Doc:2.6/Manual/Game Engine/Logic/Actuators

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Actuators perform actions, such as move, create objects, play a sound. The actuators initiate their functions when they get a positive pulse from one (or more) of their controllers.

The logic blocks for all types of actuator may be constructed and changed using the Logic Editor; details of this process are given in the Actuator Editing page.

The following types of actuator are currently available:

Action Handles armature actions. This is only visible if an armature is selected.
Camera Has options to follow objects smoothly, primarily for camera objects, but any object can use this.
Constraint Constraints are used to limit object’s locations, distance, or rotation. These are useful for controlling the physics of the object in game.
Edit Object Edits the object’s mesh, adds objects, or destroys them. It can also change the mesh of an object (and soon also recreate the collision mesh).
Filter 2D Filters for special effects like sepia colours or blur.
Game Handles the entire game and can do things as restart, quit, load, and save.
Message Sends messages, which can be received by other objects to activate them.
Motion Sets object into motion and/or rotation. There are different options, from “teleporting” to physically push rotate objects.
Parent Can set a parent to the object, or unparent it.
Property Manipulates the object’s properties, like assigning, adding, or copying.
Random Creates random values which can be stored in properties.
Scene Manage the scenes in your .blend file. These can be used as levels or for UI and background.
Sound Used to play sounds in the game.
State Changes states of the object.
Steering Provides pathfinding options for the object.
Visibility Changes visibility of the object.