July 4, 2022
Entitys have the functions of rendering models, playing actions, moving, fighting, etc.Usually used to make player characters, monsters, NPCs and other biological characters。
It is worth mentioning that,In the game, player characters are also Entitys, you can find a Entity template named ”player”; in the Entity list, and then modify the Property of the player character.
Click below the Game Part panel New button, you can create a new Entity template.
Entity Template: The Entity template specifies the properties of the Entity, including the Entity’;s model, HP, movement speed, etc. All Entitys created in the scene are instances generated based on the Entity template, so when the Entity template is modified, all the Entitys created based on the template in the scene will be modified at the same time.
When editing, you can place instances of Entitys that are created by default in the game on the map: after clicking a Entity in the Entity list,Move the mouse to the scene window, you can see that the Entity to be placed will move with the mouse. At this point, click the left mouse button to place the Entity at the position specified by the mouse.
Of course, you can also dynamically create Entity instances at runtime through code or Edit Events.
|Entity Name||The name of the Entity template, the nameDisplay name as an organization only, when calling a Entity through code, etc., you need to use the Entity’s id (right-click on the Entity template and select ”copy id”; to get the Entity’s id).|
|Entity avatar||When the game is running, it will be automatically displayed in the upper left of the dialog box, and the avatar can also be called through code.|
|male character model||set up male player After entering the game (get the player’;s gender through the player’;s account), the character model displayed by the player’;s Entity.
If the current Entity is non-player Entity, then whenever, the character model set by this property will be displayed.
If you don’;t set this model, you won’;t be able to see the Entitys in the scene.
|female character model||set up female player After entering the game (get the player’;s gender through the player’;s account), the character model displayed by the player’;s Entity.
This property has no effect if the current Entity is a non-player Entity.
If you don’;t set this model, you won’;t be able to see the Entitys in the scene.
|Maximum blood volume per Entity||The maximum blood volume of the Entity.|
|Resurrectable||Set how long the Entity will automatically respawn after death, in seconds.|
|death action||Action name: The action to be played when the entity dies. The action name of the actor needs to be filled in. If the current actor does not have this action, the death action will not be played (you can view all actions owned by the actor through Actor Editor).
Duration: How long the death action will play.
|death sound||The sound the player hears when a Entity dies. You can customize the audio material, set whether it can only be heard by yourself, whether it is looped, and the volume.|
|Destruction time||set up non-player EntityHow long to destroy after death, in seconds.|
|Entity view height||Defines the Entity’s ”eye”; height, which affects how high the camera follows the Entity.|
|Entitys can be clicked||Set whether the Entity can be clicked,Only when this option is checked, the Entity will trigger the clicked event。|
|clickable distance||The farthest distance that a Entity can be clicked. Only within this distance the Entity will trigger the clicked event.|
|clickable distance||Sets how far the player Entity can click. This property Only applies to player Entitys。|
|hide health bar||Sets whether to display the health bar on the Entity head.
|blood bar color||Set the Entity’;s health bar color, this property Only applies to non-player Entitys and non-squad player Entitys, for player Entitys on the same team, the health bars of the player and his teammates are fixed to green.|
|Health bar height||Sets the height of the health bar.
|Health bar width||Sets the width of the health bar.
|hide name||Sets whether to display the Entity’;s name above the Entity’;s head.
|name position||Set the Entity overhead name and blood The height (the distance in the Y-axis direction from the bottom of the Entity).|
|Entity cannot be attacked||When checked, the Entity will not be attacked by skills, but other methods can still damage the Entity.|
|immune attack time||After the Entity is damaged, it will enter the immune attack time, during which time it can no longer be damaged (equivalent to a period of invincibility after each time it is damaged).|
|Entitys cannot be damaged||When checked, the Entity cannot take any damage (equivalent to invincibility).|
|Entity attack power||Set the attack power of the Entity. This value will be involved in the calculation of damage when using skills to attack.|
|Entity skills||Set the default skills a Entity has when entering the game. You can click the + sign on the right to add multiple skills.|
|equipment slot||Set the equipment slot owned by the player Entity, this attribute Only applies to player Entitys. If you want the player entity to be equipped with items, then you need to add an equipment slot to the entity. For details, please refer to Change Appearance Teaching Video。|
|Entity can be moved||Set whether the Entity can move (both active and passive).|
|Entity movement speed||Sets the Entity’;s movement speed (referring to the Entity’;s running speed).|
|Entity leg height||Set the height at which the Entity can move directly. If the current obstacle is higher than this height, it cannot directly cross the obstacle by walking, running, etc., but needs to jump to cross the obstacle.|
|Entitys can jump||Sets whether the Entity can jump.|
|Entity jump speed||Set the Entity’;s take-off speed. The higher the take-off speed, the higher the jump height.|
|Automatic jump height||Sets the height at which the Entity attempts to auto-jump. When there is an obstacle in front of the Entity, and the height of the obstacle is less than or equal to the value of this attribute, the Entity will automatically try Jump over (but whether you can jump over in the end is determined by the ”Entity jump speed”).|
|landing damage threshold||When the landing speed is greater than this value, the Entity will suffer fall damage, and the bouncy block has no landing damage (height and gravity affect the landing speed).|
|landing damage ratio||When the landing speed is greater than the threshold, the landing damage = (the landing speed – the threshold) * the landing damage ratio.|
|Entitys can float||Set whether the Entity will automatically float when swimming in the block. When checked, the Entity will automatically rise; when not checked, the Entity will automatically sink. the property Only works on block items。|
|Entity waterline||Sets the percentage of body height that is underwater when the Entity is on the surface. the property Only works on block items。|
|swimming speed||Sets the swimming speed of the Entity while swimming.|
|Enable collision effects||Set whether to enable the collision effect. If checked, the collision box will have the actual blocking effect. If not checked, the collision box will be used for detection (that is, only the collision event will be triggered, but there will be no physical collision).|
|Entity collider||Sets the shape and size of the collider.|
|Entity gravity||Sets the Entity’;s gravity. If the Entity’;s gravity is greater than 0, it will fall down under the influence of gravity.|
|fall by gravity||Set whether the Entity will fall automatically due to gravity. If checked, the Entity will fall automatically when it is placed in the air.|
AI can give Entitys a certain ”intelligence”, so that they can automatically execute commands such as movement, attack, and patrol. Usually, NPCs, monsters and other Entitys in the game need to enable AI to meet the needs of the game. Please note: All AI Property are Only applies to non-player Entitys。
|Turn on Entity AI||Set whether to enable AI by default after the Entity is created (you can also enable the AI function of the Entity through Edit Events or scripting).|
|Limit movement||Set whether to limit the movement range of AI.|
|Movement radius||When the movement range of the AI is limited, the AI can only move within a sphere with the birth point as the center, and this property sets the radius of the sphere.|
|when out of range||When the movement range of the AI is limited, when the AI leaves the movement range, it will automatically return to a position within the range. Currently, you can choose to return to the birth point or return to a random point within the range.|
|Can attack enemies||Set whether the AI has the ability to fight, including attacking, chasing enemies, etc.|
|attack mode||Passive attack: AI will not actively attack the enemy, and will only counterattack after being attacked by the enemy.
Active attack: AI will actively search for enemies within the field of vision, and if it finds an enemy, it will take the initiative to attack.
|target type||Attack Players Only: AI can only attack player Entitys.
Attackable Players and NPCs: The AI can attack both player Entitys and non-player Entitys.
|View distance||Set how far the AI can ”;see”; the enemy. If the distance between the AI and the enemy is less than this distance, the enemy will be detected by the AI.|
|View angle||Set the range of enemies that the AI can ”see”. The AI’s field of view is a sector with the AI’s position as the center. This attribute is to set the central angle of the sector.
|Skill used in attack||Set the skills that the AI can use when attacking the enemy. You can click the + sign on the right to add multiple skills. Note:AI must have skills to attack enemies, If the AI has no skills, even if it finds the enemy, it cannot attack the enemy.|
|Patrol mode||Set the patrol mode of the AI when it is in standby, you can choose no patrol or random patrol.|
|patrol radius||When the AI patrol mode is random patrol, set the AI patrol range based on the spawn point, and the AI will move randomly within the range.|
|daze while patrolling||When the AI’;s patrol method is random patrol, set the AI’;s daze probability and time during the patrol process. A daze means to stop patrolling and stay in place.|
|detect cliff||Set whether the AI will detect cliffs (meaning that the terrain ahead is lower than the current terrain) when moving (including patrolling, chasing enemies, etc.). If this option is not checked, the AI may fall off a cliff while moving.|
|Definition of cliff height||The setting refers to how much lower the front terrain is than the current terrain before it can be judged as a cliff by the AI.|
|pet follow distance||This property only takes effect when the current AI is set as a pet。
Follow distance when there is an attack target: When the pet has an attack target, the pet will follow the owner’;s distance, beyond this distance, the pet will not continue to chase the enemy.
The following distance when there is no attack target: when the pet does not attack the target, the pet follows the owner’;s distance.
|client script||If the Entity is a player Entity, the client script is automatically executed when the client creates the Entity.
If the Entity is not a player, the client script will not be automatically executed when the client creates the Entity.
(The Entity’;s client script will only execute if the Entity was created via the EntityClient.CreateClientEntity method.)
|server script||When the Entity is created by the server, the Entity’;s server script is automatically executed.|
|Edit Events||Use visual programming to edit the event logic of the entity, see Entity Trigger Edit for details.|