Pulses

Image showing the Pulse component, as seen in the Entity Inspector.

Pulse Overview

Functionality

Pulsors are the thematic components that represent a single Pulse Interaction.

Each component carries the relevant information necessary to exchange data with the Reactors that are able to detect said Pulse.

Get “PulseType” event for each type.

By unifying these exchanges, we open up a workflow to add any number of new Pulsors and related Reactors.

Pulsors can be stacked on a Trigger Collider. What can be reacted to will all do it in tandem. Pulsors effectively define living properties of the world and apply that impact to the receiving entity.

Pulse Types

Impulse

Physically launches things.

Needs Impulse Dir entity.

Can be facing, or radiate from entity point.

Collide

Informs the Reactor of a Collision.

This can do non-damage effects like destroy destructible objects.

Hit (Damage)

Attack Pulse. Passes on Attacker, weapon, damage rolls, etc.

Burned

Processes burn. Can alight the object, or melt.

This is not damage based but the physical effect of burn.

Can be combined with Hit for Burn and Damage. Status Effect for burning status.

Status Effect

Applies Status Effects, with their various modes of affecting the user. Toggle, Timed, Stacking, etc.

Can be combined with Hit & Burn.

Emotion

Emits an emotion to react to.

This could be putting garbage in a trash can (yay!), or harming a civiian npc (AHHH!).

Deflect

Weapon bounces off large objects/environment, interrupts Attack. Not a Pulse?

Could be used against Shields, Armours, Stone Beasts.


Using Pulses


API


Extending Pulses