AABB
AlignmentBehavior
ArriveBehavior
AStar
BFS
BoundingSphere
BVH
BVHNode
Cell
CellSpacePartitioning
CohesionBehavior
CompositeGoal
ConvexHull
Corridor
CostTable
DFS
Dijkstra
Edge
EntityManager
EvadeBehavior
EventDispatcher
Behavior
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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
PursuitBehavior
Quaternion
Ray
RectangleTriggerRegion
Regular
RightSCurveFuzzySet
RightShoulderFuzzySet
SAT
SeekBehavior
SeparationBehavior
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Smoother
SphericalTriggerRegion
State
StateMachine
SteeringBehavior
SteeringManager
Task
TaskQueue
Telegram
Think
Time
TriangularFuzzySet
Trigger
TriggerRegion
Vector3
Vehicle
Version
WanderBehavior

parent

介绍

parent 是 Yuka 中 GameEntity 类的一个属性,代表当前实体对象的父级实体。

语法

entity.parent = parentEntity;

参数

  • parentEntity :要设置为当前实体的父级实体对象。如果该参数为 null,则当前实体将成为根实体。

示例

const entity1 = new GameEntity();
const entity2 = new GameEntity();

entity2.setParent(entity1);
console.log(entity2.parent); // entity1

entity2.setParent(null);
console.log(entity2.parent); // null

注解

  • 如果当前实体没有父级实体,则其 parent 属性的值为 null
  • 如果要将当前实体添加为其父级实体的子节点,请使用 setParent 方法。否则,将不会更新 parent 属性。