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    Class Entity

    Character class of the game. Provides an interface for health/damage system. Entities will be disabled when their health goes down to or below 0.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    Entity
    Inherited Members
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.didStart
    MonoBehaviour.didAwake
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.CompareTag(TagHandle)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: LobsterFramework
    Assembly: LobsterFramework.dll
    Syntax
    [AddComponentMenu("Entity")]
    public class Entity : MonoBehaviour

    Fields

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    onDamaged

    Declaration
    public UnityAction<Damage> onDamaged
    Field Value
    Type Description
    UnityAction<Damage>
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    onPostureStatusChange

    Declaration
    public UnityAction<bool> onPostureStatusChange
    Field Value
    Type Description
    UnityAction<bool>

    Properties

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    Health

    Declaration
    public float Health { get; }
    Property Value
    Type Description
    float
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    IsDead

    Declaration
    public bool IsDead { get; }
    Property Value
    Type Description
    bool
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    LatestDamageInfo

    Declaration
    public Damage LatestDamageInfo { get; }
    Property Value
    Type Description
    Damage
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    MaxHealth

    Declaration
    public float MaxHealth { get; }
    Property Value
    Type Description
    float
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    MaxPosture

    Declaration
    public float MaxPosture { get; }
    Property Value
    Type Description
    float
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    Posture

    Declaration
    public float Posture { get; }
    Property Value
    Type Description
    float
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    PostureBroken

    Declaration
    public bool PostureBroken { get; }
    Property Value
    Type Description
    bool
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    RegenSuppressed

    Declaration
    public bool RegenSuppressed { get; }
    Property Value
    Type Description
    bool

    Methods

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    Damage(Damage)

    Declaration
    public void Damage(Damage damage)
    Parameters
    Type Name Description
    Damage damage
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    Damage(float, float, Entity, DamageType)

    Add damage to the entity, the damage will be dealt on update of next frame

    Declaration
    public void Damage(float health, float posture, Entity source = null, DamageType type = DamageType.General)
    Parameters
    Type Name Description
    float health

    The amount of health damage

    float posture

    The amount of posture damage

    Entity source

    The source of this attack

    DamageType type

    The type of the damage

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    Defense(Damage)

    Add a flat damage reduction to the entity, the damage taken will be reduced by the specified amount on update of next frame

    Declaration
    public void Defense(Damage defense)
    Parameters
    Type Name Description
    Damage defense
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    Heal(Damage)

    Declaration
    public void Heal(Damage heal)
    Parameters
    Type Name Description
    Damage heal
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    ResetStatus()

    Reset the entity to its full health and posture and clear all of the damage and effects

    Declaration
    public void ResetStatus()
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