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Entity Node

Overview

Entity Nodes act as a bridge between Entity instances and the backend data used by the graph system. They provide controlled access to Entity-related information without tightly coupling graph logic to scene objects.

Entity Nodes allow graphs to read Entity context while keeping execution data-driven and backend-focused.


Purpose

Entity Nodes are used to:

They enable graphs to remain flexible while still reacting to Entity state when needed.


Entity Node Types

Player

Represents the player entity.

Dealer

A dynamic reference resolved at runtime.

  • Usually represents the damage dealer.
  • Set automatically by CombatDamage Component.
  • Can also be set manually via:
    GraphInstance.SetDealerEntity(Entity entity)

Target

A dynamic reference resolved at runtime.

  • Usually represents the damage receiver.
  • Managed automatically by CombatDamage Component or OverTimeEffect.
  • Can be set manually via:
  GraphInstance.SetTargetEntity(Entity entity)

Specified

References a specific Entity by UID.

  • Requires a string UID.
  • Useful for bosses, NPCs, or world entities.

Instance

Creates a temporary entity owned by the graph instance.

  • Exists only during the GraphInstance lifetime.
  • Can hold attributes, variables, and effects.
  • Ideal for missiles, traps, or temporary logic containers.

Execution Behavior

  • Entity Nodes are evaluated on demand when their output values are required.

  • They do not control execution flow.

  • They do not execute gameplay actions by themselves.


Port Connection Rules

Input Ports

  • None Entity Node do not expose input ports and represent source of data.

Output Ports

Entity Output Port can connect to:

The output port provides Entity context or Entity-related values to downstream nodes.


Common Use Cases

Typical Entity Node use cases include:

Entity Nodes are often placed near the start of an execution path to establish context.


Design Philosophy

Entity Nodes are designed to expose Entity context without embedding logic.

They:

  • Do not store persistent state

  • Do not own gameplay logic

  • Serve as a clean interface between Entity instances and backend data

This preserves the system’s data-driven architecture while still enabling Entity-aware behavior.


Summary

  • Entity Nodes provide Entity context

  • They do not control flow

  • They do not perform actions