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insp-entitytype.html
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<h3 class="nav-header">Components</h3>
<ul class="nav flex-column">
<li class="nav-item">
<a class="nav-link" href="insp-agent.html">Agent</a>
</li>
<li class="nav-item">
<a class="nav-link" href="insp-agentevent.html">Agent Event</a>
</li>
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<a class="nav-link" href="insp-entity.html">Entity</a>
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<h3 class="nav-header">ScriptableObjects</h3>
<ul class="nav flex-column">
<li class="nav-item">
<a class="nav-link" href="insp-actiontype.html">Action Type</a>
</li>
<li class="nav-item">
<a class="nav-link" href="insp-agenttype.html">Agent Type</a>
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<a class="nav-link" href="insp-agenteventtype.html">Agent Event Type</a>
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<a class="nav-link active" href="insp-entitytype.html">Entity Type</a>
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<a class="nav-link" href="insp-faction.html">Faction</a>
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<a class="nav-link" href="insp-inventoryslot.html">Inventory Slot</a>
</li>
<li class="nav-item">
<a class="nav-link" href="insp-itemcondition.html">Item Condition</a>
</li>
<li class="nav-item">
<a class="nav-link" href="insp-mappingtype.html">Mapping Type</a>
</li>
<li class="nav-item">
<a class="nav-link" href="insp-roletype.html">Role Type</a>
</li>
<li class="nav-item">
<a class="nav-link" href="insp-selectortype.html">Selector Type</a>
</li>
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<a class="nav-link" href="insp-worldobjecttype.html">World Object Type</a>
</li>
</ul>
<h3 class="nav-header">Plain C# Classes</h3>
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<li class="nav-item">
<a class="nav-link" href="insp-inputcondition.html">Input Condition</a>
</li>
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<a class="nav-link" href="insp-outputchange.html">Output Change</a>
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<h1><nobr>EntityType : ScriptableObject</nobr></h1>
<h3>What is an Entity Type?</h3>
<hr>
<p>
An Entity Type is an abstract base class that inherits from Scriptable Object. It is the base class
for Agent Type, World Object Type, and Agent Event Type.
<br><br>
See <a class="text-link" href="doc-entity-types.html">Entity Types</a> for more info.
</p>
<h3>Entity Type Base Custom Inspector</h3>
<hr>
<img src="images/EntityType.png">
<h3>Entity Type Info</h3>
<hr>
<p>
All of the major parts of an Agent are defined here.
All of these and more can be overriden by using Agent Override Types.
</p>
<img src="images/ETInfo.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td><nobr>Default Movement Type</nobr></td>
<td>See <a class="text-link" href="insp-movementtype.html">Movement Type</a>.</td>
</tr>
<tr>
<td>Default Animation Type</td>
<td>See <a class="text-link" href="insp-animationtype.html">Animation Type</a>.</td>
</tr>
<tr>
<td>Use Animator Overrides</td>
<td>
Should this Agent use the Animator Overrides feature? It dynamically changes the Animator Override Controller
based on InputConditions.<br>
See <a class="text-link" href="#animatoroverrides">Animator Overrides</a> below.
</td>
</tr>
<tr>
<td>Idle Layer</td>
<td>Integer for the layer that the Idle State is located on in the Animator.</td>
</tr>
</table>
<h3>Prefab Variants</h3>
<hr>
<img src="images/ETPrefabVariants.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td><nobr>Drive Type</nobr></td>
<td>Order of DriveTypes does not matter. See <a class="text-link" href="insp-drivetype.html">Drive Type</a>.</td>
</tr>
<tr>
<td>Level</td>
<td>The Agent will start the game with the Drive set to this level.</td>
</tr>
<tr>
<td><nobr>Change Per Game Hour</nobr></td>
<td>The default change in drive level per game hour. The length of a game hour is set in the Scene's TimeManager.</td>
</tr>
</table>
<h3>Placement Info</h3>
<hr>
<img src="images/ETPlacementInfo.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td><nobr>Action Type</nobr></td>
<td>Order of Action Types does not matter.<br>See <a class="text-link" href="insp-actiontype.html">Action Type</a>.</td>
</tr>
<tr>
<td>Level</td>
<td>
The Agent will start the game with the Action set to this level. An Action level or skill can be used
as a measure of how good the Agent is at the Action Type.
</td>
</tr>
<tr>
<td>Prob</td>
<td>The default probablity of the Action level increasing after the Agent performs this Action Type.</td>
</tr>
<tr>
<td><nobr>Change Amount</nobr></td>
<td>The default change amount in the Action level if the Action level increases.</td>
</tr>
</table>
<h3>Tags</h3>
<hr>
<img src="images/ETTags.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td><nobr>Attribute Type</nobr></td>
<td>Order of Attribute Types does not matter.<br>See <a class="text-link" href="insp-attributetype.html">Attribute Type</a>.</td>
</tr>
<tr>
<td>Value</td>
<td>The Agent will start the game with the Attribute Type set to this value.</td>
</tr>
<tr>
<td>Range</td>
<td>For MinMaxFloatATs this is the min and max values.</td>
</tr>
</table>
<a id="inventory">
<h3>Inventory</h3>
</a>
<hr>
<img src="images/ETInventory.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td><nobr>Default Inventory Type</nobr></td>
<td>
An Inventory Type defines all of the key logic for how inventory should work.
TAI currently includes 3D and 2D Base Inventory Types.
</td>
</tr>
</table>
<h3>Inventory - Can Be In Slots</h3>
<hr>
<img src="images/ETInventoryCanBeIn.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td><nobr>Inventory Slot</nobr></td>
<td>See <a class="text-link" href="insp-inventoryslot.html">Inventory Slot</a>.</td>
</tr>
<tr>
<td>Is Equipped?</td>
<td>
If the entity is in this slot is it considered to be Equipped?
<a class="text-link" href="insp-itemcondition.html">Item Conditions</a> use this status to apply modifiers.
</td>
</tr>
<tr>
<td># Locations</td>
<td>How many of the slot locations are taken up by this Entity? Inventory Slots can be multi-location.</td>
</tr>
<tr>
<td>Multi-Slot</td>
<td>
This allows Entities to take up multiple slots. For example,
a two handed sword would take up Right Hand and Left Hand Slots.
</td>
</tr>
</table>
<h3>Inventory - Transform Mappings</h3>
<hr>
<p>
A Transform Mapping will change the transform (position, rotation, and scale) of an Entity when
it is in a certain inventory slot. Order does matter as it will choose the first match.
If there is no match the Prefab Variant's transform be used.
</p>
<img src="images/ETInventoryTMs.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td>Transform</td>
<td>An Empty Game Object Prefab with just a Transform. When the entity becomes inventory and the
following conditions are met the Entity's transform values will be replaced by this one.
</td>
</tr>
<tr>
<td>Inventory Slot</td>
<td>See <a class="text-link" href="insp-inventoryslot.html">Inventory Slot</a>.</td>
</tr>
<tr>
<td><nobr>Owner Match Type</nobr></td>
<td>Type Group, Type Category, or Entity Type: Which one of these three should be used to match on?</td>
</tr>
<tr>
<td>Type Match</td>
<td>Will show one of these three fields, Type Group, Type Category, or Entity Type, based on the Owner Match Type.</td>
</tr>
<tr>
<td>Owner Prefab<br>Variant Index</td>
<td>Does the owner have to be of a certain Prefab Variant index? -1 to ignore.</td>
</tr>
<tr>
<td>This Prefab<br>Variant Index</td>
<td>Does this Entity have to be of a certain Prefab Variant index? -1 to ignore.</td>
</tr>
<tr>
<td>State Name Matches</td>
<td>Does this Entity need to be in certain states? Only for World Objects. Leave list empty to ignore.</td>
</tr>
</table>
<h3>Inventory - Attribute Type Modifiers</h3>
<hr>
<p>
Use these to have inventory modify attribute Types for an Action or at all times if Item Condition passes.
</p>
<img src="images/ETInventoryATMs.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td>Item Condition</td>
<td>
A set of conditions that must be true for the Modifier to be applied.
<br>
See <a class="text-link" href="insp-itemcondition.html">Item Condition</a>.
</td>
</tr>
<tr>
<td>Modifier Type</td>
<td>
On Action or Always: Does the modifier only apply when an Action is occuring?
If Always, the Attribute Types min, max, and level can be changed. If On Action,
A MinMaxCurve is used so a random range can be used to change the Attribute Types
level just for that Action.
</td>
</tr>
<tr>
<td>Attribute Type</td>
<td>See <a class="text-link" href="doc-attribute.html">Attribute Type</a>.</td>
</tr>
<tr>
<td>Modify Value Type</td>
<td>
Add, Multiply, Override, or Veto: How should the value be modified? Override will replace the
value but continue looking at modifiers. Veto will return the value.
</td>
</tr>
<tr>
<td>Default Level Curve Change</td>
<td>
For On Action Modifier Type. Will randomly evaluate the Min Max Curve to get the change value.
<br>
See <a class="text-link" href="insp-minmaxcurve.html">Min Max Curve</a>.
</td>
</tr>
<tr>
<td><nobr>Default Level Change</nobr></td>
<td>For Always Modifier Type. A float value to change the level of the Attribute.</td>
</tr>
<tr>
<td>Default Min Change</td>
<td>For Always Modifier Type. A float value to change the min of the Attribute.</td>
</tr>
<tr>
<td>Default Max Change</td>
<td>For Always Modifier Type. A float value to change the max of the Attribute.</td>
</tr>
<tr>
<td>Prefab Variant Value Mappings</td>
<td>Same as above but specific to a Prefab Variant. Use these to override the default modifier values.</td>
</tr>
</table>
<h3>Inventory - Action Skill Modifiers</h3>
<hr>
<img src="images/ETInventoryASMs.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td>Item Condition</td>
<td>
A set of conditions that must be true for the Modifier to be applied.
<br>
See <a class="text-link" href="insp-itemcondition.html">Item Condition</a>.
</td>
</tr>
<tr>
<td>Action Types</td>
<td>Which Action Types to modify?<br>See <a class="text-link" href="doc-action.html">Action</a>.</td>
</tr>
<tr>
<td>Modify Value Type</td>
<td>
Add, Multiply, Override, or Veto: How should the value be modified? Override will replace the
value but continue looking at modifiers. Veto will return the value.
</td>
</tr>
<tr>
<td><nobr>Default Value Curve</nobr></td>
<td>
Will randomly evaluate the Min Max Curve to get the change value for the Action.
<br>
See <a class="text-link" href="insp-minmaxcurve.html">Min Max Curve</a>.
</td>
</tr>
<tr>
<td>Prefab Variant Value Mappings</td>
<td>Same as above but specific to a Prefab Variant. Use these to override the default modifier values.</td>
</tr>
</table>
<h3>Inventory - Effects</h3>
<hr>
<img src="images/ETInventoryEffects.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td></td>
<td></td>
</tr>
</table>
<h3>Inventory - Slots & Default</h3>
<hr>
<img src="images/ETInventorySlots.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td></td>
<td></td>
</tr>
</table>
<h3>Entity Triggers</h3>
<hr>
<img src="images/ETEntityTriggers.png">
<table class="table table-dark table-striped table-tai">
<tr>
<td><nobr>Entity Triggers</nobr></td>
<td>
List of Entity Triggers. Will evaluate them in order if multiple trigger at the same time.
<br>
See <a class="text-link" href="insp-entitytrigger.html">Entity Trigger</a>.
</td>
</tr>
</table>
</div>
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