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Class: Entity<T>

Type parameters​

NameType
Tany

Hierarchy​

  • Group

    ↳ Entity

Constructors​

constructor​

• new Entity<T>(id): Entity<T>

Type parameters​

NameType
Tany

Parameters​

NameType
idstring

Returns​

Entity<T>

Overrides​

Group.constructor

Properties​

entId​

• entId: string


entType​

• entType: string = ""


metadata​

• metadata: T = null


onCreate​

• onCreate: (data: T) => void

Type declaration​

▸ (data): void

Parameters​
NameType
dataT
Returns​

void


onDelete​

• onDelete: (data: T) => void

Type declaration​

▸ (data): void

Parameters​
NameType
dataT
Returns​

void


onUpdate​

• onUpdate: (data: T) => void

Type declaration​

▸ (data): void

Parameters​
NameType
dataT
Returns​

void


setHidden​

• Optional setHidden: (hidden: boolean) => void

Type declaration​

▸ (hidden): void

Parameters​
NameType
hiddenboolean
Returns​

void


snapToTarget​

• Optional snapToTarget: () => void

Type declaration​

▸ (): void

Returns​

void


update​

• Optional update: () => void

Type declaration​

▸ (): void

Returns​

void


updateFrozen​

• Optional updateFrozen: () => void

Called each frame in place of update while the server holds the entity frozen. The pose holds, but state that belongs to the world rather than the pose — the voxel light an instance is shaded with — should keep tracking it, or a creature frozen at dusk stays lit as it was when it froze (or as the pool's default, if it streamed in frozen).

Type declaration​

▸ (): void

Returns​

void