Class Component

Hierarchy (view full)

Implements

Constructors

Properties

destroy$: Subject<void> = ...

When Lifecycle Object is destroyed, it emits and closes this subject. Along with destroying his children, which in turn behave the same.

gameObject: LifecycleParent

Parent GameObject is assigned at creation.

label: string = 'Component'

Each Lifecycle Object has label for pixi debugging.

update$: Subject<number> = ...

When Lifecycle Object is updated, it emits this subject. Along with updating his children, which in turn behave the same.

Methods