Sensor(bpy_struct)¶
base class — bpy_struct
subclasses —
ActuatorSensor
, AlwaysSensor
, ArmatureSensor
, CollisionSensor
, DelaySensor
, JoystickSensor
, KeyboardSensor
, MessageSensor
, MouseSensor
, NearSensor
, PropertySensor
, RadarSensor
, RandomSensor
, RaySensor
-
class
bpy.types.
Sensor
(bpy_struct)¶ Game engine logic brick to detect events
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active
¶ Set active state of the sensor
Type: boolean, default False
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controllers
¶ The list containing the controllers connected to the sensor
Type: bpy_prop_collection
ofController
, (readonly)
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invert
¶ Invert the level(output) of this sensor
Type: boolean, default False
-
name
¶ Sensor name
Type: string, default “”, (never None)
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pin
¶ Display when not linked to a visible states controller
Type: boolean, default False
-
show_expanded
¶ Set sensor expanded in the user interface
Type: boolean, default False
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tick_skip
¶ Number of logic ticks skipped between 2 active pulses (0 = pulse every logic tick, 1 = skip 1 logic tick between pulses, etc.)
Type: int in [0, 10000], default 0
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type
¶ Type: enum in [‘ACTUATOR’, ‘ALWAYS’, ‘ARMATURE’, ‘COLLISION’, ‘DELAY’, ‘JOYSTICK’, ‘KEYBOARD’, ‘MESSAGE’, ‘MOUSE’, ‘NEAR’, ‘PROPERTY’, ‘RADAR’, ‘RANDOM’, ‘RAY’], default ‘ALWAYS’
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use_level
¶ Level detector, trigger controllers of new states (only applicable upon logic state transition)
Type: boolean, default False
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use_pulse_false_level
¶ Activate FALSE level triggering (pulse mode)
Type: boolean, default False
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use_pulse_true_level
¶ Activate TRUE level triggering (pulse mode)
Type: boolean, default False
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use_tap
¶ Trigger controllers only for an instant, even while the sensor remains true
Type: boolean, default False
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link
(controller)¶ Link the sensor to a controller
Parameters: controller ( Controller
) – Controller to link to
-
unlink
(controller)¶ Unlink the sensor from a controller
Parameters: controller ( Controller
) – Controller to unlink from
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Inherited Properties
Inherited Functions
References