InxComponent

类位于 Infernux.components

描述

用户脚本组件的基类,类似于 Unity 的 MonoBehaviour。

description

构造函数

签名 描述
InxComponent.__init__() → None

constructors

属性

名称 类型 描述
game_object GameObject 此组件附加到的 GameObject。 (只读)
transform Transform 附加到此 GameObject 的 Transform。 (只读)
is_valid bool Whether the underlying GameObject reference is still alive. (只读)
enabled bool 此组件是否已启用。
type_name str Class name of this component. (只读)
execution_order int Execution order (lower value runs earlier).
component_id int Unique auto-incremented ID for this component instance. (只读)
tag str Tag of the attached GameObject.
game_object_layer int Layer index (0–31) of the attached GameObject.

properties

公共方法

方法 描述
destroy() → None 销毁此组件或指定的 GameObject。
on_collision_enter(collision: Any) → None Called when this collider starts touching another collider.
on_collision_stay(collision: Any) → None Called every fixed-update while two colliders remain in contact.
on_collision_exit(collision: Any) → None Called when two colliders stop touching.
on_trigger_enter(other: Any) → None Called when another collider enters this trigger volume.
on_trigger_stay(other: Any) → None Called every fixed-update while another collider is inside this trigger.
on_trigger_exit(other: Any) → None Called when another collider exits this trigger volume.
start_coroutine(generator: Any) → Coroutine 启动一个协程。
stop_coroutine(coroutine: Coroutine) → None 停止一个协程。
stop_all_coroutines() → None 停止所有协程。
compare_tag(tag: str) → bool Returns True if the attached GameObject's tag matches.

public_methods

生命周期方法

方法 描述
awake() → None 组件创建时调用一次。
start() → None 首次 Update 之前调用一次。
update(delta_time: float) → None 每帧调用一次。
fixed_update(fixed_delta_time: float) → None 以固定时间间隔调用。
late_update(delta_time: float) → None 在所有 Update 调用之后每帧调用。
on_destroy() → None 组件即将被销毁时调用。
on_enable() → None 组件启用时调用。
on_disable() → None 组件禁用时调用。
on_validate() → None 编辑器中属性变更时调用。
reset() → None Called when the component is reset to defaults (editor only).
on_after_deserialize() → None Called after deserialization (scene load / undo).
on_before_serialize() → None Called before serialization (scene save).
on_draw_gizmos() → None 每帧绘制 Gizmos 时调用。
on_draw_gizmos_selected() → None 选中时绘制 Gizmos。

lifecycle_methods

运算符

方法 返回值
__repr__() → str str

operators

示例

example

# TODO: Add example for InxComponent

另请参阅

see_also