टम कंपोनेंट्स कैसे लिखें)
नीचे आपको त्वरित संदर्भ के रूप में कुछ बुनियादी स्क्रिप्ट मिलेंगी।
हम बहुत सारे सैंपल सीन और पूर्ण प्रोजेक्ट भी प्रदान करते हैं जिन्हें आप डाउनलोड कर सकते हैं और शुरुआती बिंदु के रूप में उपयोग कर सकते हैं:
- Visit Samples Website (सैंपल वेबसाइट पर जाएँ)
- Download Samples Package (सैंपल पैकेज डाउनलोड करें)
- Needle Engine Stackblitz Collection (Needle Engine Stackblitz संग्रह)
- Needle Engine API (Needle Engine API)
Basic component
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);
}
}
सभी कंपोनेंट इवेंट्स के लिए scripting देखें।
Reference an Object from 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;
}
Reference and load an asset from Unity (Prefab or 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
}
}
Reference and load scenes from Unity
Tips
डाउनलोड करने और आज़माने के लिए हमारे सैंपल में एक कार्यरत उदाहरण ढूंढें।
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();
}
}
}
Receive Clicks on Objects
इस स्क्रिप्ट को अपनी सीन में किसी भी ऑब्जेक्ट में जोड़ें जिसे आप क्लिक करने योग्य बनाना चाहते हैं। यह सुनिश्चित करें कि उस ऑब्जेक्ट के पैरेंट हैरार्की में एक ObjectRaycaster
कंपोनेंट भी हो।
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);
}
}
Networking Clicks on Objects
इस स्क्रिप्ट को अपनी सीन में किसी भी ऑब्जेक्ट में जोड़ें जिसे आप क्लिक करने योग्य बनाना चाहते हैं। यह सुनिश्चित करें कि उस ऑब्जेक्ट के पैरेंट हैरार्की में एक ObjectRaycaster
कंपोनेंट भी हो। यह कंपोनेंट प्राप्त क्लिक को सभी कनेक्टेड क्लाइंट्स को भेजेगा और एक इवेंट ट्रिगर करेगा जिस पर आप फिर अपने ऐप में प्रतिक्रिया कर सकते हैं। यदि आप Unity या Blender का उपयोग कर रहे हैं तो आप e.g. एनीमेशन चलाने या ऑब्जेक्ट्स को छिपाने के लिए onClick
इवेंट को कॉल करने के लिए फ़ंक्शंस असाइन कर सकते हैं।
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();
}
}
Play Animation on click
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();
}
}
}
Reference an Animation Clip
यह तब उपयोगी हो सकता है जब आप अपना कस्टम एनीमेशन लॉजिक चलाना चाहते हैं। आप क्लिप्स का एक ऐरे भी निर्यात कर सकते हैं।
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);
}
}
Create and invoke a UnityEvent
import { Behaviour, serializable, EventList } from "@needle-tools/engine"
export class MyComponent extends Behaviour {
@serializable(EventList)
myEvent? : EventList;
start() {
this.myEvent?.invoke();
}
}
Tips
EventList इवेंट्स कंपोनेंट लेवल पर भी ट्रिगर होते हैं। इसका मतलब है कि आप myComponent.addEventListener("my-event", evt => {...})
का उपयोग करके ऊपर घोषित इवेंट की सदस्यता भी ले सकते हैं। यह एक प्रायोगिक सुविधा है। कृपया हमारे forum में फीडबैक प्रदान करें।
Declare a custom event type
यह तब उपयोगी होता है जब आप Unity या Blender में कुछ कस्टम आर्गुमेंट्स (जैसे एक स्ट्रिंग) के साथ एक इवेंट उजागर करना चाहते हैं।
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);
}
}
उदाहरण उपयोग:
Use nested objects and serialization
आप ऑब्जेक्ट्स और उनके डेटा को नेस्ट कर सकते हैं। ठीक से मेल खाने वाले @serializable(SomeType)
डेकोरेटर्स के साथ, डेटा स्वचालित रूप से सही प्रकारों में सीरियलाइज़ और डीसीरियलाइज़ हो जाएगा।
अपने Typescript कंपोनेंट में:
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();
}
}
C# में किसी भी स्क्रिप्ट में:
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
सही प्रकार के डेकोरेटर्स के बिना, आपको डेटा तो मिलेगा, लेकिन केवल एक प्लेन ऑब्जेक्ट के रूप में। यह तब उपयोगी होता है जब आप कंपोनेंट्स को पोर्ट कर रहे हों, क्योंकि आपके पास सभी डेटा तक पहुंच होगी और आप आवश्यकतानुसार प्रकार जोड़ सकते हैं।
Use Web APIs
Tips
ध्यान रखें कि आपके पास अभी भी सभी web apis और npm पैकेजों तक पहुंच है! अगर हमें यहां यह कहने की अनुमति है तो Needle Engine की यही खूबसूरती है 😊
Display current location
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);
});
}
}
Display current time using a 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)
}
};
}
Change custom shader property
यह मानते हुए कि आपके पास _Speed
नामक एक प्रॉपर्टी के साथ एक कस्टम शेडर है जो एक फ्लोट वैल्यू है, आप इसे एक स्क्रिप्ट से इस तरह बदल सकते हैं। आप हमारे सैंपल में डाउनलोड करने के लिए एक लाइव उदाहरण ढूंढ सकते हैं।
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)
}
}
}
Switching src attribute
StackBlitz पर लाइव उदाहरण देखें।
Adding new postprocessing effects
यह सुनिश्चित करें कि आप अपनी वेब प्रोजेक्ट में npm i postprocessing
इंस्टॉल करें। फिर आप PostProcessingEffect
से व्युत्पन्न करके नए प्रभाव जोड़ सकते हैं।
प्रभाव का उपयोग करने के लिए इसे अपने Volume
कंपोनेंट के समान ऑब्जेक्ट में जोड़ें।
यहाँ एक उदाहरण है जो Outline postprocessing effect को रैप करता है। आप चर और सेटिंग्स को हमेशा की तरह उजागर कर सकते हैं क्योंकि कोई भी प्रभाव आपकी three.js सीन में एक कंपोनेंट भी है।
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);
Custom ParticleSystem Behaviour
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())
}
}
Custom 2D Audio Component
यह एक उदाहरण है कि आप अपना खुद का ऑडियो कंपोनेंट कैसे बना सकते हैं। हालांकि अधिकांश उपयोगों के लिए आप कोर AudioSource कंपोनेंट का उपयोग कर सकते हैं और कोड लिखने की आवश्यकता नहीं है।
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();
})
}
}
Arbitrary external files
बाहरी फ़ाइलों (जैसे एक json फ़ाइल) को लोड करने के लिए FileReference प्रकार का उपयोग करें।
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);
}
}
}
पेज AI का उपयोग करके स्वचालित रूप से अनुवादित किया गया है