AABB
AlignmentBehavior
ArriveBehavior
AStar
BFS
BoundingSphere
BVH
BVHNode
Cell
CellSpacePartitioning
CohesionBehavior
CompositeGoal
ConvexHull
Corridor
CostTable
DFS
Dijkstra
Edge
EntityManager
EvadeBehavior
EventDispatcher
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FuzzyAND
FuzzyCompositeTerm
FuzzyFAIRLY
FuzzyModule
FuzzyOR
FuzzyRule
FuzzySet
FuzzyTerm
FuzzyVariable
FuzzyVERY
GameEntity
Goal
GoalEvaluator
Graph
GraphUtils
HalfEdge
HeuristicPolicyDijkstra
HeuristicPolicyEuclid
HeuristicPolicyEuclidSquared
HeuristicPolicyManhattan
InterposeBehavior
LeftSCurveFuzzySet
LeftShoulderFuzzySet
LineSegment
Logger
MathUtils
Matrix3
Matrix4
MemoryRecord
MemorySystem
MeshGeometry
MessageDispatcher
MovingEntity
NavEdge
NavMesh
NavMeshLoader
NavNode
Node
NormalDistFuzzySet
OBB
ObstacleAvoidanceBehavior
OffsetPursuitBehavior
OnPathBehavior
Path
Plane
Polygon
Polyhedron
PriorityQueue
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Quaternion
Ray
RectangleTriggerRegion
Regular
RightSCurveFuzzySet
RightShoulderFuzzySet
SAT
SeekBehavior
SeparationBehavior
SingletonFuzzySet
Smoother
SphericalTriggerRegion
State
StateMachine
SteeringBehavior
SteeringManager
Task
TaskQueue
Telegram
Think
Time
TriangularFuzzySet
Trigger
TriggerRegion
Vector3
Vehicle
Version
WanderBehavior

canActivateTrigger

描述

该方法检测实体是否能够触发指定触发器。实体需要同时满足以下条件:

  1. 实体当前状态必须是活动状态。
  2. 实体的位置必须与触发器的位置相同。
  3. 触发器必须是可见的。

如果实体满足以上所有条件,则返回true,否则返回false

语法

entity.canActivateTrigger(trigger);

参数

trigger:触发器对象。

示例

// 定义一个简单的触发器
const trigger = {
  x: 10,
  y: 10,
  visible: true
};

// 定义一个实体
const entity = new GameEntity({
  x: 10,
  y: 10,
  active: true
});

// 检测实体是否能够触发该触发器
const canTrigger = entity.canActivateTrigger(trigger); // true

// 修改触发器的可见属性
trigger.visible = false;

// 再次检测实体是否能够触发该触发器
const canTrigger2 = entity.canActivateTrigger(trigger); // false

返回值

如果实体能够触发指定的触发器,则返回true,否则返回false

异常

无。