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-
- <section id="introduction">
- <h1>Introduction<a class="headerlink" href="#introduction" title="Permalink to this headline">¶</a></h1>
- <section id="units">
- <h2>Units<a class="headerlink" href="#units" title="Permalink to this headline">¶</a></h2>
- <p>Units are the basic building block in Crown. A Unit represents a single
- logical object in the game world: a character, a light, a prop, and so on.</p>
- <figure class="align-center" id="id1">
- <img alt="../_images/units.png" src="../_images/units.png" />
- <figcaption>
- <p><span class="caption-text">A unit imported from a scene, a camera unit, and a unit representing a sprite.</span><a class="headerlink" href="#id1" title="Permalink to this image">¶</a></p>
- </figcaption>
- </figure>
- <p>At the most fundamental level, Units are just numeric IDs that identify a
- specific object in a World. Units on their own are empty. You add Components
- to a Unit to give it behaviour and appearance.</p>
- </section>
- <section id="components">
- <h2>Components<a class="headerlink" href="#components" title="Permalink to this headline">¶</a></h2>
- <p>Contrary to some other engines, in Crown all Unit Components are optional,
- even the Transform Component can be omitted. This way you can have purely
- functional Units with no runtime cost.</p>
- <figure class="align-center" id="id2">
- <img alt="../_images/components.png" src="../_images/components.png" />
- <figcaption>
- <p><span class="caption-text">A “light” unit with its transform component displayed in the Inspector.</span><a class="headerlink" href="#id2" title="Permalink to this image">¶</a></p>
- </figcaption>
- </figure>
- <p>Units can have any number of components attached to them, but only one
- component per type is allowed.</p>
- </section>
- <section id="hierarchies">
- <h2>Hierarchies<a class="headerlink" href="#hierarchies" title="Permalink to this headline">¶</a></h2>
- <p>Units can be organised in parent/child hierarchies. This allows the creation
- of complex units from a number of simpler ones. To create a Unit with two
- lights, for example, you will create separate units each with their own Light
- Component, and then link the two together via a Transform Component.</p>
- </section>
- <section id="prefabs">
- <h2>Prefabs<a class="headerlink" href="#prefabs" title="Permalink to this headline">¶</a></h2>
- <p>A unit saved in the Project as <code class="docutils literal notranslate"><span class="pre">.unit</span></code> resource is called Prefab. Prefabs
- are a powerful way to reuse units. Prefabs can store not just a single unit,
- but entire hierarchies with all their components and properties.</p>
- <p>A prefab inherits all units and components of its base prefab, if any.
- Inherited units and components in the derived prefab can be removed,
- overridden, or complemented with new units and components.</p>
- <p>Modifications to a base prefab are automatically propagated to all derived
- prefabs.</p>
- <p>The prebab system can be used to implement many popular patterns and
- techniques. The most common use for a prefab is to leverage its inheritance
- system to implement OOP-style behavior; you could have:</p>
- <ul class="simple">
- <li><p>a base <code class="docutils literal notranslate"><span class="pre">enemy</span></code> prefab that defines the common geometry, animations and
- scripts;</p></li>
- <li><p>derived prefabs such as <code class="docutils literal notranslate"><span class="pre">enemy_heavy</span></code> and <code class="docutils literal notranslate"><span class="pre">enemy_fast</span></code> that override
- only materials, health values or behaviour parameters.</p></li>
- </ul>
- </section>
- </section>
- </div>
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