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AttackableUnitGeComponent

15.10

Inheritance 3 ancestors · 47 siblings

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The 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's Character component, 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.