MovingBehavior
Base class of the behaviors that move or recolor what they’re in (Spinner, Mover, Floater, ColorCycle).
- Inherits: Behavior → Instance
- Subclasses: ColorCycle, Floater, Mover, Spinner
- Creatable: No. The engine creates it.
- Replication: Replicated: clients get a copy, and changes the server makes reach them.
Base class of the behaviors that move or recolor what they’re in: Spinner, Mover, Floater and ColorCycle. They run on the server and on every player’s device, computed from game time, so their motion never needs sending. Moving the object while one runs (in Studio, by a script) moves where its motion is centered; stopping one puts the object back where it started. They move anchored parts only: unanchored ones are left to physics.
Properties
Section titled “Properties”startTime
Section titled “startTime”Type: number · Default: -1 · Access: read-only · Replicates: yes
Set by the engine while it runs: the game time its motion counts from (-1 when stopped). Every player computes the same motion from it.
Inherited from Behavior: enabled, running
Inherited from Instance: name, archivable, id, className, parent, destroyed
Methods
Section titled “Methods”Inherited from Behavior: activate
Inherited from Instance: getPropertyChangedSignal, setAttribute, getAttribute, getAttributes, getAttributeChangedSignal, getChildren, getDescendants, findFirstChild, findFirstChildOfClass, findFirstChildWhichIsA, findFirstAncestor, findFirstAncestorWhichIsA, waitForChild, isA, isDescendantOf, isAncestorOf, getFullName, clearAllChildren, destroy, clone, toString
Events
Section titled “Events”Inherited from Instance: changed, childAdded, childRemoved, descendantAdded, descendantRemoving, ancestryChanged, destroying, attributeChanged