public abstract class Sandbox.TransformProxyComponent : Sandbox.Component
Help to implement a component that completely overrides the transform. This is useful for scenarios where you will want to keep the local transform of a GameObject, but want to offset based on that for some reason. Having multiple of these on one GameObject is not supported, and will result in weirdness.
Constructors
Showing 1 constructors
protected TransformProxyComponent()
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Methods
Showing 7 methods
public virtual Transform GetLocalTransform()
Override to provide the local transform
Implementations
public virtual Transform GetWorldTransform()
Override to provide the world transform. The default implementation will calculate it using GetLocalTransform() based on the parent.
public void MarkTransformChanged()
Tell our other components, and our children that our transform has changed. This will update things like Renderers to update their render positions.
protected virtual void OnDisabled()
protected virtual void OnEnabled()
Implementations
public virtual void SetLocalTransform(Transform& modreq(System.Runtime.InteropServices.InAttribute) value)
public virtual void SetWorldTransform(Transform value)
Called when the world transform is being set
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Metadata
| Field | Value |
|---|---|
| Namespace | Sandbox |
| Type | class |
| Assembly | Sandbox.Engine |
| Doc ID | T:Sandbox.TransformProxyComponent |