CameraPushCommand

Extends: ESCBaseCommand < Node

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. ESCItems have a “camera_node” property that can be set to point to a node (usually an ESCLocation node). If the “camera_node” property is empty, camera_push will point the camera at the ESCItems location. If however, the ESCItem has 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: 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.