gameObjects.gameObject#
- class gameObjects.gameObject.GameObject(*args: Any, **kwargs: Any)#
Bases:
Context,TransformBase class for gameObjects
- class DirtyFlag_(*values)#
Bases:
IntFlag- active_state = 2#
- all = 15#
- light = 8#
- none = 0#
- transform = 4#
- visible_state = 1#
- __init__(context, uuid: UUID = None, name: str = 'GameObject', material: int = -1, translate: list = [0.0, 0.0, 0.0], rotation: list = [0.0, 0.0, 0.0], scale: list = [1.0, 1.0, 1.0], scripts: list[Script] = []) None#
Base class for gameObjects
- Parameters:
context (EmberEngine) – This is the main context of the application
uuid (str) – The uuid of the object, if None a new uuid is assigned
name (str) – The name that is stored with the gameObject
material (int) – The index in the material buffer as override, -1 is default
translate (list) – The position of the object, using getter and setter
rotation (list) – The rotation of the object, using getter and setter
scale (Vector3) – The scale of the object
scripts (list[scripts]) – A list containing Paths to dynamic scripts
- property active#
The active state of this gameObject (not including parents) @setter: Changes state and marks itself and children _dirty
- Type:
@property
- addAttachable(t: type, object)#
Add a attachable object to this gameObject
- Parameters:
t (type) – The type of the attachable
object (Any or None) – The instance of the attachable
- Returns:
A reference to the added attachable
- Return type:
Any or None
- addScript(script: Script)#
Attach a script to a gameObject
- Parameters:
script (Script) – Reference to the script
- dispatch_script_base_method(method_name: str)#
Dispatch and invoke a base method for each attached script
- Base methods are cached on the script instance.
onStart
onUpdate
onEnable
onDisable
- Parameters:
method_name (str) – The name of method to invoke
- getAttachable(attachable: str = '')#
Retrieve a reference to a attachable of this GameObject.
- Parameters:
attachable (str) – Name of the engine type (attachable) to retrieve.
- Returns:
The requested attachable reference, or None if the name is not recognized.
- Return type:
Any or None
- getParent(filter_physic_base: bool = False) GameObject#
- get_physic()#
- hierachyActive() bool#
Get the current hierarchical active state of the GameObject :return: True if GameObject AND its ancestors are active :rtype: bool
- hierachyVisible() bool#
Get the current hierarchical active state of the GameObject :return: True if GameObject AND its ancestors are active :rtype: bool
- onDisable(_on_stop=False) None#
- onDisableScripts()#
- onEnable(_on_start=False) None#
- onEnableScripts()#
- onRender() None#
- onRenderColliders() None#
- onStart() None#
Implemented by inherited class
- onStartScripts()#
- onUpdate() None#
Implemented by inherited class
- onUpdateScripts()#
- removeAttachable(t: type)#
- removeScript(script: Script)#
Remove script from a gameObject
- Parameters:
script (Script) – Reference to the script
- selfActive() bool#
Get the current active sate of only the GameObject
- selfVisible() bool#
Get the current visible sate of only the GameObject
- setActive(state: bool) None#
Sets active state for this GameObject, then marks itself and children dirty
- Parameters:
state (bool) – The new state
- setParent(parent: GameObject, update: bool = True) None#
Set relation between child and parent object
- Parameters:
parent (GameObject) – The new parent of this object
update (bool) – Whether to update transform local from new parents world world coordinates
- setVisible(state: bool) None#
Sets visible state for this GameObject, then marks itself and children dirty
- Parameters:
state (bool) – The new state
- property visible#
The active state of this gameObject (not including parents) @setter: Changes state and marks itself and children _dirty
- Type:
@property