- Chaos Core
- Core
- BaseCustomSerialize
- BaseEntity
- Inherits
- BaseCustomSerialize
- Derived classes
- BaseCombatWeaponBasePawnBaseProjectileBaseTriggerBaseUsableBullseyeCameraExposureDebrisManager
- Used by fields
- BasePlayer_zoomOwnerBaseTriggerStartTouch(BaseEntity activator = null)BaseTriggerEndTouch(BaseEntity activator = null)BaseTriggerDisableAndEndTouch(BaseEntity activator = null)logic_relayTrigger(BaseEntity activator = null)logic_timerRefireTime(BaseEntity activator = null, float value = 0f)logic_timerResetTimer(BaseEntity activator = null)logic_timerFireTimer(BaseEntity activator = null)
- Also in
Chaos Theorydiffers
Properties (5)
NameType
TargetName
string
A targetname (also known simply as Name) is the name of an entity. A targetname is not required for an entity to exist, but generally must be present for an entity to play a part in the I/O System.
Header
InternalID
string
This is the internal unique Target Name that we default to. Public for cases where regular Target Name can differ from this and we need to get it.
ReadOnly
EditorVis
string
Extention so we can get the VIS in other places
_entityGizmoSize
float
Size of the entity gizmo (icon)
protected · virtual
OnKilled
ChaosOutput
Fields & Events (1)
NameType
_initialized
bool
protected
ReadOnly
Constructors (1)
NameType
BaseEntity()
Methods (14)
NameType
OnEnabled()
void
protected · override
OnStart()
void
protected · override
OnStartOnce()
void
Called just like OnStart, but not retriggered from transitions or save-loading.
If you are on the map for the first time it will be called.
Only called if this existed when scene started.
protected · virtual
OnStartOnceInternal()
void
Needed so I can call onstartonce from a gameobjectsystem
GetEditorVisColor()
Color
Color of the VIS, if we want to tint it based on whatever, ONLY FOR MODELS (would be weird for sprite icons) | Color tint for the Gizmo
protected · virtual
GetEditorVis()
string
protected · virtual
DrawGizmos()
void
protected · override
EntityDefaultGizmo(string editorVis, bool isModel)
void
protected · virtual
EntFire(BaseEntity activator = null)
void
Kill(BaseEntity activator = null)
Kill this entity (Destroy() the GameObject) | The new Activator (this)
Enable(BaseEntity activator = null)
Enable/Start behavior of this entity, and also enable the component | New activator (this)
virtual
Toggle(BaseEntity activator = null)
Enable/Disable but as a one toggle | New activator (this)
virtual