Style Slasher
A dressup combat roguelike created by Scrungle Studios for the 2025 Swinburne Capstone project.
Slasher.Entity.BaseEntity Class Referenceabstract
Inheritance diagram for Slasher.Entity.BaseEntity:
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Public Member Functions

bool IsWithin (ICollideWithCircle shape)
 Returns if the given shape collides with the entity.
 
void TakeDamage (float damage)
 Deals damage to the entity.
 
void Awake ()
 
void OnEnable ()
 
void OnDisable ()
 

Public Attributes

EntityBlueprintSO Blueprint
 This entity's blueprint, from which, its parameters will be constructed.
 
EntityParamManager Parameters
 This entity's parameters.
 

Properties

Vector2 Facing [get]
 Returns the normalised X and Z direction vector that the entity was last facing, in world space.
 
virtual List< CircleColliders [get]
 

Events

Action< float > OnDamage = (_) => { }
 Event called when damage is dealt, with the amount of damage dealt.
 

Member Function Documentation

◆ Awake()

void Slasher.Entity.BaseEntity.Awake ( )

◆ IsWithin()

bool Slasher.Entity.BaseEntity.IsWithin ( ICollideWithCircle shape)

Returns if the given shape collides with the entity.

Parameters
shape
Returns
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◆ OnDisable()

void Slasher.Entity.BaseEntity.OnDisable ( )

If you need OnDisable in a class that derives from this, use the new keyword and then call base.OnDisable() from within.

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◆ OnEnable()

void Slasher.Entity.BaseEntity.OnEnable ( )

If you need OnEnable in a class that derives from this, use the new keyword and then call base.OnEnable() from within.

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◆ TakeDamage()

void Slasher.Entity.BaseEntity.TakeDamage ( float damage)

Deals damage to the entity.

Parameters
damage

Member Data Documentation

◆ Blueprint

EntityBlueprintSO Slasher.Entity.BaseEntity.Blueprint

This entity's blueprint, from which, its parameters will be constructed.

◆ Parameters

EntityParamManager Slasher.Entity.BaseEntity.Parameters

This entity's parameters.

Access for all the current parameters of the entity. It can be accessed like a dictionary, using [ParamID].

Property Documentation

◆ Colliders

virtual List<Circle> Slasher.Entity.BaseEntity.Colliders
getprotected

This is a temporary implementation. To be replaced with a better means of defining colliders.

◆ Facing

Vector2 Slasher.Entity.BaseEntity.Facing
getabstract

Returns the normalised X and Z direction vector that the entity was last facing, in world space.

Event Documentation

◆ OnDamage

Action<float> Slasher.Entity.BaseEntity.OnDamage = (_) => { }

Event called when damage is dealt, with the amount of damage dealt.


The documentation for this class was generated from the following file: