Hierarchy

  • Entity

Constructors

Properties

_componentBeforeInit: (<T>(targetCmp: T) => string | void)[] = []
_componentNames: string[] = []
_components: Component[] = []
_instanceProperties: any
_state: EntityState = EntityState.Uninited

the state of the entity

uninited: new entity initing: the initprocess is in progress inited: entity is ready and working active: entity is activly working/running deactive: entity is sleeping ignored: entity is okay but should not be used error: the entity cannot be used disposed: the entity can be deleted

_stateMsg: string = ""

description of the state

id: number = 0
name: string
origin: any = null

name of the ED the entity is created from

props: Record<string, any>
world: World

Accessors

Methods

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