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Class Gizmo Abstract

Abstract Gizmo class

Hierarchy

Index

Constructors

Properties

__isVisible: boolean = false

the target entity which this gizmo belong to

The top entity of this gizmo group. A programmer who implements a gizmo class has to make this entity a child of the target entity's scene graph component that the gizmo will belong to manually.

isSetup: boolean
InvalidObjectUID: -1 = -1
currentMaxObjectCount: number = 0

Accessors

  • get isVisible(): boolean
  • set isVisible(flg: boolean): void
  • get objectUID(): number
  • get uniqueName(): string

Methods

  • __setVisible(flg: boolean): void
  • __toSkipSetup(): boolean
  • _setup(): void
  • _update(): void
  • getTag(tagName: string): Tag
  • getTagValue(tagName: string): any
  • hasTag(tagName: string): boolean
  • matchTag(tagName: string, tagValue: string): boolean
  • matchTags(tags: RnTags): boolean
  • matchTagsAsFreeStrings(stringArray: string[]): boolean
  • removeTag(tagName: string): void
  • setGizmoTag(): void
  • tryToSetTag(tag: Tag): boolean
  • tryToSetUniqueName(name: string, toAddNameIfConflict: boolean): boolean
  • Try to set a unique name of the entity.

    Parameters

    • name: string
    • toAddNameIfConflict: boolean

      If true, force to add name string to the current unique name string. If false, give up to change name.

    Returns boolean

  • validateTagString(val: string): boolean
  • _reset(): void
  • getRnObject(objectUid: number): RnObject
  • getRnObjectByName(uniqueName: string): undefined | RnObject
  • searchByTag(tag: string, value: string): undefined | RnObject

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