Options
All
  • Public
  • Public/Protected
  • All
Menu

Class MotionStreak

运动轨迹,用于游戏对象的运动轨迹上实现拖尾渐隐效果。

Hierarchy

Index

Constructors

Properties

Accessors

Methods

Constructors

constructor

Properties

Private __prefab

__prefab: CompPrefabInfo | null = null

Protected _assembler

_assembler: IAssembler | null = null

Protected _blendHash

_blendHash: number = 0

Protected _blendState

_blendState: BlendState = new BlendState()

Protected _color

_color: Color = Color.WHITE.clone()

Protected _customMaterial

_customMaterial: Material | null = null

Protected _delegateSrc

_delegateSrc: Node | null = null

Protected _dstBlendFactor

_dstBlendFactor: BlendFactor = BlendFactor.ONE_MINUS_SRC_ALPHA

Private _enabled

_enabled: boolean = true

Private _fadeTime

_fadeTime: number = 1

Private _fastMode

_fastMode: boolean = false

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

Protected _instanceMaterialType

_instanceMaterialType: InstanceMaterialType = InstanceMaterialType.ADD_COLOR_AND_TEXTURE

Protected _lastParent

_lastParent: Node | null = null

Protected _materialInstances

_materialInstances: (null | MaterialInstance)[] = []

Protected _materials

_materials: (null | Material)[] = []

Private _minSeg

_minSeg: number = 1

Protected _models

_models: Model[] = []

Protected _name

_name: string

_objFlags

_objFlags: number

Private _points

_points: Point[] = []

Protected _postAssembler

_postAssembler: IAssembler | null = null

Private _preview

_preview: boolean = false

Protected _renderData

_renderData: RenderData | null = null

Protected _renderDataFlag

_renderDataFlag: boolean = true

Protected _renderFlag

_renderFlag: boolean = true

Private sceneGetter

sceneGetter: null | (() => RenderScene) = null

Protected _srcBlendFactor

_srcBlendFactor: BlendFactor = BlendFactor.SRC_ALPHA

Private _stroke

_stroke: number = 64

Private _texture

_texture: Texture2D | null = null

Protected _visFlags

_visFlags: number = Layers.Enum.NONE

node

node: Node = NullNode

该组件被附加到的节点。组件总会附加到一个节点。

example
import { log } from 'cc';
log(comp.node);

stencilStage

stencilStage: Stage = Stage.DISABLED

组件模板缓冲状态 (注意:请不要直接修改它的值)

Static Assembler

Assembler: IAssemblerManager | null = null

渲染数据组装器

Static BlendState

BlendState: BlendFactor = BlendFactor

混合模式枚举类型

see

BlendFactor

Static Point

Point: Point = Point

Static PostAssembler

PostAssembler: IAssemblerManager | null = null

后置渲染数据组装器

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

isOnLoadCalled

  • get isOnLoadCalled(): number

blendHash

  • get blendHash(): number

color

  • get color(): Readonly<Color>
  • set color(value: {}): void

customMaterial

  • get customMaterial(): null | Material
  • set customMaterial(val: null | Material): void

delegateSrc

  • set delegateSrc(value: Node): void

dstBlendFactor

enabled

  • get enabled(): boolean
  • set enabled(value: boolean): void

enabledInHierarchy

  • get enabledInHierarchy(): boolean

fadeTime

  • get fadeTime(): number
  • set fadeTime(val: number): void

fastMode

  • get fastMode(): boolean
  • set fastMode(val: boolean): void
  • 是否启用了快速模式。当启用快速模式,新的点会被更快地添加,但精度较低。

    example

    motionStreak.fastMode = true;

    Returns boolean

  • 是否启用了快速模式。当启用快速模式,新的点会被更快地添加,但精度较低。

    example

    motionStreak.fastMode = true;

    Parameters

    • val: boolean

    Returns void

isValid

  • get isValid(): boolean
  • 表示该对象是否可用(被 destroy 后将不可用)。
    当一个对象的 destroy 调用以后,会在这一帧结束后才真正销毁。
    因此从下一帧开始 isValid 就会返回 false,而当前帧内 isValid 仍然会是 true。
    如果希望判断当前帧是否调用过 destroy,请使用 isValid(obj, true),不过这往往是特殊的业务需求引起的,通常情况下不需要这样。

    default

    true

    readonly
    example
    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid);    // true
    node.destroy();
    log(node.isValid);    // true, still valid in this frame
    // after a frame...
    log(node.isValid);    // false, destroyed in the end of last frame

    Returns boolean

material

materials

minSeg

  • get minSeg(): number
  • set minSeg(val: number): void

name

  • get name(): string
  • set name(value: string): void

points

preview

  • get preview(): boolean
  • set preview(val: boolean): void

renderData

  • get renderData(): null | RenderData

sharedMaterial

sharedMaterials

  • get sharedMaterials(): (null | Material)[]
  • set sharedMaterials(val: (null | Material)[]): void

srcBlendFactor

stroke

  • get stroke(): number
  • set stroke(val: number): void

texture

uuid

  • get uuid(): string

visibility

  • get visibility(): number
  • set visibility(val: number): void

Methods

preload

  • __preload(): void

Protected attachToScene

  • _attachToScene(): void

Protected canRender

  • _canRender(): boolean

Protected checkAndUpdateRenderData

  • _checkAndUpdateRenderData(): void

Protected clearMaterials

  • _clearMaterials(): void

collectModels

  • _collectModels(): Model[]

destroyImmediate

  • _destroyImmediate(): void

destruct

  • _destruct(): void
  • Clear all references in the instance.

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }

    Returns void

Protected detachFromScene

  • _detachFromScene(): void

Protected flushAssembler

  • _flushAssembler(): void

Optional Private getLocalBounds

  • getLocalBounds(out_rect: Rect): void
  • 如果组件的包围盒与节点不同,您可以实现该方法以提供自定义的轴向对齐的包围盒(AABB), 以便编辑器的场景视图可以正确地执行点选测试。

    Parameters

    • out_rect: Rect

      The rect to store the result bounding rect

    Returns void

Private getRenderScene

  • _getRenderScene(): RenderScene

instantiate

  • instantiate(cloned: any): any

Protected nodeStateChange

Protected onMaterialModified

  • onMaterialModified(index: number, material: Material | null): void

onPreDestroy

  • _onPreDestroy(): void

Protected onRebuildPSO

  • onRebuildPSO(index: number, material: Material | null): void

Protected onVisibilityChange

  • onVisibilityChange(val: any): void

Protected postCanRender

  • _postCanRender(): void

Protected postRender

  • postRender(render: Batcher2D): void

render

  • render(render: Batcher2D): void

updateBlendFunc

  • _updateBlendFunc(): void

Protected updateColor

  • _updateColor(): void

addComponent

  • addComponent<T>(classConstructor: Constructor<T>): T | null
  • addComponent(className: string): Component | null

destroy

  • destroy(): boolean

destroyRenderData

  • destroyRenderData(): void

getBlendState

getComponent

  • getComponent<T>(classConstructor: Constructor<T>): T | null
  • getComponent(className: string): Component | null
  • 获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    传入参数也可以是脚本的名称。

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of component to be retrieved or to be created

    Returns T | null

  • 获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    传入参数也可以是脚本的名称。

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Parameters

    • className: string

      A string for the class name of the component

    Returns Component | null

getComponentInChildren

  • getComponentInChildren<T>(classConstructor: Constructor<T>): T | null
  • getComponentInChildren(className: string): Component | null

getComponents

  • getComponents<T>(classConstructor: Constructor<T>): T[]
  • getComponents(className: string): Component[]

getComponentsInChildren

  • getComponentsInChildren<T>(classConstructor: Constructor<T>): T[]
  • getComponentsInChildren(className: string): Component[]

getMaterial

  • getMaterial(idx: number): Material | null

getMaterialInstance

  • getMaterialInstance(idx: number): Material | null

getRenderMaterial

  • getRenderMaterial(index: number): Material | null

lateUpdate

  • lateUpdate(dt: any): void

markForUpdateRenderData

  • markForUpdateRenderData(enable?: boolean): void

onDestroy

  • onDestroy(): void

onDisable

  • onDisable(): void

onEnable

  • onEnable(): void

onFocusInEditor

  • onFocusInEditor(): void

Protected Optional onLoad

  • onLoad(): void
  • 当附加到一个激活的节点上或者其节点第一次激活时候调用。onLoad 总是会在任何 start 方法调用前执行,这能用于安排脚本的初始化顺序。
    该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    Returns void

onLostFocusInEditor

  • onLostFocusInEditor(): void

onRestore

  • onRestore(): void

postUpdateAssembler

  • postUpdateAssembler(render: Batcher2D): void
  • 后置渲染数据组装程序,它会在所有子节点的渲染数据组装完成后被调用。 它可能会组装额外的渲染数据到顶点数据缓冲区,也可能只是重置一些渲染状态。 注意:不要手动调用该函数,除非你理解整个流程。

    Parameters

    • render: Batcher2D

    Returns void

requestRenderData

  • requestRenderData(): RenderData

reset

  • reset(): void

Optional resetInEditor

  • resetInEditor(): void

schedule

  • schedule(callback: any, interval?: number, repeat?: number, delay?: number): void
  • 调度一个自定义的回调任务。
    如果回调任务已调度,那么将不会重复调度它,只会更新时间间隔参数。

    example
    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1);

    Parameters

    • callback: any

      The callback function of the task

    • Default value interval: number = 0

      The time interval between each invocation

    • Default value repeat: number = legacyCC.macro.REPEAT_FOREVER

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

scheduleOnce

  • scheduleOnce(callback: any, delay?: number): void
  • 调度一个只运行一次的回调任务,可以指定 0 让回调函数在下一帧立即执行或者在一定的延时之后执行。

    method

    scheduleOnce

    see

    schedule

    example
    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2);

    Parameters

    • callback: any

      The callback function of the task

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

setMaterial

  • setMaterial(material: Material | null, index: number): void

setMaterialInstance

  • setMaterialInstance(index: number, matInst: Material | null): void

Protected Optional start

  • start(): void
  • 如果该组件第一次启用,则在所有组件的 update 之前调用。通常用于需要在所有组件的 onLoad 初始化完毕后执行的逻辑。
    该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    Returns void

unschedule

  • unschedule(callback_fn: any): void

unscheduleAllCallbacks

  • unscheduleAllCallbacks(): void

Protected Optional update

  • update(dt: number): void
  • 如果该组件启用,则每帧调用 update。
    该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    Parameters

    • dt: number

      the delta time in seconds it took to complete the last frame

    Returns void

updateAssembler

  • updateAssembler(render: Batcher2D): void
  • 渲染数据组装程序,这个方法会在所有子节点数据组装之前更新并组装当前组件的渲染数据到 UI 的顶点数据缓冲区中。 一般在 UI 渲染流程中调用,用于组装所有的渲染数据到顶点数据缓冲区。 注意:不要手动调用该函数,除非你理解整个流程。

    Parameters

    • render: Batcher2D

    Returns void

updateBlendHash

  • updateBlendHash(): void

Protected updateMaterial

  • updateMaterial(): void

Static deferredDestroy

  • _deferredDestroy(): void

Generated using TypeDoc