CheckpointComponent class
Marks an entity as a checkpoint / respawn point.
Attach this to a trigger-zone entity. The CheckpointSystem scans all
player entities (tagged with the playerTag) and activates the nearest
checkpoint the player overlaps.
Usage:
world.createEntity([
TransformComponent(position: Vector3.fromXY(400, 300)),
CheckpointComponent(respawnPosition: Vector3.fromXY(400, 260)),
]);
Constructors
- CheckpointComponent({required Vector3 respawnPosition, double radius = 48.0, bool isActivated = false})
- Create a checkpoint component.
Properties
- componentType → Type
-
Type identifier for this component
no setterinherited
- hashCode → int
-
The hash code for this object.
no setterinherited
- isActivated ↔ bool
-
Whether this checkpoint has already been activated.
getter/setter pair
- radius ↔ double
-
Activation radius in world units.
getter/setter pair
- respawnPosition ↔ Vector3
-
World-space position the player is moved to on respawn.
getter/setter pair
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
onAttach(
EntityId entityId) → void -
Called when this component is added to an entity.
inherited
-
onDetach(
EntityId entityId) → void -
Called when this component is removed from an entity.
inherited
-
toString(
) → String -
A string representation of this object.
override
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited