An Entity
is essentially a "thing" in the game world. This can be a player character, NPC, vehicle, or an object like a weapon or a door. Each entity has specific attributes, like health, position, and abilities, that define how it behaves and interacts with the environment.
Components: these are smaller parts that make up an entity, such as physics, animations, and behaviors. Components are what give an entity its abilities, like moving, interacting, or taking damage.
Properties: these are data fields that define things like health, speed, size, or position in the world.
Events: entities can send and receive events to trigger actions. For instance, an NPC can trigger an event when it detects the player.
Whether [this.QueueEvent] is currently available or not.
Mark entity for disposal.
Retrieve any component on entity by name.
Retrieve currently applied appearance.
Enqueue event for entity on game's events loop.