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
Armor
Defense state, or null.
public ArmorComponent Armor { get; }
Property Value
Aura
Aura marker, or null.
public AuraComponent Aura { get; }
Property Value
Barracks
Barracks state, or null.
public BarracksComponent Barracks { get; }
Property Value
Bounty
Bounty state, or null.
public BountyComponent Bounty { get; }
Property Value
CompanionCount
Current authored slot count.
public int CompanionCount { get; }
Property Value
CompanionOwnerId
Owner of this companion, or zero.
public int CompanionOwnerId { get; }
Property Value
CompanionSlotIndex
Slot index in the owner roster.
public int CompanionSlotIndex { get; }
Property Value
Companions
Preallocated slots; only indices below CompanionCount belong to the current definition.
public IReadOnlyList<CompanionSlot> Companions { get; }
Property Value
CreatorId
Source owning a generic summon, or zero.
public int CreatorId { get; }
Property Value
CustomData
Per-entity custom state; factories run during registration, never on spawn.
public CustomDataSlots CustomData { get; }
Property Value
ExperienceRecipientId
Hero receiving this unit's damage experience, or zero.
public int ExperienceRecipientId { get; }
Property Value
ExpiresAt
Game time of temporary expiration; zero means permanent.
public double ExpiresAt { get; }
Property Value
FacingPoint
Last facing target, not continuously retargeted during a host wait or attack.
public Vec2 FacingPoint { get; }
Property Value
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
Flying
Flying marker, or null.
public FlyingComponent Flying { get; }
Property Value
FollowVelocity
Current continuous-follow velocity.
public Vec2 FollowVelocity { get; }
Property Value
Health
Health state, or null.
public HealthComponent Health { get; }
Property Value
Hero
Hero marker, or null.
public HeroComponent Hero { get; }
Property Value
Id
Monotonically assigned identifier; zero is never assigned.
public int Id { get; }
Property Value
IgnoresDamageWhileRising
Whether preparation currently rejects incoming damage.
public bool IgnoresDamageWhileRising { get; }
Property Value
IsActive
Whether the entity has been inserted by Flush.
public bool IsActive { get; }
Property Value
IsBlockImmune
Enemy interception is currently forbidden by static or attached traits.
public bool IsBlockImmune { get; }
Property Value
IsDisarmed
Attack and ability activation are currently disabled.
public bool IsDisarmed { get; }
Property Value
IsExcludedWhileRising
Whether preparation currently excludes attack acquisition.
public bool IsExcludedWhileRising { get; }
Property Value
IsFollowingOwner
Latched approach state for follow hysteresis.
public bool IsFollowingOwner { get; }
Property Value
IsRemoving
Compatibility alias used by lifecycle consumers.
public bool IsRemoving { get; }
Property Value
IsStunned
Whether normal movement and attacks are currently stopped.
public bool IsStunned { get; }
Property Value
IsUntargetable
Attack selection is currently forbidden by static or attached traits.
public bool IsUntargetable { get; }
Property Value
IsWaitingForOwner
Whether owner death has suspended this companion's combat.
public bool IsWaitingForOwner { get; }
Property Value
Kind
System index category.
public EntityKind Kind { get; }
Property Value
LineageId
Stable ancestry root for rewards, leakage and successor budgeting.
public int LineageId { get; }
Property Value
Melee
Melee state, or null.
public MeleeComponent Melee { get; }
Property Value
Modifiers
Recomputed effective modifier totals.
public ModifierComponent Modifiers { get; }
Property Value
Motion
Motion state, or null.
public MotionComponent Motion { get; }
Property Value
PathFollow
Path state, or null.
public PathFollowComponent PathFollow { get; }
Property Value
PendingRemoval
Whether removal has been requested.
public bool PendingRemoval { get; }
Property Value
Position
Current simulation position.
public Vec2 Position { get; }
Property Value
PreviousPosition
Position at the beginning of the current tick.
public Vec2 PreviousPosition { get; }
Property Value
Projectile
Projectile state, or null.
public ProjectileComponent Projectile { get; }
Property Value
Ranged
Ranged state, or null.
public RangedComponent Ranged { get; }
Property Value
Render
View lookup state, or null.
public RenderComponent Render { get; }
Property Value
Resolution
One-time resolution cause; hero resurrection resets it.
public ResolutionKind Resolution { get; }
Property Value
Revival
Down/rise preparation state.
public RevivalPhase Revival { get; }
Property Value
RevivalReadyAt
Deadline of the current down/rise phase.
public double RevivalReadyAt { get; }
Property Value
RevivalsUsed
Same-identity returns already used.
public int RevivalsUsed { get; }
Property Value
Soldier
Soldier state, or null.
public SoldierComponent Soldier { get; }
Property Value
StatusImmunity
Immunity state, or null.
public StatusImmunityComponent StatusImmunity { get; }
Property Value
Template
Resolved template; generated projectiles may have no template.
public EntityTemplate Template { get; }
Property Value
Tower
Tower state, or null.
public TowerComponent Tower { get; }