Yuka中的GameEntity
类代表一个拥有组件或子对象的游戏实体。该类可以包含一组子GameEntity
对象,这些子对象可以通过children
属性进行访问。
使用该属性可以访问GameEntity
的所有子对象。例如:
const entity = new GameEntity();
console.log(entity.children); // 输出:[]
该属性代表GameEntity
子对象的数量,可以通过该属性进行查询。例如:
const entity = new GameEntity();
console.log(entity.childCount); // 输出:0
GameEntity
作为该实体的子对象添加到children
数组中。GameEntity
实例。例如:
const parent = new GameEntity();
const child = new GameEntity();
parent.addChild(child);
console.log(parent.children); // 输出:[GameEntity]
children
数组中删除给定的子GameEntity
,并返回布尔值指示操作是否成功。GameEntity
。例如:
const parent = new GameEntity();
const child = new GameEntity();
parent.addChild(child);
console.log(parent.removeChild(child)); // 输出:true
console.log(parent.children); // 输出:[]
GameEntity
,并返回它的值。children
数组中的索引。GameEntity
。例如:
const parent = new GameEntity();
for (let i = 0; i < 3; i++) {
const child = new GameEntity();
parent.addChild(child);
}
console.log(parent.getChildAt(1)); // 输出:GameEntity
children
数组中找到name
属性与指定值相匹配的第一个子GameEntity
并返回它的值。name
属性值。GameEntity
。例如:
const parent = new GameEntity();
for (let i = 0; i < 3; i++) {
const child = new GameEntity();
child.name = `child${i}`;
parent.addChild(child);
}
console.log(parent.getChildByName('child1')); // 输出:GameEntity
创建一个GameEntity
对象并将两个子对象添加到其中:
const parent = new GameEntity();
const child1 = new GameEntity();
const child2 = new GameEntity();
parent.addChild(child1);
parent.addChild(child2);
console.log(parent.children); // 输出:[GameEntity, GameEntity]
从GameEntity
的子对象中获取特定的子对象:
const parent = new GameEntity();
for (let i = 0; i < 3; i++) {
const child = new GameEntity();
child.name = `child${i}`;
parent.addChild(child);
}
console.log(parent.getChildByName('child1')); // 输出:GameEntity
从GameEntity
中删除特定的子对象:
const parent = new GameEntity();
const child = new GameEntity();
parent.addChild(child);
console.log(parent.children); // 输出:[GameEntity]
parent.removeChild(child);
console.log(parent.children); // 输出:[]