CameraPushCommand
Extends: ESCCameraBaseCommand < ESCBaseCommand < Resource
Description
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
this target.
Make sure the target is reachable if camera limits have been configured.
Parameters
target: Global ID of the
ESCItem
to push the camera to.ESCItem
s have a “camera_node” property that can be set to point to a node (usually anESCLocation
node). If the “camera_node” property is empty,camera_push
will point the camera at theESCItem
s location. If however, theESCItem
has its “camera_node” property set, the command will instead point the camera at the node referenced by theESCItem
s “camera_node” property.time: Number of seconds the transition should take (default:
1
)type: Transition type to use (default:
QUAD
)
Supported transitions include the names of the values used in the “TransitionType” enum of the “Tween” type (without the “TRANS_” prefix):
See https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations
For more details see: https://docs.escoria-framework.org/camera
@ESC
Constants Descriptions
SUPPORTED_TRANSITIONS
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
Method Descriptions
configure
func configure() -> ESCCommandArgumentDescriptor
Return the descriptor of the arguments of this command
validate
func validate(arguments: Array)
Validate whether the given arguments match the command descriptor
run
func run(command_params: Array) -> int
Run the command
interrupt
func interrupt()
Function called when the command is interrupted.