Components
ScriptableObjects
Plain C# Classes
Entity (Abstract) : MonoBehaviour
What is an Entity?
An Entity is an abstract base class that inherits from MonoBehaviour. It is the base class for Agent, World Object, and Agent Event.
Entity Base Custom Inspector
Tags
Tags can be used by Mapping Types to control who can do what to what. The Entity can be null if the Tag Type does not have an Entity relation. In the image above the Giant (Agent in the scene) is the Overlord to the Agent. Level is usually ignored but can be used if the tag type requires a level. For example, if the Tag Type was Shiny. The Level could refer to how shiny.
Overrides
Used to change any setting for this Entity from the default Entity Type configuration. See Entity Override.
Inventory Slot Mappings
If an Entity Type has Inventory Slots, the mapping of the Inventory Slot to an Entity's Game Object
in its Transform hierarchy must be done here. For example in the image above, the LeftHand and RightHand
Inventory Slots are mapped to the Agent's Hand_L and Hand_R Game Objects. When inventory is added to these
slots it will be parented to these Game Objects.
Inventory Slots can be multi-location so make sure the number of Locations specified matches the
Inventory Slot's configuration.