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539 lines
27 KiB
XML
539 lines
27 KiB
XML
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2 years ago
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<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>Entitas</name>
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</assembly>
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<members>
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<member name="T:Entitas.Entity">
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Use context.CreateEntity() to create a new entity and
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entity.Destroy() to destroy it.
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You can add, replace and remove IComponent to an entity.
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</member>
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<member name="E:Entitas.Entity.OnComponentAdded">
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Occurs when a component gets added.
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All event handlers will be removed when
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the entity gets destroyed by the context.
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</member>
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<member name="E:Entitas.Entity.OnComponentRemoved">
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Occurs when a component gets removed.
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All event handlers will be removed when
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the entity gets destroyed by the context.
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</member>
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<member name="E:Entitas.Entity.OnComponentReplaced">
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Occurs when a component gets replaced.
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All event handlers will be removed when
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the entity gets destroyed by the context.
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</member>
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<member name="E:Entitas.Entity.OnEntityReleased">
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Occurs when an entity gets released and is not retained anymore.
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All event handlers will be removed when
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the entity gets destroyed by the context.
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</member>
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<member name="E:Entitas.Entity.OnDestroyEntity">
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Occurs when calling entity.Destroy().
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All event handlers will be removed when
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the entity gets destroyed by the context.
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</member>
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<member name="P:Entitas.Entity.totalComponents">
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The total amount of components an entity can possibly have.
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</member>
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<member name="P:Entitas.Entity.creationIndex">
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Each entity has its own unique creationIndex which will be set by
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the context when you create the entity.
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</member>
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<member name="P:Entitas.Entity.isEnabled">
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The context manages the state of an entity.
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Active entities are enabled, destroyed entities are not.
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</member>
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<member name="P:Entitas.Entity.componentPools">
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componentPools is set by the context which created the entity and
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is used to reuse removed components.
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Removed components will be pushed to the componentPool.
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Use entity.CreateComponent(index, type) to get a new or
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reusable component from the componentPool.
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Use entity.GetComponentPool(index) to get a componentPool for
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a specific component index.
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</member>
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<member name="P:Entitas.Entity.contextInfo">
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The contextInfo is set by the context which created the entity and
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contains information about the context.
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It's used to provide better error messages.
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</member>
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<member name="P:Entitas.Entity.aerc">
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Automatic Entity Reference Counting (AERC)
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is used internally to prevent pooling retained entities.
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If you use retain manually you also have to
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release it manually at some point.
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</member>
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<member name="M:Entitas.Entity.AddComponent(System.Int32,Entitas.IComponent)">
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Adds a component at the specified index.
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You can only have one component at an index.
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Each component type must have its own constant index.
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The prefered way is to use the
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generated methods from the code generator.
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</member>
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<member name="M:Entitas.Entity.RemoveComponent(System.Int32)">
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Removes a component at the specified index.
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You can only remove a component at an index if it exists.
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The prefered way is to use the
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generated methods from the code generator.
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</member>
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<member name="M:Entitas.Entity.ReplaceComponent(System.Int32,Entitas.IComponent)">
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Replaces an existing component at the specified index
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or adds it if it doesn't exist yet.
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The prefered way is to use the
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generated methods from the code generator.
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</member>
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<member name="M:Entitas.Entity.GetComponent(System.Int32)">
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Returns a component at the specified index.
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You can only get a component at an index if it exists.
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The prefered way is to use the
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generated methods from the code generator.
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</member>
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<member name="M:Entitas.Entity.GetComponents">
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Returns all added components.
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</member>
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<member name="M:Entitas.Entity.GetComponentIndices">
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Returns all indices of added components.
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</member>
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<member name="M:Entitas.Entity.HasComponent(System.Int32)">
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Determines whether this entity has a component
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at the specified index.
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</member>
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<member name="M:Entitas.Entity.HasComponents(System.Int32[])">
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Determines whether this entity has components
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at all the specified indices.
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</member>
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<member name="M:Entitas.Entity.HasAnyComponent(System.Int32[])">
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Determines whether this entity has a component
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at any of the specified indices.
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</member>
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<member name="M:Entitas.Entity.RemoveAllComponents">
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Removes all components.
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</member>
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<member name="M:Entitas.Entity.GetComponentPool(System.Int32)">
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Returns the componentPool for the specified component index.
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componentPools is set by the context which created the entity and
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is used to reuse removed components.
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Removed components will be pushed to the componentPool.
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Use entity.CreateComponent(index, type) to get a new or
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reusable component from the componentPool.
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</member>
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<member name="M:Entitas.Entity.CreateComponent(System.Int32,System.Type)">
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Returns a new or reusable component from the componentPool
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for the specified component index.
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</member>
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<member name="M:Entitas.Entity.CreateComponent``1(System.Int32)">
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Returns a new or reusable component from the componentPool
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for the specified component index.
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</member>
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<member name="P:Entitas.Entity.retainCount">
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Returns the number of objects that retain this entity.
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</member>
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<member name="M:Entitas.Entity.Retain(System.Object)">
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Retains the entity. An owner can only retain the same entity once.
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Retain/Release is part of AERC (Automatic Entity Reference Counting)
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and is used internally to prevent pooling retained entities.
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If you use retain manually you also have to
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release it manually at some point.
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</member>
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<member name="M:Entitas.Entity.Release(System.Object)">
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Releases the entity. An owner can only release an entity
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if it retains it.
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Retain/Release is part of AERC (Automatic Entity Reference Counting)
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and is used internally to prevent pooling retained entities.
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If you use retain manually you also have to
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release it manually at some point.
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</member>
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<member name="M:Entitas.Entity.ToString">
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Returns a cached string to describe the entity
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with the following format:
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Entity_{creationIndex}(*{retainCount})({list of components})
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</member>
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<member name="T:Entitas.Group`1">
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Use context.GetGroup(matcher) to get a group of entities which match
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the specified matcher. Calling context.GetGroup(matcher) with the
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same matcher will always return the same instance of the group.
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The created group is managed by the context and will always be up to date.
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It will automatically add entities that match the matcher or
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remove entities as soon as they don't match the matcher anymore.
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</member>
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<member name="E:Entitas.Group`1.OnEntityAdded">
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Occurs when an entity gets added.
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</member>
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<member name="E:Entitas.Group`1.OnEntityRemoved">
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Occurs when an entity gets removed.
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</member>
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<member name="E:Entitas.Group`1.OnEntityUpdated">
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Occurs when a component of an entity in the group gets replaced.
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</member>
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<member name="P:Entitas.Group`1.count">
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Returns the number of entities in the group.
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</member>
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<member name="P:Entitas.Group`1.matcher">
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Returns the matcher which was used to create this group.
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</member>
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<member name="M:Entitas.Group`1.#ctor(Entitas.IMatcher{`0})">
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Use context.GetGroup(matcher) to get a group of entities which match
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the specified matcher.
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</member>
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<member name="M:Entitas.Group`1.HandleEntitySilently(`0)">
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This is used by the context to manage the group.
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</member>
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<member name="M:Entitas.Group`1.HandleEntity(`0,System.Int32,Entitas.IComponent)">
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This is used by the context to manage the group.
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</member>
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<member name="M:Entitas.Group`1.UpdateEntity(`0,System.Int32,Entitas.IComponent,Entitas.IComponent)">
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This is used by the context to manage the group.
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</member>
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<member name="M:Entitas.Group`1.RemoveAllEventHandlers">
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Removes all event handlers from this group.
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Keep in mind that this will break reactive systems and
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entity indices which rely on this group.
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</member>
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<member name="M:Entitas.Group`1.ContainsEntity(`0)">
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Determines whether this group has the specified entity.
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</member>
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<member name="M:Entitas.Group`1.GetEntities">
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Returns all entities which are currently in this group.
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</member>
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<member name="M:Entitas.Group`1.GetEntities(System.Collections.Generic.List{`0})">
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Fills the buffer with all entities which are currently in this group.
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</member>
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<member name="M:Entitas.Group`1.GetSingleEntity">
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Returns the only entity in this group. It will return null
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if the group is empty. It will throw an exception if the group
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has more than one entity.
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</member>
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<member name="T:Entitas.Context`1">
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A context manages the lifecycle of entities and groups.
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You can create and destroy entities and get groups of entities.
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The prefered way to create a context is to use the generated methods
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from the code generator, e.g. var context = new GameContext();
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</member>
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<member name="E:Entitas.Context`1.OnEntityCreated">
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Occurs when an entity gets created.
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</member>
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<member name="E:Entitas.Context`1.OnEntityWillBeDestroyed">
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Occurs when an entity will be destroyed.
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</member>
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<member name="E:Entitas.Context`1.OnEntityDestroyed">
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Occurs when an entity got destroyed.
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</member>
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<member name="E:Entitas.Context`1.OnGroupCreated">
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Occurs when a group gets created for the first time.
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</member>
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<member name="P:Entitas.Context`1.totalComponents">
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The total amount of components an entity can possibly have.
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This value is generated by the code generator,
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e.g ComponentLookup.TotalComponents.
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</member>
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<member name="P:Entitas.Context`1.componentPools">
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Returns all componentPools. componentPools is used to reuse
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removed components.
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Removed components will be pushed to the componentPool.
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Use entity.CreateComponent(index, type) to get a new or reusable
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component from the componentPool.
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</member>
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<member name="P:Entitas.Context`1.contextInfo">
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The contextInfo contains information about the context.
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It's used to provide better error messages.
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</member>
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<member name="P:Entitas.Context`1.count">
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Returns the number of entities in the context.
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</member>
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<member name="P:Entitas.Context`1.reusableEntitiesCount">
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Returns the number of entities in the internal ObjectPool
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for entities which can be reused.
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</member>
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<member name="P:Entitas.Context`1.retainedEntitiesCount">
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Returns the number of entities that are currently retained by
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other objects (e.g. Group, Collector, ReactiveSystem).
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</member>
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<member name="M:Entitas.Context`1.#ctor(System.Int32,System.Func{`0})">
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The prefered way to create a context is to use the generated methods
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from the code generator, e.g. var context = new GameContext();
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</member>
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<member name="M:Entitas.Context`1.#ctor(System.Int32,System.Int32,Entitas.ContextInfo,System.Func{Entitas.IEntity,Entitas.IAERC},System.Func{`0})">
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The prefered way to create a context is to use the generated methods
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from the code generator, e.g. var context = new GameContext();
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</member>
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<member name="M:Entitas.Context`1.CreateEntity">
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Creates a new entity or gets a reusable entity from the
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internal ObjectPool for entities.
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</member>
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<member name="M:Entitas.Context`1.DestroyAllEntities">
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Destroys all entities in the context.
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Throws an exception if there are still retained entities.
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</member>
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<member name="M:Entitas.Context`1.HasEntity(`0)">
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Determines whether the context has the specified entity.
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</member>
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<member name="M:Entitas.Context`1.GetEntities">
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Returns all entities which are currently in the context.
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</member>
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<member name="M:Entitas.Context`1.GetGroup(Entitas.IMatcher{`0})">
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Returns a group for the specified matcher.
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Calling context.GetGroup(matcher) with the same matcher will always
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return the same instance of the group.
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</member>
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<member name="M:Entitas.Context`1.AddEntityIndex(Entitas.IEntityIndex)">
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Adds the IEntityIndex for the specified name.
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There can only be one IEntityIndex per name.
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</member>
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<member name="M:Entitas.Context`1.GetEntityIndex(System.String)">
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Gets the IEntityIndex for the specified name.
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</member>
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<member name="M:Entitas.Context`1.ResetCreationIndex">
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Resets the creationIndex back to 0.
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</member>
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<member name="M:Entitas.Context`1.ClearComponentPool(System.Int32)">
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Clears the componentPool at the specified index.
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</member>
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<member name="M:Entitas.Context`1.ClearComponentPools">
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Clears all componentPools.
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</member>
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<member name="M:Entitas.Context`1.Reset">
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Resets the context (destroys all entities and
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resets creationIndex back to 0).
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</member>
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<member name="M:Entitas.Context`1.RemoveAllEventHandlers">
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Removes all event handlers
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OnEntityCreated, OnEntityWillBeDestroyed,
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OnEntityDestroyed and OnGroupCreated
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</member>
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<member name="T:Entitas.JobSystem`1">
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A JobSystem calls Execute(entities) with subsets of entities
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and distributes the workload over the specified amount of threads.
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Don't use the generated methods like AddXyz() and ReplaceXyz() when
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writing multi-threaded code in Entitas.
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</member>
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<member name="T:Entitas.Systems">
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Systems provide a convenient way to group systems.
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You can add IInitializeSystem, IExecuteSystem, ICleanupSystem,
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ITearDownSystem, ReactiveSystem and other nested Systems instances.
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All systems will be initialized and executed based on the order
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you added them.
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</member>
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<member name="M:Entitas.Systems.#ctor">
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Creates a new Systems instance.
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</member>
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<member name="M:Entitas.Systems.Add(Entitas.ISystem)">
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Adds the system instance to the systems list.
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</member>
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<member name="M:Entitas.Systems.Initialize">
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Calls Initialize() on all IInitializeSystem and other
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nested Systems instances in the order you added them.
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</member>
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<member name="M:Entitas.Systems.Execute">
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Calls Execute() on all IExecuteSystem and other
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nested Systems instances in the order you added them.
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</member>
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<member name="M:Entitas.Systems.Cleanup">
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Calls Cleanup() on all ICleanupSystem and other
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nested Systems instances in the order you added them.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.Systems.TearDown">
|
||
|
|
Calls TearDown() on all ITearDownSystem and other
|
||
|
|
nested Systems instances in the order you added them.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.Systems.ActivateReactiveSystems">
|
||
|
|
Activates all ReactiveSystems in the systems list.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.Systems.DeactivateReactiveSystems">
|
||
|
|
Deactivates all ReactiveSystems in the systems list.
|
||
|
|
This will also clear all ReactiveSystems.
|
||
|
|
This is useful when you want to soft-restart your application and
|
||
|
|
want to reuse your existing system instances.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.Systems.ClearReactiveSystems">
|
||
|
|
Clears all ReactiveSystems in the systems list.
|
||
|
|
</member>
|
||
|
|
<member name="T:Entitas.ReactiveSystem`1">
|
||
|
|
A ReactiveSystem calls Execute(entities) if there were changes based on
|
||
|
|
the specified Collector and will only pass in changed entities.
|
||
|
|
A common use-case is to react to changes, e.g. a change of the position
|
||
|
|
of an entity to update the gameObject.transform.position
|
||
|
|
of the related gameObject.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.ReactiveSystem`1.GetTrigger(Entitas.IContext{`0})">
|
||
|
|
Specify the collector that will trigger the ReactiveSystem.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.ReactiveSystem`1.Filter(`0)">
|
||
|
|
This will exclude all entities which don't pass the filter.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.ReactiveSystem`1.Activate">
|
||
|
|
Activates the ReactiveSystem and starts observing changes
|
||
|
|
based on the specified Collector.
|
||
|
|
ReactiveSystem are activated by default.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.ReactiveSystem`1.Deactivate">
|
||
|
|
Deactivates the ReactiveSystem.
|
||
|
|
No changes will be tracked while deactivated.
|
||
|
|
This will also clear the ReactiveSystem.
|
||
|
|
ReactiveSystem are activated by default.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.ReactiveSystem`1.Clear">
|
||
|
|
Clears all accumulated changes.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.ReactiveSystem`1.Execute">
|
||
|
|
Will call Execute(entities) with changed entities
|
||
|
|
if there are any. Otherwise it will not call Execute(entities).
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.ContextExtension.GetEntities``1(Entitas.IContext{``0},Entitas.IMatcher{``0})">
|
||
|
|
Returns all entities matching the specified matcher.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.ContextExtension.CloneEntity``1(Entitas.IContext{``0},Entitas.IEntity,System.Boolean,System.Int32[])">
|
||
|
|
Creates a new entity and adds copies of all
|
||
|
|
specified components to it.
|
||
|
|
If replaceExisting is true it will replace exisintg components.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.GroupExtension.CreateCollector``1(Entitas.IGroup{``0},Entitas.GroupEvent)">
|
||
|
|
Creates a Collector for this group.
|
||
|
|
</member>
|
||
|
|
<member name="T:Entitas.Collector`1">
|
||
|
|
A Collector can observe one or more groups from the same context
|
||
|
|
and collects changed entities based on the specified groupEvent.
|
||
|
|
</member>
|
||
|
|
<member name="P:Entitas.Collector`1.collectedEntities">
|
||
|
|
Returns all collected entities.
|
||
|
|
Call collector.ClearCollectedEntities()
|
||
|
|
once you processed all entities.
|
||
|
|
</member>
|
||
|
|
<member name="P:Entitas.Collector`1.count">
|
||
|
|
Returns the number of all collected entities.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.Collector`1.#ctor(Entitas.IGroup{`0},Entitas.GroupEvent)">
|
||
|
|
Creates a Collector and will collect changed entities
|
||
|
|
based on the specified groupEvent.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.Collector`1.#ctor(Entitas.IGroup{`0}[],Entitas.GroupEvent[])">
|
||
|
|
Creates a Collector and will collect changed entities
|
||
|
|
based on the specified groupEvents.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.Collector`1.Activate">
|
||
|
|
Activates the Collector and will start collecting
|
||
|
|
changed entities. Collectors are activated by default.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.Collector`1.Deactivate">
|
||
|
|
Deactivates the Collector.
|
||
|
|
This will also clear all collected entities.
|
||
|
|
Collectors are activated by default.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.Collector`1.GetCollectedEntities``1">
|
||
|
|
Returns all collected entities and casts them.
|
||
|
|
Call collector.ClearCollectedEntities()
|
||
|
|
once you processed all entities.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.Collector`1.ClearCollectedEntities">
|
||
|
|
Clears all collected entities.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.CollectionExtension.SingleEntity(System.Collections.Generic.ICollection{Entitas.IEntity})">
|
||
|
|
Returns the only entity in the collection.
|
||
|
|
It will throw an exception if the collection doesn't have
|
||
|
|
exactly one entity.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.CollectionExtension.SingleEntity``1(System.Collections.Generic.ICollection{``0})">
|
||
|
|
Returns the only entity in the collection.
|
||
|
|
It will throw an exception if the collection doesn't have
|
||
|
|
exactly one entity.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.PublicMemberInfoEntityExtension.CopyTo(Entitas.IEntity,Entitas.IEntity,System.Boolean,System.Int32[])">
|
||
|
|
Adds copies of all specified components to the target entity.
|
||
|
|
If replaceExisting is true it will replace exisintg components.
|
||
|
|
</member>
|
||
|
|
<member name="T:Entitas.UnsafeAERC">
|
||
|
|
Automatic Entity Reference Counting (AERC)
|
||
|
|
is used internally to prevent pooling retained entities.
|
||
|
|
If you use retain manually you also have to
|
||
|
|
release it manually at some point.
|
||
|
|
UnsafeAERC doesn't check if the entity has already been
|
||
|
|
retained or released. It's faster, but you lose the information
|
||
|
|
about the owners.
|
||
|
|
</member>
|
||
|
|
<member name="T:Entitas.SafeAERC">
|
||
|
|
Automatic Entity Reference Counting (AERC)
|
||
|
|
is used internally to prevent pooling retained entities.
|
||
|
|
If you use retain manually you also have to
|
||
|
|
release it manually at some point.
|
||
|
|
SafeAERC checks if the entity has already been
|
||
|
|
retained or released. It's slower, but you keep the information
|
||
|
|
about the owners.
|
||
|
|
</member>
|
||
|
|
<member name="T:Entitas.EntitasException">
|
||
|
|
Base exception used by Entitas.
|
||
|
|
</member>
|
||
|
|
<member name="T:Entitas.IComponent">
|
||
|
|
Implement this interface if you want to create a component which
|
||
|
|
you can add to an entity.
|
||
|
|
Optionally, you can add these attributes:
|
||
|
|
[Unique]: the code generator will generate additional methods for
|
||
|
|
the context to ensure that only one entity with this component exists.
|
||
|
|
E.g. context.isAnimating = true or context.SetResources();
|
||
|
|
[MyContextName, MyOtherContextName]: You can make this component to be
|
||
|
|
available only in the specified contexts.
|
||
|
|
The code generator can generate these attributes for you.
|
||
|
|
More available Attributes can be found in Entitas.CodeGeneration.Attributes/Attributes.
|
||
|
|
</member>
|
||
|
|
<member name="T:Entitas.ICleanupSystem">
|
||
|
|
Implement this interface if you want to create a system which should
|
||
|
|
execute cleanup logic after execution.
|
||
|
|
</member>
|
||
|
|
<member name="T:Entitas.IExecuteSystem">
|
||
|
|
Implement this interface if you want to create a system which should be
|
||
|
|
executed every frame.
|
||
|
|
</member>
|
||
|
|
<member name="T:Entitas.IInitializeSystem">
|
||
|
|
Implement this interface if you want to create a system which should be
|
||
|
|
initialized once in the beginning.
|
||
|
|
</member>
|
||
|
|
<member name="T:Entitas.ISystem">
|
||
|
|
This is the base interface for all systems.
|
||
|
|
It's not meant to be implemented.
|
||
|
|
Use IInitializeSystem, IExecuteSystem,
|
||
|
|
ICleanupSystem or ITearDownSystem.
|
||
|
|
</member>
|
||
|
|
<member name="T:Entitas.ITearDownSystem">
|
||
|
|
Implement this interface if you want to create a system which should
|
||
|
|
tear down once in the end.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.CollectorContextExtension.CreateCollector``1(Entitas.IContext{``0},Entitas.IMatcher{``0})">
|
||
|
|
Creates a Collector.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.CollectorContextExtension.CreateCollector``1(Entitas.IContext{``0},Entitas.TriggerOnEvent{``0}[])">
|
||
|
|
Creates a Collector.
|
||
|
|
</member>
|
||
|
|
<member name="T:Entitas.MultiReactiveSystem`2">
|
||
|
|
A ReactiveSystem calls Execute(entities) if there were changes based on
|
||
|
|
the specified Collector and will only pass in changed entities.
|
||
|
|
A common use-case is to react to changes, e.g. a change of the position
|
||
|
|
of an entity to update the gameObject.transform.position
|
||
|
|
of the related gameObject.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.MultiReactiveSystem`2.GetTrigger(`1)">
|
||
|
|
Specify the collector that will trigger the ReactiveSystem.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.MultiReactiveSystem`2.Filter(`0)">
|
||
|
|
This will exclude all entities which don't pass the filter.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.MultiReactiveSystem`2.Activate">
|
||
|
|
Activates the ReactiveSystem and starts observing changes
|
||
|
|
based on the specified Collector.
|
||
|
|
ReactiveSystem are activated by default.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.MultiReactiveSystem`2.Deactivate">
|
||
|
|
Deactivates the ReactiveSystem.
|
||
|
|
No changes will be tracked while deactivated.
|
||
|
|
This will also clear the ReactiveSystem.
|
||
|
|
ReactiveSystem are activated by default.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.MultiReactiveSystem`2.Clear">
|
||
|
|
Clears all accumulated changes.
|
||
|
|
</member>
|
||
|
|
<member name="M:Entitas.MultiReactiveSystem`2.Execute">
|
||
|
|
Will call Execute(entities) with changed entities
|
||
|
|
if there are any. Otherwise it will not call Execute(entities).
|
||
|
|
</member>
|
||
|
|
</members>
|
||
|
|
</doc>
|