CounterBar: It renders a bar using the value of the Counter component in the same entity. It takes a max value, a primary and a secondary color.
Actions:
DAMAGE: It triggers all the on_damage triggers nearby, taking the radius and layer params to filter out targets, and using the hits param as a multiplier
MOVE_PLAYER_HERE: Moves the player to the entity's position
PLACE_ON_PLAYER: Moves the entity to the player's position
ROTATE_AS_PLAYER: Rotates the entity using the player's rotation
PLACE_ON_CAMERA: Moves the entity to the camera's position
ROTATE_AS_CAMERA: Rotates the entity using the camera's rotation
SET_POSITION: Sets the X/Y/Z values of the position of the entity
SET_ROTATION: Sets the X/Y/Z values of the rotation of the entity
SET_SCALE: Sets the X/Y/Z values of the scale of the entity
FOLLOW_PLAYER: Makes the entity start following the player. User can set speed, minDistance and lock the X/Y/Z axes.
STOP_FOLLOWING_PLAYER: Makes the entity stop following the player
RANDOM: It takes an array of actions and it executes only 1 randomly.
BATCH: It takes an array of actions and it executes them all.
HEAL_PLAYER: It will trigger the ON_HEAL_PLAYER trigger on any entity as long as it's a child of the PlayerEntity
Triggers
ON_DAMAGE: Triggered by a nearby DAMAGE action, the number of times configured in the hits param of the DAMAGE action
ON_GLOBAL_CLICK: Click anywhere
ON_GLOBAL_PRIMARY: Press E
ON_GLOBAL_SECONDARY: Press F
ON_TICK: On every frame
ON_HEAL_PLAYER: Triggered by the HEAL_PLAYER action only if this entity is child of the PlayerEntity
Trigger Conditions
WHEN_DISTANCE_TO_PLAYER_IS_LESS_THAN: The condition will pass when the distance to the player position is less than the value set in the condition. It can be used on any trigger type.
WHEN_DISTANCE_TO_PLAYER_IS_LESS_THAN: The condition will pass when the distance to the player position is more than the value set in the condition. It can be used on any trigger type.
This PR adds the following:
Components:
CounterBar
: It renders a bar using the value of the Counter component in the same entity. It takes a max value, a primary and a secondary color.Actions:
DAMAGE
: It triggers all theon_damage
triggers nearby, taking theradius
andlayer
params to filter out targets, and using thehits
param as a multiplierMOVE_PLAYER_HERE
: Moves the player to the entity's positionPLACE_ON_PLAYER
: Moves the entity to the player's positionROTATE_AS_PLAYER
: Rotates the entity using the player's rotationPLACE_ON_CAMERA
: Moves the entity to the camera's positionROTATE_AS_CAMERA
: Rotates the entity using the camera's rotationSET_POSITION
: Sets the X/Y/Z values of the position of the entitySET_ROTATION
: Sets the X/Y/Z values of the rotation of the entitySET_SCALE
: Sets the X/Y/Z values of the scale of the entityFOLLOW_PLAYER
: Makes the entity start following the player. User can setspeed
,minDistance
and lock the X/Y/Z axes.STOP_FOLLOWING_PLAYER
: Makes the entity stop following the playerRANDOM
: It takes an array of actions and it executes only 1 randomly.BATCH
: It takes an array of actions and it executes them all.HEAL_PLAYER
: It will trigger theON_HEAL_PLAYER
trigger on any entity as long as it's a child of the PlayerEntityTriggers
ON_DAMAGE
: Triggered by a nearbyDAMAGE
action, the number of times configured in thehits
param of theDAMAGE
actionON_GLOBAL_CLICK
: Click anywhereON_GLOBAL_PRIMARY
: Press EON_GLOBAL_SECONDARY
: Press FON_TICK
: On every frameON_HEAL_PLAYER
: Triggered by theHEAL_PLAYER
action only if this entity is child of the PlayerEntityTrigger Conditions
WHEN_DISTANCE_TO_PLAYER_IS_LESS_THAN
: The condition will pass when the distance to the player position is less than the value set in the condition. It can be used on any trigger type.WHEN_DISTANCE_TO_PLAYER_IS_LESS_THAN
: The condition will pass when the distance to the player position is more than the value set in the condition. It can be used on any trigger type.