Decoration
Displays a 3D model and optionally plays
back an animation on it.
Fields
Flags | Int32
Bitmask, see flags section.
Model | Name
Name of both the 3D model and the
collision model.
Animation | Name
Name of the animation that the model will play. If set to none ,
no animation will be played and the
AnimationComponent won't even be
created.
Flags
1 | FLAG_LOCKED
The decoration is locked and prevented from activating.
Messages
Select | SELECT
If the decoration isn't locked, it will emit a
Selected event.
Activate Once | ACTIVATE_ONCE
If the decoration isn't locked, it will fire the
Activate and the
Use signals.
Lock | LOCK
Locks the decoration.
Unlock | UNLOCK
Unlocks the decoration.
Toggle | TOGGLE
If an animation is set and is being played, it will be stopped. If it is
stopped, it will be restarted.
Kill | KILL
Yeets the entity.
Start | START
If an animation is set, it will be played back.
Stop | STOP
If an animation is being played back, it will be stopped.
Set Animation | SET_ANIMATION
Switches which animation the component will play back. The data pointer of
the message needs to be set to a Value
which contains the name of the animation
to which the switch is happening.
Signals
Activate | ACTIVATE
Fired when the entity is activated and isn't locked.
Use | USE
Fired when the entity is activated and isn't locked.
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