AR_Engine_SDK
|
Variables | |
XEPrefabInstance = {} | |
function XEPrefabInstance AcceptRootActor | ( | pActor | ) |
function XEPrefabInstance AddActor | ( | pActor | ) |
function XEPrefabInstance AddActorToDynamicActorList | ( | pActor | ) |
function XEPrefabInstance Apply | ( | ) |
把已经设置的数据应用到当前实例
function XEPrefabInstance ClearDynamicAddActorList | ( | ) |
清空非Prefab反序列化的Actor列表
function XEPrefabInstance CreateActor | ( | szActorType | , |
szActorName | , | ||
szActorIdString | , | ||
bCreateAnyway | |||
) |
创建指定类型的XEActor,并添加进当前所有关卡中
szActorType | string Actor类型名称 |
szActorName | string Actor名称 |
szActorIdString | string Actor唯一id |
bCreateAnyway | boolean 指定当世界中已经存在名称为strActorName或者IdString已经存在的Actor时,返回NULL(=false)还是以新的可用名字/id创建。 |
function XEPrefabInstance CreateActorFromAsset | ( | ) |
创建并反序列化Prefab资产中的Actor
function XEPrefabInstance GetAttachComponent | ( | ) |
XEPrefabInstance_GetAttachComponent00
function XEPrefabInstance GetDynamicAddActorList | ( | ) |
获取非Prefab反序列化的Actor列表
function XEPrefabInstance GetNodeManager | ( | ) |
获取节点管理器
function XEPrefabInstance GetOwner | ( | ) |
获取所属世界
function XEPrefabInstance GetPrefabTemplate | ( | ) |
获取模板指针
function XEPrefabInstance GetRootActor | ( | ) |
function XEPrefabInstance MoveActorsToOtherContainer | ( | pOtherContanier | ) |
function XEPrefabInstance new | ( | pNodeTl | ) |
function XEPrefabInstance Release | ( | ) |
释放资源
function XEPrefabInstance ReleaseAllActors | ( | ) |
释放所有Actor
function XEPrefabInstance Render | ( | pViewport | ) |
function XEPrefabInstance SetAttachComponent | ( | pComponnet | ) |
function XEPrefabInstance SetDeleted | ( | bDelete | ) |
设置删除状态
bDelete | boolean 是否删除 |
function XEPrefabInstance SetHidden | ( | bHide | ) |
设置隐藏状态
bHide | boolean 是否隐藏 |
function XEPrefabInstance SetHiddenInGame | ( | bHide | ) |
设置当前Actor是否在世界运行态时隐藏
bHide | boolean |
function XEPrefabInstance Tick | ( | fInterval | ) |
对内部所有Actor执行Tick
fInterval | number |
XEPrefabInstance = {} |