Class EBehaviour<T>
EBehaviour is a versatile component designed to enhance the functionality of playable characters.
It can be easily integrated with various types of playable characters, making it a valuable tool for user-defined playable character behaviours.
Inherited Members
System.Object.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
Namespace: Exiled.API.Features.Core.Generic
Assembly: Exiled.API.dll
Syntax
public abstract class EBehaviour<T> : EActor, IEntity, IWorldSpace, IPosition, IRotation where T : Player
Type Parameters
Name | Description |
---|---|
T | The type of user-defined playable character object. |
Properties
| Improve this Doc View SourceOwner
Gets the owner of the EBehaviour.
Declaration
protected virtual T Owner { get; }
Property Value
Type | Description |
---|---|
T |
Methods
| Improve this Doc View SourceBehaviourUpdate()
Ran every tick.
Code affecting the EBehaviour's base implementation should be placed here.
Declaration
protected virtual void BehaviourUpdate()
OnEndPlay()
Declaration
protected override void OnEndPlay()
Overrides
| Improve this Doc View SourcePostInitialize()
Declaration
protected override void PostInitialize()
Overrides
| Improve this Doc View SourceTick()
Declaration
protected override void Tick()