Body
Overview
The BodySystem
provides a mechanism for creating a hierarchy of body parts. The existing system can be extended via the BodySystem.User.cs
file.
Body Parts
The BodyPart
component can be added to any limb of a model thus enabling the design and creation an entity with a more complex dynamic collision model. The information held in the BodyPart
component comprises:
- the collision shape (box or sphere);
- the damage multiplier to apply if this part of the body is hit; and,
- the body part type, these types are defined in the DSL via the
EBodyPartType
enum.
All this data is baked into the entity prototype's Body
component and processed by the BodySystem
upon spawning the entity.
There a few important points to take into consideration when using this system:
- the configuration is static and non-animated.
- every limb with a
BodyPart
component is a separate entity. - each limb's
Position
,Rotation
,Extents
can be retrieved. - the custom settings and parameters can be added to the
BodyPart
.