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@needle-tools/engine

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Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development with great integrations into editors like Unity or Blender - and can be deployed onto any device! It is flexible, extensible and networking and XR are built-in.

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var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; import { serializable } from "../engine/engine_serialization.js"; import { Behaviour } from "./Component.js"; import { EventList } from "./EventList.js"; import { EventType } from "./EventType.js"; class TriggerEvent { eventID; callback = new EventList(); } __decorate([ serializable() ], TriggerEvent.prototype, "eventID", void 0); __decorate([ serializable(EventList) ], TriggerEvent.prototype, "callback", void 0); /** * The EventTrigger component is used to trigger events when certain pointer events occur on the GameObject. * It implements the {@link IPointerEventHandler} interface and can be used to expose events to the user in the editor without writing code. * @category Interactivity * @group Components */ export class EventTrigger extends Behaviour { /** A list of events that should be triggered when a pointer event occurs on the GameObject. */ triggers = []; /** @internal */ invoke(type) { if (!this.triggers) return; for (const trigger of this.triggers) { if (trigger.eventID === type) { trigger.callback?.invoke(); } } } hasTrigger(type) { return this.triggers?.some(t => t.eventID === type) ?? false; } shouldChangeCursor() { return this.hasTrigger(EventType.PointerClick) || this.hasTrigger(EventType.PointerDown) || this.hasTrigger(EventType.PointerUp); } /** @internal */ onPointerClick(_) { this.invoke(EventType.PointerClick); } /** @internal */ onPointerEnter(_) { if (this.shouldChangeCursor()) { this.context.input.setCursor("pointer"); } this.invoke(EventType.PointerEnter); } /** @internal */ onPointerExit(_) { if (this.shouldChangeCursor()) { this.context.input.unsetCursor("pointer"); } this.invoke(EventType.PointerExit); } /** @internal */ onPointerDown(_) { this.invoke(EventType.PointerDown); } /** @internal */ onPointerUp(_) { this.invoke(EventType.PointerUp); } } __decorate([ serializable(TriggerEvent) ], EventTrigger.prototype, "triggers", void 0); //# sourceMappingURL=EventTrigger.js.map