AttackableUnitGeComponent
Inheritance 3 ancestors · 47 siblings
- IUpdatableGeComponent&IGameObjectEvents&GameEntityComponent
- 0xa98b5b03
- 0xef17c645 (removed in patch 16.20)
- AnimationGeComponent
- AttachmentGeComponent
- AttackableUnitGeComponentcurrent
- AutoRegionTaggingGeComponent
- BarracksGeComponent
- BillboardGeComponent
- CharacterMeshGeComponent
- CinematicCameraGeComponent
- DeathGeComponent
- DeathHelper (removed in patch 15.10)
- DragonCampGeComponent
- DynamicMaterialGeComponent
- DynamicMaterialHelper (removed in patch 15.10)
- DynamicPointLightGeComponent
- DynamicSpotlightGeComponent
- EnvMeshGeComponent
- EsportsBannerGeComponent
- GearGeComponent (removed in patch 16.11)
- GreenGeComponent (removed in patch 15.22)
- HierarchyGeComponent
- IconGeComponent (removed in patch 15.22)
- LightChannelsGeComponent
- LightRegionGeComponent
- ModesScenarioGeComponent
- MonarchRegionLocatorGeComponent (removed in patch 16.5)
- NavRegionGeComponent
- NetworkingGeComponent
- NeutralCampGeComponent
- NewIconGeComponent
- PaintedRegionGeComponent
- PlanarReflectorGeComponent
- RedGeComponent (removed in patch 15.22)
- RegionGeComponent
- ScriptGeComponent
- SequencerGeComponent
- SequencerHelper (removed in patch 15.10)
- SfxGeComponent
- SfxHelper (removed in patch 15.10)
- ShopGeComponent
- SkinCharacterGeComponent
- StateMachineGeComponent
- SuperwardGeComponent
- TeamGeComponent
- TeamSpawnPointGeComponent
- VfxGeComponent
- WorldSpaceUiGeComponent
Class Documentation
Edit documentationThe entity component that an AttackableUnitGeComponentDef adds. It ties the entity to a unit: a turret, an inhibitor, a nexus, a minion or a generic unit. The unit is a game object that exists beside the entity.
- Activate. If no unit is bound to the component, the component creates a unit of
the kind in
type, with the character and skin of the entity'sCharactercomponent, and binds it. - Tick. The component copies the position and rotation of the unit into the entity, so the entity follows the unit.
- Transform changed. When the entity's transform is set, the component moves the unit to the entity's position and rotation. It skips this while it copies from the unit.
- Reset. When the world resets, a minion or a generic unit that the client created is destroyed. Turrets, inhibitors and nexuses are kept.
When the entity spawns, the component registers two interfaces with the entity's SequencerGeComponent.