The AppBase that the instance of this type belongs to.
The Entity that the instance of this type belongs to.
True if the instance of this type is in running state. False when script is not running,
because the Entity or any of its parents are disabled or the ScriptComponent is
disabled or the Script Instance is disabled. When disabled no update methods will be called
on each tick. initialize and postInitialize methods will run once when the script instance
is in enabled state during app tick.
StaticscriptName of a Script Type.
Fire an event, all additional arguments are passed on to the event listener.
Name of event to fire.
Optionalarg1: anyFirst argument that is passed to the event handler.
Optionalarg2: anySecond argument that is passed to the event handler.
Optionalarg3: anyThird argument that is passed to the event handler.
Optionalarg4: anyFourth argument that is passed to the event handler.
Optionalarg5: anyFifth argument that is passed to the event handler.
Optionalarg6: anySixth argument that is passed to the event handler.
Optionalarg7: anySeventh argument that is passed to the event handler.
Optionalarg8: anyEighth argument that is passed to the event handler.
Self for chaining.
Test if there are any handlers bound to an event name.
The name of the event to test.
True if the object has handlers bound to the specified event name.
ProtectedinitDetach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.
Optionalname: stringName of the event to unbind.
Optionalcallback: HandleEventCallbackFunction to be unbound.
Optionalscope: anyScope that was used as the this when the event is fired.
Self for chaining.
const handler = function () {
};
obj.on('test', handler);
obj.off(); // Removes all events
obj.off('test'); // Removes all events called 'test'
obj.off('test', handler); // Removes all handler functions, called 'test'
obj.off('test', handler, this); // Removes all handler functions, called 'test' with scope this
Attach an event handler to an event.
Name of the event to bind the callback to.
Function that is called when event is fired. Note the callback is limited to 8 arguments.
Optionalscope: any = ...Object to use as 'this' when the event is fired, defaults to current this.
Can be used for removing event in the future.
Attach an event handler to an event. This handler will be removed after being fired once.
Name of the event to bind the callback to.
Function that is called when event is fired. Note the callback is limited to 8 arguments.
Optionalscope: any = ...Object to use as 'this' when the event is fired, defaults to current this.
StaticEVENT_Fired when script attributes have changed. This event is available in two forms. They are as follows:
attr - Fired for any attribute change. The handler is passed the name of the attribute
that changed, the value of the attribute before the change and the value of the attribute
after the change.attr:[name] - Fired for a specific attribute change. The handler is passed the value of
the attribute before the change and the value of the attribute after the change.StaticEVENT_Fired when a script instance is destroyed and removed from component.
StaticEVENT_Fired when a script instance becomes disabled.
StaticEVENT_Fired when a script instance becomes enabled.
StaticEVENT_Fired when a script instance had an exception. The script instance will be automatically disabled. The handler is passed an Error object containing the details of the exception and the name of the method that threw the exception.
StaticEVENT_Fired when a script instance changes state to enabled or disabled. The handler is passed a boolean parameter that states whether the script instance is now enabled or disabled.
The
Scriptclass is the fundamental base class for all scripts within PlayCanvas. It provides the minimal interface required for a script to be compatible with both the Engine and the Editor.At its core, a script is simply a collection of methods that are called at various points in the Engine's lifecycle. These methods are:
Script#initialize - Called once when the script is initialized Script#postInitialize - Called once after all scripts have been initialized Script#update - Called every frame, if the script is enabled Script#postUpdate - Called every frame, after all scripts have been updated Script#swap - Called when a script is redefined
These methods are entirely optional, but provide a useful way to manage the lifecycle of a script and perform any necessary setup and cleanup.
Below is a simple example of a script that rotates an entity every frame.
Example
When this script is attached to an entity, the update will be called every frame, slowly rotating the entity around the Y-axis.
For more information on how to create scripts, see the Scripting Overview.