Files
aego/tests/agent/testdata/schema_list.json
sanspie 5eb1832907
ci-platforms / darwin amd64 smoke (push) Skipped
ci / build (amd64, linux, ubuntu-24.04) (push) Failing after 15m28s
ci / release (push) Skipped
ci-platforms / windows amd64 smoke (push) Skipped
ci-platforms / darwin arm64 smoke (push) Skipped
ci / checks (push) Successful in 7m47s
Complete Stage 12 for v0.12.0
2026-11-05 11:46:53 +03:00

360 lines
12 KiB
JSON

{
"ok": true,
"value": [
{
"name": "engine.Unknown",
"kind": "component",
"doc": "Holds components whose type is not registered in this build."
},
{
"name": "engine.Tags",
"kind": "component",
"display": "Tags",
"category": "Engine",
"owner": "engine",
"doc": "Tags names groups this node belongs to; scripts find them with scene.WithTag."
},
{
"name": "engine.SpriteRenderer",
"kind": "component",
"display": "Sprite Renderer",
"category": "Rendering",
"owner": "render2d",
"doc": "Draws a texture region at the node transform."
},
{
"name": "engine.Camera2D",
"kind": "component",
"display": "Camera 2D",
"category": "Camera",
"owner": "render2d",
"doc": "Renders an orthographic view from the node transform."
},
{
"name": "engine.Mesh2D",
"kind": "component",
"display": "Mesh 2D",
"category": "Rendering",
"owner": "render2d",
"doc": "Draws the standard mesh vertex layout in a 2D camera with a compatible Mesh2D material."
},
{
"name": "engine.MaterialOverride",
"kind": "component",
"display": "Material Override",
"category": "Rendering",
"owner": "render2d",
"doc": "Overrides up to eight numeric shader parameters on this node. Removed parameters remain in the values list."
},
{
"name": "render2d.PostProcess",
"kind": "component",
"display": "Post Process",
"category": "Rendering",
"owner": "render2d",
"doc": "Applies an ordered effect stack after all cameras sharing this camera's logical output, before UI."
},
{
"name": "engine.Light2D",
"kind": "component",
"display": "Light 2D",
"category": "Lighting",
"owner": "render2d",
"doc": "Forward 2D diffuse light. Local +X defines Spot and Directional azimuth; presentation transforms also drive shadows."
},
{
"name": "engine.LightOccluder2D",
"kind": "component",
"display": "Light Occluder 2D",
"category": "Lighting",
"owner": "render2d",
"doc": "A planar shadow contour. Manual polygons require no Physics module; ShapeProvider reads local geometry through the shapes2d contract."
},
{
"name": "engine.LightingEnvironment2D",
"kind": "component",
"display": "Lighting Environment 2D",
"category": "Lighting",
"owner": "render2d",
"doc": "Lighting and output policy for a camera. An empty camera applies to the current output; overlapping environments are an error."
},
{
"name": "engine.Camera3D",
"kind": "component",
"display": "Camera 3D",
"category": "Camera",
"owner": "render3d",
"doc": "Renders a perspective view looking down the node -Z axis."
},
{
"name": "engine.MeshRenderer",
"kind": "component",
"display": "Mesh Renderer",
"category": "Rendering",
"owner": "render3d",
"doc": "Draws an unlit mesh at the node transform."
},
{
"name": "engine.Script",
"kind": "component",
"display": "Scripts",
"category": "Scripts",
"owner": "script",
"doc": "Holds the Aego Script attachments of a node."
},
{
"name": "physics.Body2D",
"kind": "component",
"display": "Rigid Body 2D",
"category": "Physics",
"owner": "physics",
"doc": "Simulates the node as a rigid body. Colliders on the node and its children form its shape."
},
{
"name": "physics.BoxCollider2D",
"kind": "component",
"display": "Box Collider 2D",
"category": "Physics",
"owner": "physics",
"doc": "Box shape in node space."
},
{
"name": "physics.CircleCollider2D",
"kind": "component",
"display": "Circle Collider 2D",
"category": "Physics",
"owner": "physics",
"doc": "Circle shape. Needs a uniform node scale."
},
{
"name": "physics.CapsuleCollider2D",
"kind": "component",
"display": "Capsule Collider 2D",
"category": "Physics",
"owner": "physics",
"doc": "Capsule along the local X axis; Length is the full extent including the caps."
},
{
"name": "physics.PolygonCollider2D",
"kind": "component",
"display": "Polygon Collider 2D",
"category": "Physics",
"owner": "physics",
"doc": "Convex polygon of 3 to 8 points."
},
{
"name": "physics.EdgeCollider2D",
"kind": "component",
"display": "Edge Collider 2D",
"category": "Physics",
"owner": "physics",
"doc": "Polyline for level geometry. OneSided lets bodies pass from below."
},
{
"name": "physics.DistanceJoint2D",
"kind": "component",
"display": "Distance Joint 2D",
"category": "Physics",
"owner": "physics",
"doc": "Keeps a distance between this body and the Target body. Length 0 uses the distance at start."
},
{
"name": "physics.RevoluteJoint2D",
"kind": "component",
"display": "Revolute Joint 2D",
"category": "Physics",
"owner": "physics",
"doc": "Pins this body to the Target body at Anchor, with an optional limit and motor."
},
{
"name": "audio.AudioListener2D",
"kind": "component",
"display": "Audio Listener 2D",
"category": "Audio",
"owner": "audio",
"doc": "Hears spatial sound from its node. Without one the camera of the main output listens."
},
{
"name": "audio.AudioSource2D",
"kind": "component",
"display": "Audio Source 2D",
"category": "Audio",
"owner": "audio",
"doc": "Plays a clip or an audio event from its node."
},
{
"name": "audio.AudioZone2D",
"kind": "component",
"display": "Audio Zone 2D",
"category": "Audio",
"owner": "audio",
"doc": "While the listener is inside Area, Bus is turned to Gain."
},
{
"name": "animation.AnimationPlayer",
"kind": "component",
"display": "Animation Player",
"category": "Animation",
"owner": "animation",
"doc": "Plays an animation clip on its node and the nodes below it: property tracks, sprite frames and events. Clip time, gameplay events and tracks other than the transform pose advance on fixed steps, so a replay gives the same result at any frame rate."
},
{
"name": "animation.Animator",
"kind": "component",
"display": "Animator",
"category": "Animation",
"owner": "animation",
"doc": "Plays the states of an animation controller and blends between them when its parameters change. The graph, the blends, root motion and gameplay events run on fixed steps, so replays match at any frame rate."
},
{
"name": "camera.VirtualCamera2D",
"kind": "component",
"display": "Virtual Camera 2D",
"category": "Camera",
"owner": "camera",
"doc": "A camera pose the brain can pick. The highest priority wins; switching blends from the current view."
},
{
"name": "camera.CameraFollow2D",
"kind": "component",
"display": "Camera Follow 2D",
"category": "Camera",
"owner": "camera",
"doc": "Moves its virtual camera after Target, with a deadzone, damping and lookahead."
},
{
"name": "camera.CameraShake2D",
"kind": "component",
"display": "Camera Shake 2D",
"category": "Camera",
"owner": "camera",
"doc": "Tunes the shake of its virtual camera. Shake grows with trauma and fades over time."
},
{
"name": "camera.CameraZone2D",
"kind": "component",
"display": "Camera Zone 2D",
"category": "Camera",
"owner": "camera",
"doc": "While Target is inside Area, Camera gets Priority and the zone's zoom and bounds."
},
{
"name": "camera.CameraBrain2D",
"kind": "component",
"display": "Camera Brain 2D",
"category": "Camera",
"owner": "camera",
"doc": "Picks which output of virtual cameras drives this Camera 2D. Without it the camera shows the main output."
},
{
"name": "gameplay.Motion2D",
"kind": "component",
"display": "Motion 2D",
"category": "Gameplay",
"owner": "gameplay",
"doc": "Moves a kinematic Body2D by casting its colliders: walking, jumping, slopes, steps and moving platforms, or free top-down movement. Call Move and Jump from a script; the controller acts on the next fixed step."
},
{
"name": "gameplay.Health",
"kind": "component",
"display": "Health",
"category": "Gameplay",
"owner": "gameplay",
"doc": "Hit points of a node. Hitboxes, kill zones and scripts damage it; it dies once at zero until revived."
},
{
"name": "gameplay.Hurtbox2D",
"kind": "component",
"display": "Hurtbox 2D",
"category": "Gameplay",
"owner": "gameplay",
"doc": "Area where hitboxes damage a Health: on this node or on its nearest parent with Health."
},
{
"name": "gameplay.Hitbox2D",
"kind": "component",
"display": "Hitbox 2D",
"category": "Gameplay",
"owner": "gameplay",
"doc": "Damages hurtboxes inside its area, once per target per activation, on every entry or periodically."
},
{
"name": "gameplay.Lifetime",
"kind": "component",
"display": "Lifetime",
"category": "Gameplay",
"owner": "gameplay",
"doc": "Removes the node after some seconds: back to its pool or destroyed."
},
{
"name": "gameplay.KillZone2D",
"kind": "component",
"display": "Kill Zone 2D",
"category": "Gameplay",
"owner": "gameplay",
"doc": "Kills a Health that enters the area, or respawns a node with Respawn and no Health."
},
{
"name": "gameplay.Checkpoint2D",
"kind": "component",
"display": "Checkpoint 2D",
"category": "Gameplay",
"owner": "gameplay",
"doc": "Sets the respawn point of a node with Respawn that enters the area."
},
{
"name": "gameplay.Respawn",
"kind": "component",
"display": "Respawn",
"category": "Gameplay",
"owner": "gameplay",
"doc": "Brings the node back to its respawn point after death or Trigger. The first point is where the node starts."
},
{
"name": "gameplay.Pickup2D",
"kind": "component",
"display": "Pickup 2D",
"category": "Gameplay",
"owner": "gameplay",
"doc": "Fires Collected when a node enters the area; with Once the pickup then disappears."
},
{
"name": "gameplay.StateMachine",
"kind": "component",
"display": "State Machine",
"category": "Gameplay",
"owner": "gameplay",
"doc": "Named states with Enter, Exit, Fixed and Update hooks found by name on the node's scripts: EnterRun(), ExitRun(), FixedRun(dt), UpdateRun(dt). Scripts change the state with Go."
},
{
"name": "save.Persist",
"kind": "component",
"display": "Persist",
"category": "Engine",
"owner": "save",
"doc": "Saves the node's transform and enabled flag in save games."
},
{
"name": "particles.ParticleSystem2D",
"kind": "component",
"display": "Particle System 2D",
"category": "Effects",
"owner": "particles",
"doc": "Emits visual sprites from a bounded CPU pool. World-space particles stay at their birth location when the emitter moves."
},
{
"name": "audio.AudioEvent",
"kind": "data",
"display": "Audio Event",
"category": "Audio",
"owner": "audio",
"doc": "A sound to play with its variants, randomness, bus, voice limit and space."
},
{
"name": "mygame.EnemyStats",
"kind": "data",
"owner": "mygame"
}
]
}