Mod service: EntityService

Available commands:
EntityIds              GetChildren( Entity::Id entity, bool recursive ) const Entity::Id             GetChildByName( Entity::Id entity, const Exor::String & name ) const Entity::Id             GetParent( Entity::Id entity ) String                 GetName( Entity::Id entity ) String                 GetGroup( Entity::Id entity ) String                 GetType( Entity::Id entity ) String                 GetBlueprintName( Entity::Id entity ) TeamId                 GetTeam( Entity::Id entity ) void                   SetName( Entity::Id entity, const String & name ) void                   SetGroup( Entity::Id entity, const String & name ) void                   SetParent( Entity::Id entity, Entity::Id parent ) float                  GetPositionX( Entity::Id entity ) const float                  GetPositionY( Entity::Id entity ) const float                  GetPositionZ( Entity::Id entity ) const Vector3                GetPosition( Entity::Id entity ) const Vector3                GetScale( Entity::Id entity ) const Entity::Id             SpawnEntity( IdString blueprint, const Vector3 & pos, const Quaternion & orient, TeamId team ) Entity::Id	       SpawnEntity( const String & blueprint, float x, float y, float z, const String & team ) Entity::Id	       SpawnEntity( const String & blueprint, const String & spawnPointName, const String & team ) Entity::Id	       SpawnEntity( const String & blueprint, Entity::Id entity, const String & team ) Entity::Id	       SpawnEntity( const String & blueprint, Entity::Id entity, TeamId team ) Entity::Id	       SpawnEntity( const String & blueprint, Entity::Id entity, const String & attachment, const String & team ) Entity::Id	       SpawnEntity( const String & blueprint, Entity::Id entity, const String & attachment, TeamId team ) Entity::Id             SpawnAndAttachEntity( const String & blueprint, Entity::Id entity ) Entity::Id             SpawnAndAttachEntity( const String & blueprint, Entity::Id entity, const String & attachment, const String & team ) SpawnAndAttachEntity( entity, attachment ) void                   SpawnEntities( const String & blueprint, const String & spawnPointName, const String & team ) void                   SpawnEntities( const String & blueprint, const String & spawnPointName, const String & team, const String &groupName ) Entity::Id             SpawnEntity( IdString blueprint, const Vector3 & pos, const Quaternion & orient ) Entity::Id             SpawnEntity( Entity::Id target ) Entity::Id             CreateEntity( IdString blueprint ) void                   AttachEntity( Entity::Id entity, Entity::Id parent ) void                   AttachEntity( Entity::Id entity, Entity::Id parent, const String & attachment ) void                   DetachEntity( Entity::Id entity ) void                   CreateLifeTime( Entity::Id entity, float time, const String & type ) float                  GetLifeTime( Entity::Id entity ) void                   RemoveLifeTime( Entity::Id entity ) void                   EnableCollisions( Entity::Id entity ) void                   DisableCollisions( Entity::Id entity ) void                   EnableCollisionsByGroup( Entity::Id entity, const String & group ) void                   DisableCollisionsByGroup( Entity::Id entity, const String & group ) void                   EnableCollision( Entity::Id entity, const String & name ) void                   DisableCollision( Entity::Id entity, const String & name ) void                   ChangeToDynamic( Entity::Id entity, Exor::String physicMaterialName, Exor::String physicGroupId, int dominance, float mass, float damping, float size ) void                   PhysicsSleep( Entity::Id entity ) void                   PhysicsWakeUp( Entity::Id entity ) Exor::Aabb             GetPhysicsWorldAabb(Entity::Id entity, int objectIdx ) void                   RemoveComponent( Entity::Id entity, const String & name ) bool                   HasComponent(Entity::Id entity, const String& name) void                   DissolveEntity( Entity::Id entity, float duration ) void                   DissolveEntity( Entity::Id entity, float duration, float delay ) void                   RemoveEntity( Entity::Id entity ) void                   RemoveEntity( Entity::Id entity, float delay ) bool                   IsAlive( Entity::Id entity ) void                   RegisterLua( Lua & lua ) override void                   Rotate( Entity::Id, float x, float y, float z, float angle) void                   Teleport( Entity::Id entity, Entity::Id toEntity ) void                   SetScale( Entity::Id entity, float x, float y, float z ) void                   SetPosition( Entity::Id entity, float x, float y, float z ) void                   SetOrientation( Entity::Id entity, float x, float y, float z, float angle ) void                   SetPhysicsScale( Entity::Id entity, float x, float y, float z ) void                   SetNavMeshScale( Entity::Id entity, float x, float y, float z ) void                   SetForward( Entity::Id entity, float x, float y, float z ) float                  GetAngleBetween( Entity::Id entity1, Entity::Id entity2 ) float                  GetAngleTo( Entity::Id entity1, Entity::Id entity2 ) float                  GetDistanceBetween( Entity::Id entity1, Entity::Id entity2 ) float                  GetDistance2DBetween( Entity::Id entity1, Entity::Id entity2 ) bool                   HasInArc( Entity::Id entity1, Entity::Id entity2, float minAngle, float maxAngle ) TeamId                 GetTeam( const String & team ) TeamMask               GetTeamMask( const String & mask ) void                   SetTeam( Entity::Id entity, const String & team ) bool                   HasTeam( Entity::Id entity ) bool                   CompareTeam( Entity::Id entity, const String & team ) bool                   IntersectTeamMask( Entity::Id entity, const String & teamMask ) void                   ChangePhysicsGroupId( Entity::Id entity, const String & groupId ) void                   ChangeType( Entity::Id entity, const String & type ) bool                   CompareType( Entity::Id entity, const String & type ) bool                   CompareType( Entity::Id entity1, Entity::Id entity2 ) void                   ChangeMaterial( Entity::Id entity, const String & materialName ) void                   SetMaterial( Entity::Id entity, const String & materialName, const String & slot ) void                   SetSubMeshMaterial( Entity::Id entity, const String & materialName, int submesh, const String & slot ) void                   RemoveMaterial( Entity::Id entity, const String & slot ) String                 GetOverridenMaterial( Entity::Id entity ) Vector         GetOverridenMaterials( Entity::Id entity ) void                   FadeEntityIn( Entity::Id entity, float timer ) void                   FadeEntityOut( Entity::Id entity, float timer ) void                   SetVisible( Entity::Id entity, bool visible ) void                   SetGraphicsUniform( Entity::Id entity, const String & uniformName, float x ) void                   SetSubmeshGraphicsUniform( Entity::Id entity, int submesh, const String & uniformName, float x ) void                   SetGraphicsUniform( Entity::Id entity, const String & uniformName, float x, float y ) void                   SetGraphicsUniform( Entity::Id entity, const String & uniformName, float x, float y, float z ) void                   SetGraphicsUniform( Entity::Id entity, const String & uniformName, float x, float y, float z, float w ) Entity::Id             CullNavMeshUnderEntity( Entity::Id entity, float radius ) HighlightEntity( entity, time ) EnableVegetationChain( entity ) DisableVegetationChain( entity ) CombineDatabase( entity, database) CreateComponent( Exor::Entity entity, Exor::String componentName) ChangeInteractiveEntityStatus( Exor::Entity::Id entity, bool enabled )