ScriptComponent class
Signature:
export declare class ScriptComponent extends ScriptHost
Extends: ScriptHost
Properties
Property |
Modifiers |
Type |
Description |
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never | |||
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never |
Methods
Method |
Modifiers |
Description |
---|---|---|
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Creates a new instance of the script component | |
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Handles the collision enter event for the host component | ||
Handles the collision exit event for the host component | ||
Handles the collision stay event for the host component | ||
Handles the sensor enter event for the host component | ||
Handles the sensor exit event for the host component | ||
Handles the sensor stay event for the host component | ||
Invoked when the game is about to be destroyed. Use this for final cleanup, like releasing resources or unsubscribing from events | ||
Returns the meshes that can be selected in the editor | ||
Invoked when the user clicks on a mesh in the editor | ||
Invoked when the user hovers over a mesh in the editor | ||
Invoked when the user hovers out of a mesh in the editor | ||
Invoked whenever the game has ended. | ||
Invoked at regular intervals when the game is running. Use this when writing custom controls, or other physics sensitive calculations. | ||
Invoked each frame even if the game isnt running | ||
Invoked when the host component is asked for its collision mesh (if any) | ||
Invoked when the game is paused by the user. | ||
Invoked only **one time** when all assets are loaded and the game is ready to start. | ||
Invoked when the host component is asked for its collision mesh (if any) | ||
Invoked when the host component is initialized | ||
Invoked when the host component is updated | ||
Invoked when the game is resumed by the user. | ||
Invoked whenever the game is started or restarted by the user. | ||
Invoked each frame when the game is running. |