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Overview

Combat Damage Component

The Combat Damage Component is a ready-to-use GraphInstance implementation for dealing damage using a Graph Object.

It handles:

  • Graph initialization
  • Entity binding
  • Physics-based target detection
  • Damage execution
  • Projectile driving

Basic Usage

  1. Add CombatDamageComponent to a GameObject
  2. Assign a Damage GraphObject
  3. Configure Dealer / Target or Physics Detection
  4. Trigger damage via code or Physics Detection

Optional References

Useful for static relationships such as:

  • Player-held weapons
  • Enemy-attached weapons

Physics Detection

Supported detection modes include:

  • IsTrigger Collider
  • Rigidbody
  • Overlap Sphere
  • Overlap Capsule
  • Sphere Cast
  • Raycast

Each mode exposes different parameters and validates required components automatically.

Gizmos

Detection ranges are visualized in the Scene View.


Hit Filtering

  • Layer filters
  • Tag filters
  • Ignore same target within X seconds Prevents unintended multiple hits across frames.

Projectile Mode

Supported projectile modes include:

  • Script Drive Move the projectile by script.
  • Physics Drive Move the projectile by Unity Physics System.

Projectile Features:

  • Auto-seeking target
  • Speed curve
  • Gravity (for both modes)
  • Lifetime
  • On hit prefab
  • Auto launch

Extension

Developers may inherit from GraphInstance to create custom damage logic, but CombatDamageComponent covers most common scenarios.