Extends: ESCBaseCommand < Node
camera_push target [time] [type]
Pushes (moves) the camera so it points at a specific
target. If the camera
was following a target (like the player) previously, it will no longer follow
Make sure the target is reachable if camera limits have been configured.
target: Global ID of the
ESCItemto push the camera to.
ESCItems have a “camera_node” property that can be set to point to a node (usually an
ESCLocationnode). If the “camera_node” property is empty,
camera_pushwill point the camera at the
ESCItems location. If however, the
ESCItemhas its “camera_node” property set, the command will instead point the camera at the node referenced by the
ESCItems “camera_node” property.
time: Number of seconds the transition should take (default:
type: Transition type to use (default:
Supported transitions include the names of the values used in the “TransitionType” enum of the “Tween” type (without the “TRANS_” prefix):
For more details see: https://docs.escoria-framework.org/camera
const SUPPORTED_TRANSITIONS: Array = ["LINEAR","SINE","QUINT","QUART","QUAD","EXPO","ELASTIC","CUBIC","CIRC","BOUNCE","BACK"]
The list of supported transitions as per the link mentioned above
func configure() -> ESCCommandArgumentDescriptor
Return the descriptor of the arguments of this command
func validate(arguments: Array)
Validate whether the given arguments match the command descriptor
func run(command_params: Array) -> int
Run the command
Function called when the command is interrupted.