using Engine.CoreMath;
/// Idle rotation for signage, fans, or showcase props.
public sealed class IdleRotate : Component
{
[Serialize]
public float DegreesPerSecond { get; set; } = 45f;
public override void Update(double deltaTime)
{
Transform.RotateLocalDegrees(EngineBasis.Up,
DegreesPerSecond * (float)deltaTime);
}
}
C#
There is no separate little scripting island. The engine, editor, and gameplay code are all ordinary C#, so game components feel like real software: typed, inspectable, reloadable, and close to the systems they drive.