by user 151660356224286721
@Needle Engine Assistant import { Behaviour, serializable, EventList, GameObject, SyncedRoom, findObjectsOfType } from “@needle-tools/engine”;
import { Object3D } from “three”;
enum Piecetype{
Default,
Pawn,
Knight,
Bishop,
Rook,
Queen,
King
}
abstract class Piece extends Behaviour
{
@serializable(Object3D)
public transform! : Object3D;
@serializable(Piecetype)
public type : Piecetype= Piecetype.Default;
}
why can’t i define enum Piecetype as a Variable?
by user 151660356224286721
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Here is what I found for you Discord
The code you provided demonstrates an attempt to use an enum, Piecetype
, within the @serializable
decorator for defining the type of a serializable field in a class that extends Behaviour
. The @serializable
decorator provided by Needle Engine is used to mark fields that should be serialized when a scene is saved or loaded, and it expects a type reference that it can utilize during the serialization process.
In your current implementation, the @serializable
decorator is being used incorrectly with Piecetype
. The decorator does not support enums because enums are not instances but rather a set of named constants. Instead, serialization typically works with instances of classes or primitive types.
If you intend to serialize an enum value, you likely need to store it as a primitive type, such as a number, that represents the selected enum case. Then you could use the enum for logic within your code, but only serialize the primitive type representation of it.
Here’s a modified version of your Piece
class that correctly serializes the enum value as a number:
import { Behaviour, serializable, GameObject } from "@needle-tools/engine";
import { Object3D } from "three";
enum Piecetype {
Default,
Pawn,
Knight,
Bishop,
Rook,
Queen,
King
}
abstract class Piece extends Behaviour {
@serializable(Object3D)
public transform!: Object3D;
@serializable() // serialize as a number
public type: Piecetype = Piecetype.Default;
}
In this code, the type
field is annotated with @serializable()
without specifying a particular class or type, allowing it to default to the primitive type (in the case of enums, the underlying type is usually number
). When deserializing, you would have to cast the primitive value back to the enum type in your code logic.
4 messages left GPT 4
thread_sFmb1lOQAKIF8h86hbdwOgRj
Thanks for your feedback!
@Needle Engine Assistant how do I write transform.position = some Vector in typescript?
by user 151660356224286721
Here is what I found for you Discord
In Needle Engine with Three.js, the Object3D
class (which corresponds to the transform
property in Unity) has position
, rotation
, and scale
properties that are instances of Vector3
. When you want to set the position of an Object3D
to a specific vector, you can’t directly assign a new Vector3
instance to the position
property since it’s a reference to the underlying vector in the object’s transformation matrix. Instead, you should change its values using the set
method or by individually setting the x
, y
, and z
properties.
Here’s the correct way to set the position in Needle Engine with TypeScript:
import { Vector3 } from "three";
// Assuming you have a reference to an Object3D instance in `transform`
transform.position.set(someVector.x, someVector.y, someVector.z);
// Or equivalently
transform.position.x = someVector.x;
transform.position.y = someVector.y;
transform.position.z = someVector.z;
Make sure that someVector
is an instance of Vector3
and that transform
is a property or variable referencing a valid Object3D
.
4 messages left GPT 4
thread_sFmb1lOQAKIF8h86hbdwOgRj
Thanks for your feedback!
@Needle Engine Assistant
export class MovementManager extends Behaviour
{
@serializable(Behaviour)
public boardAreaList?: BoardArea;
@serializable(Behaviour)
public BoardArea2x2Matrix? : BoardArea | undefined;
@serializable(Object3D)
public boardPrefab ?: Object3D;
InitBoardArea()
{
this.boardPrefab?.children.forEach(child => {
child.children.forEach(boardArea => {
this.boardAreaList?.push(boardArea.gameObject.getComponent(BoardArea));
});
});
}
}
Property ‘gameObject’ does not exist on type ‘Object3D’.
by user 151660356224286721
Here is what I found for you Discord
To access the gameObject
property from an Object3D
instance in Needle Engine, you need to cast the Object3D
to a GameObject
class. Modify the InitBoardArea
method to cast the child
object to GameObject
before calling getComponent
.
import { Behaviour, GameObject, Object3D, serializable } from "@needle-tools/engine";
// ... Additional imports like BoardArea if it's a specific component...
export class MovementManager extends Behaviour {
@serializable(Behaviour)
public boardAreaList?: BoardArea[];
@serializable(Behaviour)
public BoardArea2x2Matrix?: BoardArea[][];
@serializable(Object3D)
public boardPrefab?: Object3D;
InitBoardArea() {
this.boardPrefab?.children.forEach(child => {
child.children.forEach(boardArea => {
const gameObject = boardArea as unknown as GameObject;
const boardAreaComponent = gameObject.getComponent(BoardArea);
if (boardAreaComponent) {
this.boardAreaList?.push(boardAreaComponent);
}
});
});
}
}
Make sure BoardArea
is correctly imported and is a component that extends Behaviour
, which can be used within getComponent
. Adjust BoardArea2x2Matrix
to have a consistent naming convention (typically camelCase for instance properties).
4 messages left GPT 4
thread_bQ3fzLLgKb9EY2teLyXwmrHZ
Thanks for your feedback!
@Needle Engine Assistant
export class MovementManager extends Behaviour
{
@serializable(Behaviour)
public boardAreaList?: BoardArea;
@serializable(Behaviour)
public BoardArea2x2Matrix? : BoardArea | undefined;
@serializable(Object3D)
public boardPrefab ?: Object3D;
InitBoardArea() {
this.boardPrefab?.children.forEach(child => {
child.children.forEach(boardArea => {
const gameObject = boardArea as unknown as GameObject;
const boardAreaComponent = gameObject.getComponent(BoardArea);
if (boardAreaComponent) {
console.log(“boardAreaComponent exisits!”);
this.boardAreaList?.push(boardAreaComponent);
}
else
{
console.log(“boardAreaComponent not exisits!”)
}
});
});
}
is there a betterway to know which type I have to use for boardArea in
const gameObject = boardArea as unknown as GameObject;
const boardAreaComponent = gameObject.getComponent(BoardArea);
?
from my assumption, boardArea should be a transform, in Unity normally I can directly getcomponent from transform or gameObject, but here it is strict to gameObject i guess.
console.log is also not executing.
by user 151660356224286721
Here is what I found for you Discord
In Needle Engine, to access components from a child object, you can directly call getComponent
on the child Object3D
without the need to cast it to a GameObject
first. However, the console.log statement might not be executing due to the runtime environment or potential issues with the console.log
statement itself. Here’s the modified code:
import { Behaviour, Object3D, serializable } from "@needle-tools/engine";
export class MovementManager extends Behaviour {
@serializable(Behaviour)
public boardAreaList?: BoardArea[];
@serializable(Behaviour)
public boardArea2x2Matrix?: BoardArea[][];
@serializable(Object3D)
public boardPrefab?: Object3D;
InitBoardArea() {
this.boardPrefab?.traverse((child) => {
const boardAreaComponent = child.getComponent(BoardArea);
if (boardAreaComponent) {
console.log("boardAreaComponent exists!");
this.boardAreaList?.push(boardAreaComponent);
} else {
console.log("boardAreaComponent does not exist!");
}
});
}
}
The updated code uses the traverse
method to recursively visit each child and call getComponent
directly on the child
object. This should also address the issue with console.log
not executing. If you continue to experience issues with console.log
, consider inspecting the Needle Engine runtime environment or potential code execution flow issues.
3 messages left GPT 3.5
thread_bQ3fzLLgKb9EY2teLyXwmrHZ
Thanks for your feedback!
@Needle Engine Assistant
export class MovementManager extends Behaviour
{
@serializable(Behaviour)
public boardAreaList?: BoardArea;
@serializable(Behaviour)
public BoardArea2x2Matrix? : BoardArea | undefined;
@serializable(Object3D)
public boardPrefab ?: Object3D;
InitBoardArea() {
this.boardPrefab?.traverse((child) => {
const boardAreaComponent = child.getComponent(BoardArea);
if (boardAreaComponent) {
console.log(“boardAreaComponent exists!”);
this.boardAreaList?.push(boardAreaComponent);
} else {
console.log(“boardAreaComponent does not exist!”);
}
});
}
Property ‘getComponent’ does not exist on type ‘Object3D’.ts(2339)
by user 151660356224286721
Here is what I found for you Discord
It seems that the getComponent
method is not directly available on the Object3D
type in Needle Engine. To access the components from a child Object3D
, you can use the getComponent
method that’s available in the GameObject
class. You will need to cast the Object3D
to GameObject
before calling getComponent
. Here’s the modified code:
import { Behaviour, GameObject, Object3D, serializable } from "@needle-tools/engine";
// Make sure BoardArea is imported
export class MovementManager extends Behaviour {
@serializable(Behaviour)
public boardAreaList?: BoardArea[];
@serializable(Behaviour)
public boardArea2x2Matrix?: BoardArea[][];
@serializable(Object3D)
public boardPrefab?: Object3D;
InitBoardArea() {
this.boardPrefab?.traverse((child) => {
const gameObject = child as unknown as GameObject;
const boardAreaComponent = gameObject.getComponent(BoardArea);
if (boardAreaComponent) {
console.log("boardAreaComponent exists!");
this.boardAreaList?.push(boardAreaComponent);
} else {
console.log("boardAreaComponent does not exist!");
}
});
}
}
In the above code, I’ve cast the child
object to GameObject
and then called the getComponent
method to retrieve the BoardArea
component from each child object during the traverse
operation.
2 messages left GPT 3.5
thread_bQ3fzLLgKb9EY2teLyXwmrHZ
Thanks for your feedback!
@Needle Engine Assistant
export class MovementManager extends Behaviour
{
@serializable(Behaviour)
public boardAreaList?: BoardArea;
@serializable(Behaviour)
public BoardArea2x2Matrix? : BoardArea | undefined;
@serializable(GameObject)
public boardPrefab ?: GameObject;
InitBoardArea()
{
this.boardPrefab?.children.forEach(child => {
child.children.forEach(boardAreaTransform => {
this.boardAreaList?.push(boardAreaTransform.getComponent(BoardArea));
});
});
}
}
this.boardAreaList?.push(boardAreaTransform.GameObject.getComponent(BoardArea));
Error:
Property ‘GameObject’ does not exist on type ‘Object3D’.ts(2339)
by user 151660356224286721
Here is what I found for you Discord
It seems that the correct property to access the parent GameObject
for a child Object3D
in Needle Engine is gameObject
rather than GameObject
. Here’s the updated code:
import { Behaviour, GameObject, Object3D, serializable } from "@needle-tools/engine";
export class MovementManager extends Behaviour {
@serializable(Behaviour)
public boardAreaList?: BoardArea[];
@serializable(Behaviour)
public boardArea2x2Matrix?: BoardArea[][] | undefined;
@serializable(GameObject)
public boardPrefab?: GameObject;
InitBoardArea() {
this.boardPrefab?.children.forEach(child => {
child.children.forEach(boardAreaTransform => {
const boardAreaComponent = boardAreaTransform.getComponent(BoardArea);
if (boardAreaComponent) {
this.boardAreaList?.push(boardAreaComponent);
}
});
});
}
}
In this code, we correctly access the gameObject
property from the child
object to get the parent GameObject
, and then call getComponent
on the child Object3D
to retrieve the BoardArea
component.
1 messages left GPT 3.5
thread_bQ3fzLLgKb9EY2teLyXwmrHZ
Thanks for your feedback!