Protected constructor!export default class ExampleBehaviour extends AirshipBehaviour {
textComponent!: TMP_Text;
Awake() {
this.textComponent = this.gameObject.GetComponent<TMP_Text>();
}
}
Readonly binA bin that is cleaned when the entity despawns.
Readonly gameThe GameObject this behaviour is attached to.
Readonly transformThe Transform this behaviour is attached to.
Used to check if the character is owned by the Game.localPlayer
Must be called after the character has finished initializing. You can use () to wait for initialized.
true if the character is owned by the Game.localPlayer
Sets a characters health to a certain value. If the health is <= 0, the character will die.
The new health value.
Optional dontInflictDeath: booleanIf true, a death event will not be fired if the character's new health is less than or equal to zero. This is useful when you want to broadcast a custom death event with Airship.Damage.BroadcastDeath.
A character is a (typically human) object in the scene. It controls movement and default animation. Typically a game would spawn a character for each player. If using the default character it would be dressed with their customized outfit.
To spawn a character use Player.SpawnCharacter. To control your game's default character see CharacterConfigSetup.