Class Entity

Namespace
TDMaker.Core
Assembly
TDMaker.Core.dll

A pooled runtime entity. Keep its Id, not its reference, across removals.

public sealed class Entity
Inheritance
Entity
Inherited Members

Properties

Abilities

Independent generic action channels.

public AbilityComponent Abilities { get; }

Property Value

AbilityComponent

Armor

Defense state, or null.

public ArmorComponent Armor { get; }

Property Value

ArmorComponent

Aura

Aura marker, or null.

public AuraComponent Aura { get; }

Property Value

AuraComponent

Barracks

Barracks state, or null.

public BarracksComponent Barracks { get; }

Property Value

BarracksComponent

Bounty

Bounty state, or null.

public BountyComponent Bounty { get; }

Property Value

BountyComponent

CompanionCount

Current authored slot count.

public int CompanionCount { get; }

Property Value

int

CompanionOwnerId

Owner of this companion, or zero.

public int CompanionOwnerId { get; }

Property Value

int

CompanionSlotIndex

Slot index in the owner roster.

public int CompanionSlotIndex { get; }

Property Value

int

Companions

Preallocated slots; only indices below CompanionCount belong to the current definition.

public IReadOnlyList<CompanionSlot> Companions { get; }

Property Value

IReadOnlyList<CompanionSlot>

CreatorId

Source owning a generic summon, or zero.

public int CreatorId { get; }

Property Value

int

CustomData

Per-entity custom state; factories run during registration, never on spawn.

public CustomDataSlots CustomData { get; }

Property Value

CustomDataSlots

ExperienceRecipientId

Hero receiving this unit's damage experience, or zero.

public int ExperienceRecipientId { get; }

Property Value

int

ExpiresAt

Game time of temporary expiration; zero means permanent.

public double ExpiresAt { get; }

Property Value

double

FacingPoint

Last facing target, not continuously retargeted during a host wait or attack.

public Vec2 FacingPoint { get; }

Property Value

Vec2

FacingX

Latched horizontal facing: -1 for a point to the left, +1 otherwise. Updated at movement, contact-wait and attack decisions.

public int FacingX { get; }

Property Value

int

Flying

Flying marker, or null.

public FlyingComponent Flying { get; }

Property Value

FlyingComponent

FollowVelocity

Current continuous-follow velocity.

public Vec2 FollowVelocity { get; }

Property Value

Vec2

Health

Health state, or null.

public HealthComponent Health { get; }

Property Value

HealthComponent

Hero

Hero marker, or null.

public HeroComponent Hero { get; }

Property Value

HeroComponent

Id

Monotonically assigned identifier; zero is never assigned.

public int Id { get; }

Property Value

int

IgnoresDamageWhileRising

Whether preparation currently rejects incoming damage.

public bool IgnoresDamageWhileRising { get; }

Property Value

bool

IsActive

Whether the entity has been inserted by Flush.

public bool IsActive { get; }

Property Value

bool

IsBlockImmune

Enemy interception is currently forbidden by static or attached traits.

public bool IsBlockImmune { get; }

Property Value

bool

IsDisarmed

Attack and ability activation are currently disabled.

public bool IsDisarmed { get; }

Property Value

bool

IsExcludedWhileRising

Whether preparation currently excludes attack acquisition.

public bool IsExcludedWhileRising { get; }

Property Value

bool

IsFollowingOwner

Latched approach state for follow hysteresis.

public bool IsFollowingOwner { get; }

Property Value

bool

IsRemoving

Compatibility alias used by lifecycle consumers.

public bool IsRemoving { get; }

Property Value

bool

IsStunned

Whether normal movement and attacks are currently stopped.

public bool IsStunned { get; }

Property Value

bool

IsUntargetable

Attack selection is currently forbidden by static or attached traits.

public bool IsUntargetable { get; }

Property Value

bool

IsWaitingForOwner

Whether owner death has suspended this companion's combat.

public bool IsWaitingForOwner { get; }

Property Value

bool

Kind

System index category.

public EntityKind Kind { get; }

Property Value

EntityKind

LineageId

Stable ancestry root for rewards, leakage and successor budgeting.

public int LineageId { get; }

Property Value

int

Melee

Melee state, or null.

public MeleeComponent Melee { get; }

Property Value

MeleeComponent

Modifiers

Recomputed effective modifier totals.

public ModifierComponent Modifiers { get; }

Property Value

ModifierComponent

Motion

Motion state, or null.

public MotionComponent Motion { get; }

Property Value

MotionComponent

PathFollow

Path state, or null.

public PathFollowComponent PathFollow { get; }

Property Value

PathFollowComponent

PendingRemoval

Whether removal has been requested.

public bool PendingRemoval { get; }

Property Value

bool

Position

Current simulation position.

public Vec2 Position { get; }

Property Value

Vec2

PreviousPosition

Position at the beginning of the current tick.

public Vec2 PreviousPosition { get; }

Property Value

Vec2

Projectile

Projectile state, or null.

public ProjectileComponent Projectile { get; }

Property Value

ProjectileComponent

Ranged

Ranged state, or null.

public RangedComponent Ranged { get; }

Property Value

RangedComponent

Render

View lookup state, or null.

public RenderComponent Render { get; }

Property Value

RenderComponent

Resolution

One-time resolution cause; hero resurrection resets it.

public ResolutionKind Resolution { get; }

Property Value

ResolutionKind

Revival

Down/rise preparation state.

public RevivalPhase Revival { get; }

Property Value

RevivalPhase

RevivalReadyAt

Deadline of the current down/rise phase.

public double RevivalReadyAt { get; }

Property Value

double

RevivalsUsed

Same-identity returns already used.

public int RevivalsUsed { get; }

Property Value

int

Soldier

Soldier state, or null.

public SoldierComponent Soldier { get; }

Property Value

SoldierComponent

StatusImmunity

Immunity state, or null.

public StatusImmunityComponent StatusImmunity { get; }

Property Value

StatusImmunityComponent

Template

Resolved template; generated projectiles may have no template.

public EntityTemplate Template { get; }

Property Value

EntityTemplate

Tower

Tower state, or null.

public TowerComponent Tower { get; }

Property Value

TowerComponent