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

setRenderComponent

GameEntity 类的方法。用于设置实体的渲染组件。

语法

entity.setRenderComponent(component);

参数

  • component:渲染组件。可以是任何符合要求的组件对象。

描述

setRenderComponent 方法用于将给定的渲染组件绑定到游戏实体上,从而让实体拥有具有渲染功能的表现。

在调用该方法后,实体将会解除之前绑定的渲染组件,并绑定新的组件。

示例

var myEntity = new GameEntity();

// 创建渲染组件
var renderComponent = new RenderComponent();

// 将渲染组件绑定到实体上
myEntity.setRenderComponent(renderComponent);

注意事项

  • component 参数必须是符合约定的渲染组件对象,否则会导致渲染异常。
  • 在实体的生命周期内,可以多次调用本方法以更新渲染组件,但不要频繁清空重置。最好在组件需要更换时进行调用。