Behavior Layer

Components

Components add reusable behavior to Actors through composition rather than inheritance.

Core Idea

Keep Actors light. Attach the behaviors you need. This makes systems modular, testable, and easy to combine.

ResourceComponent

Health, shields, energy, and other tracked values with regeneration.

TeamComponent

Faction ownership used for materials, targeting, and gameplay rules.

WeaponComponent

Ranged or melee attacks with cooldown, damage, and range.

LanePushBehavior

Movement along lanes with targeting, combat pause, and friendly separation.

Authoring

ComponentDefinitions on FragmentAssets describe intended behavior. At runtime they are turned into live Component instances on Actors.

Best Practice

Prefer small, focused Components. Compose them to create complex behavior instead of large monolithic classes.

Related Reading