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    Class Entity

    General object with logic which can spawn into the stage

    Implements
    IMapItem

    Constructors

    Entity()

    Declaration
    public Entity()

    Properties

    Active

    True if the entity is currently in stage

    Declaration
    public bool Active { get; set; }

    Center

    Center position of the Rect in global space

    Declaration
    public Int2 Center { get; }

    CenterX

    Center position X of the Rect in global space

    Declaration
    public int CenterX { get; }

    CenterY

    Center position Y of the Rect in global space

    Declaration
    public int CenterY { get; }

    FromWorld

    True if the entity is spawned by the world squad

    Declaration
    public bool FromWorld { get; }

    Height

    Size Y of thie entity in global space

    Declaration
    public int Height { get; set; }

    IgnoreReposition

    True if the entity do not reposition when it out of view

    Declaration
    public bool IgnoreReposition { get; set; }

    InstanceID

    Unique ID for this entity as a instance on stage

    Declaration
    public Int3 InstanceID { get; }

    InstanceOrder

    Unique index for this entity that distinguish from other same-type entities on stage

    Declaration
    public int InstanceOrder { get; }

    MapUnitPos

    The position of this entity on the map in unit space

    Declaration
    public Int3? MapUnitPos { get; }

    PivotUnitPosition

    Position that this entity belongs to in unit space. Get the MapUnitPos when it's from world. Get rect center's unit position when not from world.

    Declaration
    public Int3 PivotUnitPosition { get; }

    Rect

    Rect position of this entity in global space

    Declaration
    public virtual IRect Rect { get; }

    Size

    Size in global space

    Declaration
    public Int2 Size { get; set; }

    SpawnFrame

    Which frame does this entity get spawned into the stage

    Declaration
    public int SpawnFrame { get; protected set; }

    TypeID

    Unique ID represent what type of entity is it

    Declaration
    public int TypeID { get; init; }

    Width

    Size X of thie entity in global space

    Declaration
    public int Width { get; set; }

    X

    Position X of this entity in global space

    Declaration
    public int X { get; set; }

    XY

    Position in global space

    Declaration
    public Int2 XY { get; set; }

    Y

    Position Y of this entity in global space

    Declaration
    public int Y { get; set; }

    Methods

    AfterReposition(Int3, Int3)

    This function is called when the entity's map position got repositioned by stage

    Declaration
    public virtual void AfterReposition(Int3 fromUnitPos, Int3 toUnitPos)

    BeforeUpdate()

    [2/4] This function is called every frame when entity is in stage. Prioritize using this function to update physics logic.

    Declaration
    public virtual void BeforeUpdate()

    CancelIgnoreDespawnFromMap()

    Do not force this entity not despawn by stage

    Declaration
    public void CancelIgnoreDespawnFromMap()

    Draw()

    Draw this entity by it's type ID and rect position

    Declaration
    public Cell Draw()

    FirstUpdate()

    [1/4] This function is called every frame when entity is in stage. Prioritize using this function to fill collider in to physics system.

    Declaration
    public virtual void FirstUpdate()

    IgnoreDespawnFromMap(int)

    Force this entity not despawn by stage when out of range for given frames long

    Declaration
    public void IgnoreDespawnFromMap(int duration = 1)

    LateUpdate()

    [4/4] This function is called every frame when entity is in stage. Prioritize using this function to render the entity.

    Declaration
    public virtual void LateUpdate()

    OnActivated()

    This function is called when entity enter the stage

    Declaration
    public virtual void OnActivated()

    OnInactivated()

    This function is called when entity leave the stage

    Declaration
    public virtual void OnInactivated()

    Update()

    [3/4] This function is called every frame when entity is in stage. Prioritize using this function to update physics logic.

    Declaration
    public virtual void Update()
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