AABB
AlignmentBehavior
ArriveBehavior
AStar
BFS
BoundingSphere
BVH
BVHNode
Cell
CellSpacePartitioning
CohesionBehavior
CompositeGoal
ConvexHull
Corridor
CostTable
DFS
Dijkstra
Edge
EntityManager
EvadeBehavior
EventDispatcher
Behavior
FollowPathBehavior
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
PursuitBehavior
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

processTrigger

介绍

EntityManager中的processTrigger方法用于处理触发器的执行。

语法

EntityManager.processTrigger(triggerName, entity, oldEntity)

参数

  • triggerName:String类型,必填,表示触发器的名称。
  • entity:Object类型,必填,表示实体对象。
  • oldEntity:Object类型,可选,表示旧实体对象。

返回值

无返回值。

示例

var entity = { id: 1, name: 'apple', price: 1.99 };
var oldEntity = { id: 1, name: 'orange', price: 2.99 };

EntityManager.processTrigger('beforeUpdate', entity, oldEntity);

备注

  • 该方法会根据给定的triggerName来依次执行对应实体的触发器。
  • 执行顺序为:beforeInsert -> beforeUpdate -> beforeDelete -> afterInsert -> afterUpdate -> afterDelete
  • oldEntity参数仅在执行beforeUpdateafterUpdate时有值。
  • 执行过程中,若有某个触发器返回false,则会直接退出执行并返回false。