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Vector2 | Facing [get] |
| Returns the normalised X and Z direction vector that the entity was last facing, in world space.
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virtual List< Circle > | Colliders [get] |
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Action< float > | OnDamage = (_) => { } |
| Event called when damage is dealt, with the amount of damage dealt.
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◆ Awake()
void Slasher.Entity.BaseEntity.Awake |
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◆ IsWithin()
Returns if the given shape collides with the entity.
- Parameters
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- Returns
◆ OnDisable()
void Slasher.Entity.BaseEntity.OnDisable |
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If you need OnDisable in a class that derives from this, use the new keyword and then call base.OnDisable() from within.
◆ OnEnable()
void Slasher.Entity.BaseEntity.OnEnable |
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If you need OnEnable in a class that derives from this, use the new keyword and then call base.OnEnable() from within.
◆ TakeDamage()
void Slasher.Entity.BaseEntity.TakeDamage |
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float | damage | ) |
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Deals damage to the entity.
- Parameters
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◆ Blueprint
This entity's blueprint, from which, its parameters will be constructed.
◆ Parameters
This entity's parameters.
Access for all the current parameters of the entity. It can be accessed like a dictionary, using [ParamID].
◆ Colliders
virtual List<Circle> Slasher.Entity.BaseEntity.Colliders |
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getprotected |
This is a temporary implementation. To be replaced with a better means of defining colliders.
◆ Facing
Vector2 Slasher.Entity.BaseEntity.Facing |
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getabstract |
Returns the normalised X and Z direction vector that the entity was last facing, in world space.
◆ 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: