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ProjectileInst

Gameplay / ProjectileInst

ProjectileInst Class

Dedicated instance object for projectile launcher

Hierarchy

Table of contents

Properties

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Properties

onBeforeDestroyDelegate: MulticastDelegate<() => void> other
Event callback before object destruction
onCustomPropertyChange: Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> other
Monitor custom attribute synchronization events
onDestroyDelegate: MulticastDelegate<() => void> other
Event callback after object destruction
onPropertyChange: Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>>
Monitor system replicated events

Accessors

owner(): Player
Launched Player
velocity(): Vector
Get current speed
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Accessors

actorFlagValue(): number other
Get object tags
actorLevel(): number other
Obtain Actor Level
assetId(): string other
Retrieve the UID of the resource currently being used by the object
gameObjectId(): string other
Get the unique identification of an object (a string that uniquely identifies an object).
isDestroyed(): boolean other
Has the current object been destroyed
isReady(): boolean other
Current object status
localTransform(): Transform other
Local transformation of the current object
name(): string other
Return the current object name
netStatus(): NetStatus other
Get the current object synchronization status
parent(): GameObject other
Retrieve the current parent object
tag(): string other
Get the tag of the current object
worldTransform(): Transform other
Current object world transformation

Methods

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Methods

addComponent<T: extends Script<T>>(constructor: (...args: unknown[]) => T: extends Script<T>, bInReplicates?: boolean): T: extends Script<T> other
Add a script component
asyncGetChildByName(name: string): Promise<GameObject> other
Asynchronous search for sub objects based on their names
asyncReady(): Promise<GameObject> other
Return after the object is ready
clone(gameObjectInfo?: GameObjectInfo): GameObject other
Copy Objects
destroy(): void other
delete object
getBoundingBox(nonColliding?: boolean, includeFromChild?: boolean, outer?: Vector): Vector other
Get the size of the object's bounding box
getBounds(onlyCollidingComponents: boolean, originOuter: Vector, boxExtentOuter: Vector, includeFromChild?: boolean): void other
Obtain object boundaries
getChildByGameObjectId(gameObjectId: string): GameObject other
Search for sub objects based on gameObjectid
getChildByName(name: string): GameObject other
Search for sub objects by name
getChildByPath(path: string): GameObject other
Find sub objects according to path
getChildren(): GameObject[] other
Obtain sub objects
getChildrenBoundingBoxCenter(outer?: Vector): Vector other
Get the center point of all child objects' bounding box (not including the parent object, if the parent object is unavailable, return [0,0,0])
getChildrenByName(name: string): GameObject[] other
Search for all sub objects by name
getComponent<T: extends Script<T>>(constructor?: (...args: unknown[]) => T: extends Script<T>): T: extends Script<T> other
Get the component of the specified type
getComponentPropertys<T: extends Script<T>>(constructor: (...args: unknown[]) => T: extends Script<T>): Map<string, IPropertyOptions> other
Get property of script component
getComponents<T: extends Script<T>>(constructor?: (...args: unknown[]) => T: extends Script<T>): T: extends Script<T>[] other
Get all component of the specified type
getCustomProperties(): string[] other
Get all customize property
getCustomProperty<T: extends CustomPropertyType>(propertyName: string): T: extends CustomPropertyType other
Get customize property
getCustomPropertyChangeDelegate(property): Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> other
Event proxy triggered when a given object property is modified
getPropertyChangeDelegate(property): Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> other
Event proxy triggered when a given object property is modified
getVisibility(): boolean other
Obtain whether the object is displayed
isPrefabActor(): boolean other
Return whether the current object is a prefabricated body
moveBy(velocity: Vector, isLocal?: boolean): void other
Smoothly move an object over time according to a given velocity vector
moveTo(targetPosition: Vector, time: number, isLocal?: boolean, onComplete?: () => void): void other
Smoothly move from the current position to the target position within the specified time
rotateBy(rotation: Quaternion Rotation, multiplier: number, isLocal?: boolean): void other
Rotate the object smoothly over time according to the given rotation amount
rotateTo(targetRotation: Quaternion Rotation, time: number, isLocal?: boolean, onComplete?: () => void): void other
Smoothly changes from the current rotation to the target rotation within the specified time
scaleBy(scale: Vector, isLocal?: boolean): void other
Smoothly scale objects over time using a given scaling vector per second
scaleTo(targetScale: Vector, time: number, isLocal?: boolean, onComplete?: () => void): void other
Smoothly changes from the current scale to the target scale within the specified time
setAbsolute(absolutePosition?: boolean, absoluteRotation?: boolean, absoluteScale?: boolean): void other
Set whether the object localTransform is relative to the parent object or the world
setCustomProperty(propertyName: string, value: undefined CustomPropertyType): void other
Set custom attributes
setVisibility(status: boolean PropertyStatus, propagateToChildren?: boolean): void other
Set whether the object is displayed
stopMove(): void other
Interrupt further movement of moveTo() and moveBy()
stopRotate(): void other
Interrupt further rotation from rotateTo() or rotateBy()
stopScale(): void other
Interrupt further scale from ScaleTo() or ScaleBy()
asyncFindGameObjectById(gameObjectId: string): Promise<GameObject> other
Asynchronous search for GameObject through gameObjectid
asyncGetGameObjectByPath(path: string): Promise<GameObject> other
Asynchronously find objects through path
asyncSpawn<T: extends GameObject<T>>(assetId: string, gameObjectInfo?: GameObjectInfo): Promise<T: extends GameObject<T>> other
Asynchronous construction of an object
bulkPivotTo(gameObjects: GameObject[], transforms: Transform[]): void other
Batch set position
findGameObjectById(gameObjectId: string): GameObject other
Search for objects through gameObjectid
findGameObjectByName(name: string): GameObject other
Search for objects by name
findGameObjectsByName(name: string): GameObject[] other
Search for objects by name
findGameObjectsByTag(tag: string): GameObject[] other
Get objects through customize tag
getGameObjectByPath(path: string): GameObject other
Search for objects through paths
spawn<T: extends GameObject<T>>(assetId: string, gameObjectInfo?: GameObjectInfo): T: extends GameObject<T> other
Construct an object

Properties

Accessors


owner

get owner(): Player

Launched Player

Returns

Player

velocity

get velocity(): Vector

set velocity(newVelocity): void

Get current speed

Example usage: Create a script and place it in the object bar. Copy and save the following code for "Exemplar_SpecificLauncher-ACcceleration" in the script. Run the game, and an object launcher and a rocket for launching will be generated in the scene. Press key "1" to launch the rocket. The setting object code is as follows:

ts
@Component
 export default class Example_ObjectLauncher_Acceleration extends Script {

     protected async onStart(): Promise<void> {

         // The following logic is executed on the server side
         if(SystemUtil.isServer()) {
             // Asynchronously generate a rocket at world coordinates (200, 0, 25)
             let rocket = await GameObject.asyncSpawn("162807") as Model;
             rocket.worldTransform.position = new Vector(2000, 0, 25);

             // Asynchronous generate Object Launcher
             let myLauncher = await GameObject.asyncSpawn("ObjectLauncher") as ObjectLauncher;

             // Set the initial launch speed to 1
             myLauncher.initialSpeed = 1;
             // Set the maximum launch speed to 1000
             myLauncher.maxSpeed = 1000;
             // Set the launch acceleration to 200
             myLauncher.acceleration = 200;
             // Set the collision radius to 25
             myLauncher.capsuleRadius = 25;
             // Set collision half length to 25
             myLauncher.capsuleHalfLength = 25;
             // Activate rebound
             myLauncher.isShouldBounce = true;
             // Set gravity scale to 0
             myLauncher.gravityScale = 0;
             // Set rotation not to follow speed direction
             myLauncher.isRotationFollowsVelocity = false;
             // The exercise time is 10 seconds
             myLauncher.lifeSpan = 10;

             // Add a 'LAUNCH' event listener sent by the client and launch the rocket upwards.
             Event.addClientListener("LAUNCH", () => {
                 let velRocket = myLauncher.spawnProjectileInstanceLaunch(rocket.gameObjectId, rocket.worldTransform.position, new Vector(0, 0, 1));
                 console.log("Rocket velocity is: " + velRocket.velocity);
                 rocket.localTransform.rotation = new Rotation(0, 90, 0);
             });
         }

         // The following logic is executed on the client side
         if(SystemUtil.isClient()) {
             // Add a key method: press key "1" to send a "LAUNCH" event to the server and launch a sphere.
             InputUtil.onKeyDown(Keys.One, () => {
                 Event.dispatchToServer("LAUNCH");
             });
         }
     }
 }
@Component
 export default class Example_ObjectLauncher_Acceleration extends Script {

     protected async onStart(): Promise<void> {

         // The following logic is executed on the server side
         if(SystemUtil.isServer()) {
             // Asynchronously generate a rocket at world coordinates (200, 0, 25)
             let rocket = await GameObject.asyncSpawn("162807") as Model;
             rocket.worldTransform.position = new Vector(2000, 0, 25);

             // Asynchronous generate Object Launcher
             let myLauncher = await GameObject.asyncSpawn("ObjectLauncher") as ObjectLauncher;

             // Set the initial launch speed to 1
             myLauncher.initialSpeed = 1;
             // Set the maximum launch speed to 1000
             myLauncher.maxSpeed = 1000;
             // Set the launch acceleration to 200
             myLauncher.acceleration = 200;
             // Set the collision radius to 25
             myLauncher.capsuleRadius = 25;
             // Set collision half length to 25
             myLauncher.capsuleHalfLength = 25;
             // Activate rebound
             myLauncher.isShouldBounce = true;
             // Set gravity scale to 0
             myLauncher.gravityScale = 0;
             // Set rotation not to follow speed direction
             myLauncher.isRotationFollowsVelocity = false;
             // The exercise time is 10 seconds
             myLauncher.lifeSpan = 10;

             // Add a 'LAUNCH' event listener sent by the client and launch the rocket upwards.
             Event.addClientListener("LAUNCH", () => {
                 let velRocket = myLauncher.spawnProjectileInstanceLaunch(rocket.gameObjectId, rocket.worldTransform.position, new Vector(0, 0, 1));
                 console.log("Rocket velocity is: " + velRocket.velocity);
                 rocket.localTransform.rotation = new Rotation(0, 90, 0);
             });
         }

         // The following logic is executed on the client side
         if(SystemUtil.isClient()) {
             // Add a key method: press key "1" to send a "LAUNCH" event to the server and launch a sphere.
             InputUtil.onKeyDown(Keys.One, () => {
                 Event.dispatchToServer("LAUNCH");
             });
         }
     }
 }

Returns

Vector

Set current speed

Precautions

The rpc will not be automatically sent to the server. If it is call on the client and needs sync, please go to the server to call yourself

Parameters

newVelocityVector

Methods