float
|
distance
The near sensor activates when an object is within this
distance.
|
float
|
resetDistance
The near sensor deactivates when the object exceeds this
distance.
|
KX_GameObject or None
|
hitObject
The last collided object.
|
CListValue of KX_GameObject
|
hitObjectList
A list of colliding objects.
|
string
|
propName
The property or material to collide with.
|
boolean
|
useMaterial
Determines if the sensor is looking for a property or
material.
|
bool
|
usePulseCollision
When enabled, changes to the set of colliding objects generate a
pulse.
|
int
|
frequency
The frequency for pulse mode sensors.
|
boolean
|
invert
Flag to set if this sensor activates on positive or negative
events.
|
boolean
|
level
Option whether to detect level or edge transition when entering a
state.
|
boolean
|
positive
True if this sensor brick is in a positive state.
|
boolean
|
tap
When enabled only sensors that are just activated will send a
positive event, after this they will be detected as negative by the
controllers.
|
boolean
|
triggered
True if this sensor brick is in a positive state.
|
boolean
|
useNegPulseMode
Flag to turn negative pulse mode on and off.
|
boolean
|
usePosPulseMode
Flag to turn positive pulse mode on and off.
|
int
|
executePriority
This determines the order controllers are evaluated, and actuators
are activated (lower priority is executed first).
|
string
|
name
The name of this CValue derived object (read-only).
|
KX_GameObject or None in exceptional cases.
|
owner
The game object this logic brick is attached to (read-only).
|
bool
|
invalid
Test if the object has been freed by the game engine and is no
longer valid.
|