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import { Node } from "@babylonjs/core/node";
/**
* This represents a script that is attached to a node in the editor.
* Available nodes are:
* - Meshes
* - Lights
* - Cameas
* - Transform nodes
*
* You can extend the desired class according to the node type.
* Example:
* export default class MyMesh extends Mesh {
* public onUpdate(): void {
* this.rotation.y += 0.04;
* }
* }
* The function "onInitialize" is called immediately after the constructor is called.
* The functions "onStart" and "onUpdate" are called automatically.
*/
export default class MyScript extends Node {
/**
* Override constructor.
* @warn do not fill.
*/
// @ts-ignore ignoring the super call as we don't want to re-init
protected constructor() { }
/**
* Called on the node is being initialized.
* This function is called immediatly after the constructor has been called.
*/
public onInitialize(): void {
// ...
}
/**
* Called on the scene starts.
*/
public onStart(): void {
// ...
}
/**
* Called each frame.
*/
public onUpdate(): void {
// ...
}
/**
* Called on the object has been disposed.
* Object can be disposed manually or when the editor stops running the scene.
*/
public onStop(): void {
// ...
}
/**
* Called on a message has been received and sent from a graph.
* @param message defines the name of the message sent from the graph.
* @param data defines the data sent in the message.
* @param sender defines the reference to the graph class that sent the message.
*/
public onMessage(name: string, data: any, sender: any): void {
switch (name) {
case "myMessage":
// Do something...
break;
}
}
}
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