Activates when the game object property matches.
Properties:
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string
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string
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getValue()
Return the value with which the sensor compares to the value of
the property. |
source code
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reset()
Reset sensor internal state, effect depends on the type of sensor
and settings. |
source code
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integer
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boolean
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setLevel(level)
Set whether to detect level or edge transition when entering a
state. |
source code
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integer
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KX_GameObject
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string
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bool
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isA(game_type)
Check if this is a type or a subtype game_type. |
source code
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integer
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mode
type of check on the property: KX_PROPSENSOR_EQUAL(1),
KX_PROPSENSOR_NOTEQUAL(2), KX_PROPSENSOR_INTERVAL(3),
KX_PROPSENSOR_CHANGED(4), KX_PROPSENSOR_EXPRESSION(5)
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string
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propName
the property the sensor operates.
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string
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value
the value with which the sensor compares to the value of the
property.
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int
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frequency
The frequency for pulse mode sensors.
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boolean
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invert
Flag to set if this sensor activates on positive or negative
events.
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boolean
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level
Option whether to detect level or edge transition when entering a
state.
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boolean
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positive
True if this sensor brick is in a positive state.
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boolean
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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.
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boolean
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triggered
True if this sensor brick is in a positive state.
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boolean
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useNegPulseMode
Flag to turn negative pulse mode on and off.
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boolean
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usePosPulseMode
Flag to turn positive pulse mode on and off.
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int
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executePriority
This determines the order controllers are evaluated, and actuators
are activated (lower priority is executed first).
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string
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name
The name of this CValue derived object (read-only).
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KX_GameObject or None in exceptional cases.
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owner
The game object this logic brick is attached to (read-only).
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bool
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invalid
Test if the object has been freed by the game engine and is no
longer valid.
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