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			539 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			XML
		
	
| 
											2 years ago
										 | <?xml version="1.0"?> | ||
|  | <doc> | ||
|  |     <assembly> | ||
|  |         <name>Entitas</name> | ||
|  |     </assembly> | ||
|  |     <members> | ||
|  |         <member name="T:Entitas.Entity"> | ||
|  |             Use context.CreateEntity() to create a new entity and | ||
|  |             entity.Destroy() to destroy it. | ||
|  |             You can add, replace and remove IComponent to an entity. | ||
|  |         </member> | ||
|  |         <member name="E:Entitas.Entity.OnComponentAdded"> | ||
|  |             Occurs when a component gets added. | ||
|  |             All event handlers will be removed when | ||
|  |             the entity gets destroyed by the context. | ||
|  |         </member> | ||
|  |         <member name="E:Entitas.Entity.OnComponentRemoved"> | ||
|  |             Occurs when a component gets removed. | ||
|  |             All event handlers will be removed when | ||
|  |             the entity gets destroyed by the context. | ||
|  |         </member> | ||
|  |         <member name="E:Entitas.Entity.OnComponentReplaced"> | ||
|  |             Occurs when a component gets replaced. | ||
|  |             All event handlers will be removed when | ||
|  |             the entity gets destroyed by the context. | ||
|  |         </member> | ||
|  |         <member name="E:Entitas.Entity.OnEntityReleased"> | ||
|  |             Occurs when an entity gets released and is not retained anymore. | ||
|  |             All event handlers will be removed when | ||
|  |             the entity gets destroyed by the context. | ||
|  |         </member> | ||
|  |         <member name="E:Entitas.Entity.OnDestroyEntity"> | ||
|  |             Occurs when calling entity.Destroy(). | ||
|  |             All event handlers will be removed when | ||
|  |             the entity gets destroyed by the context. | ||
|  |         </member> | ||
|  |         <member name="P:Entitas.Entity.totalComponents"> | ||
|  |             The total amount of components an entity can possibly have. | ||
|  |         </member> | ||
|  |         <member name="P:Entitas.Entity.creationIndex"> | ||
|  |             Each entity has its own unique creationIndex which will be set by | ||
|  |             the context when you create the entity. | ||
|  |         </member> | ||
|  |         <member name="P:Entitas.Entity.isEnabled"> | ||
|  |             The context manages the state of an entity. | ||
|  |             Active entities are enabled, destroyed entities are not. | ||
|  |         </member> | ||
|  |         <member name="P:Entitas.Entity.componentPools"> | ||
|  |             componentPools is set by the context which created the entity and | ||
|  |             is used to reuse removed components. | ||
|  |             Removed components will be pushed to the componentPool. | ||
|  |             Use entity.CreateComponent(index, type) to get a new or | ||
|  |             reusable component from the componentPool. | ||
|  |             Use entity.GetComponentPool(index) to get a componentPool for | ||
|  |             a specific component index. | ||
|  |         </member> | ||
|  |         <member name="P:Entitas.Entity.contextInfo"> | ||
|  |             The contextInfo is set by the context which created the entity and | ||
|  |             contains information about the context. | ||
|  |             It's used to provide better error messages. | ||
|  |         </member> | ||
|  |         <member name="P:Entitas.Entity.aerc"> | ||
|  |             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. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Entity.AddComponent(System.Int32,Entitas.IComponent)"> | ||
|  |             Adds a component at the specified index. | ||
|  |             You can only have one component at an index. | ||
|  |             Each component type must have its own constant index. | ||
|  |             The prefered way is to use the | ||
|  |             generated methods from the code generator. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Entity.RemoveComponent(System.Int32)"> | ||
|  |             Removes a component at the specified index. | ||
|  |             You can only remove a component at an index if it exists. | ||
|  |             The prefered way is to use the | ||
|  |             generated methods from the code generator. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Entity.ReplaceComponent(System.Int32,Entitas.IComponent)"> | ||
|  |             Replaces an existing component at the specified index | ||
|  |             or adds it if it doesn't exist yet. | ||
|  |             The prefered way is to use the | ||
|  |             generated methods from the code generator. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Entity.GetComponent(System.Int32)"> | ||
|  |             Returns a component at the specified index. | ||
|  |             You can only get a component at an index if it exists. | ||
|  |             The prefered way is to use the | ||
|  |             generated methods from the code generator. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Entity.GetComponents"> | ||
|  |             Returns all added components. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Entity.GetComponentIndices"> | ||
|  |             Returns all indices of added components. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Entity.HasComponent(System.Int32)"> | ||
|  |             Determines whether this entity has a component | ||
|  |             at the specified index. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Entity.HasComponents(System.Int32[])"> | ||
|  |             Determines whether this entity has components | ||
|  |             at all the specified indices. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Entity.HasAnyComponent(System.Int32[])"> | ||
|  |             Determines whether this entity has a component | ||
|  |             at any of the specified indices. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Entity.RemoveAllComponents"> | ||
|  |             Removes all components. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Entity.GetComponentPool(System.Int32)"> | ||
|  |             Returns the componentPool for the specified component index. | ||
|  |             componentPools is set by the context which created the entity and | ||
|  |             is used to reuse removed components. | ||
|  |             Removed components will be pushed to the componentPool. | ||
|  |             Use entity.CreateComponent(index, type) to get a new or | ||
|  |             reusable component from the componentPool. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Entity.CreateComponent(System.Int32,System.Type)"> | ||
|  |             Returns a new or reusable component from the componentPool | ||
|  |             for the specified component index. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Entity.CreateComponent``1(System.Int32)"> | ||
|  |             Returns a new or reusable component from the componentPool | ||
|  |             for the specified component index. | ||
|  |         </member> | ||
|  |         <member name="P:Entitas.Entity.retainCount"> | ||
|  |             Returns the number of objects that retain this entity. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Entity.Retain(System.Object)"> | ||
|  |             Retains the entity. An owner can only retain the same entity once. | ||
|  |             Retain/Release is part of AERC (Automatic Entity Reference Counting) | ||
|  |             and is used internally to prevent pooling retained entities. | ||
|  |             If you use retain manually you also have to | ||
|  |             release it manually at some point. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Entity.Release(System.Object)"> | ||
|  |             Releases the entity. An owner can only release an entity | ||
|  |             if it retains it. | ||
|  |             Retain/Release is part of AERC (Automatic Entity Reference Counting) | ||
|  |             and is used internally to prevent pooling retained entities. | ||
|  |             If you use retain manually you also have to | ||
|  |             release it manually at some point. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Entity.ToString"> | ||
|  |             Returns a cached string to describe the entity | ||
|  |             with the following format: | ||
|  |             Entity_{creationIndex}(*{retainCount})({list of components}) | ||
|  |         </member> | ||
|  |         <member name="T:Entitas.Group`1"> | ||
|  |             Use context.GetGroup(matcher) to get a group of entities which match | ||
|  |             the specified matcher. Calling context.GetGroup(matcher) with the | ||
|  |             same matcher will always return the same instance of the group. | ||
|  |             The created group is managed by the context and will always be up to date. | ||
|  |             It will automatically add entities that match the matcher or | ||
|  |             remove entities as soon as they don't match the matcher anymore. | ||
|  |         </member> | ||
|  |         <member name="E:Entitas.Group`1.OnEntityAdded"> | ||
|  |             Occurs when an entity gets added. | ||
|  |         </member> | ||
|  |         <member name="E:Entitas.Group`1.OnEntityRemoved"> | ||
|  |             Occurs when an entity gets removed. | ||
|  |         </member> | ||
|  |         <member name="E:Entitas.Group`1.OnEntityUpdated"> | ||
|  |             Occurs when a component of an entity in the group gets replaced. | ||
|  |         </member> | ||
|  |         <member name="P:Entitas.Group`1.count"> | ||
|  |             Returns the number of entities in the group. | ||
|  |         </member> | ||
|  |         <member name="P:Entitas.Group`1.matcher"> | ||
|  |             Returns the matcher which was used to create this group. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Group`1.#ctor(Entitas.IMatcher{`0})"> | ||
|  |             Use context.GetGroup(matcher) to get a group of entities which match | ||
|  |             the specified matcher. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Group`1.HandleEntitySilently(`0)"> | ||
|  |             This is used by the context to manage the group. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Group`1.HandleEntity(`0,System.Int32,Entitas.IComponent)"> | ||
|  |             This is used by the context to manage the group. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Group`1.UpdateEntity(`0,System.Int32,Entitas.IComponent,Entitas.IComponent)"> | ||
|  |             This is used by the context to manage the group. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Group`1.RemoveAllEventHandlers"> | ||
|  |             Removes all event handlers from this group. | ||
|  |             Keep in mind that this will break reactive systems and | ||
|  |             entity indices which rely on this group. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Group`1.ContainsEntity(`0)"> | ||
|  |             Determines whether this group has the specified entity. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Group`1.GetEntities"> | ||
|  |             Returns all entities which are currently in this group. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Group`1.GetEntities(System.Collections.Generic.List{`0})"> | ||
|  |             Fills the buffer with all entities which are currently in this group. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Group`1.GetSingleEntity"> | ||
|  |             Returns the only entity in this group. It will return null | ||
|  |             if the group is empty. It will throw an exception if the group | ||
|  |             has more than one entity. | ||
|  |         </member> | ||
|  |         <member name="T:Entitas.Context`1"> | ||
|  |             A context manages the lifecycle of entities and groups. | ||
|  |             You can create and destroy entities and get groups of entities. | ||
|  |             The prefered way to create a context is to use the generated methods | ||
|  |             from the code generator, e.g. var context = new GameContext(); | ||
|  |         </member> | ||
|  |         <member name="E:Entitas.Context`1.OnEntityCreated"> | ||
|  |             Occurs when an entity gets created. | ||
|  |         </member> | ||
|  |         <member name="E:Entitas.Context`1.OnEntityWillBeDestroyed"> | ||
|  |             Occurs when an entity will be destroyed. | ||
|  |         </member> | ||
|  |         <member name="E:Entitas.Context`1.OnEntityDestroyed"> | ||
|  |             Occurs when an entity got destroyed. | ||
|  |         </member> | ||
|  |         <member name="E:Entitas.Context`1.OnGroupCreated"> | ||
|  |             Occurs when a group gets created for the first time. | ||
|  |         </member> | ||
|  |         <member name="P:Entitas.Context`1.totalComponents"> | ||
|  |             The total amount of components an entity can possibly have. | ||
|  |             This value is generated by the code generator, | ||
|  |             e.g ComponentLookup.TotalComponents. | ||
|  |         </member> | ||
|  |         <member name="P:Entitas.Context`1.componentPools"> | ||
|  |             Returns all componentPools. componentPools is used to reuse | ||
|  |             removed components. | ||
|  |             Removed components will be pushed to the componentPool. | ||
|  |             Use entity.CreateComponent(index, type) to get a new or reusable | ||
|  |             component from the componentPool. | ||
|  |         </member> | ||
|  |         <member name="P:Entitas.Context`1.contextInfo"> | ||
|  |             The contextInfo contains information about the context. | ||
|  |             It's used to provide better error messages. | ||
|  |         </member> | ||
|  |         <member name="P:Entitas.Context`1.count"> | ||
|  |             Returns the number of entities in the context. | ||
|  |         </member> | ||
|  |         <member name="P:Entitas.Context`1.reusableEntitiesCount"> | ||
|  |             Returns the number of entities in the internal ObjectPool | ||
|  |             for entities which can be reused. | ||
|  |         </member> | ||
|  |         <member name="P:Entitas.Context`1.retainedEntitiesCount"> | ||
|  |             Returns the number of entities that are currently retained by | ||
|  |             other objects (e.g. Group, Collector, ReactiveSystem). | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Context`1.#ctor(System.Int32,System.Func{`0})"> | ||
|  |             The prefered way to create a context is to use the generated methods | ||
|  |             from the code generator, e.g. var context = new GameContext(); | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Context`1.#ctor(System.Int32,System.Int32,Entitas.ContextInfo,System.Func{Entitas.IEntity,Entitas.IAERC},System.Func{`0})"> | ||
|  |             The prefered way to create a context is to use the generated methods | ||
|  |             from the code generator, e.g. var context = new GameContext(); | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Context`1.CreateEntity"> | ||
|  |             Creates a new entity or gets a reusable entity from the | ||
|  |             internal ObjectPool for entities. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Context`1.DestroyAllEntities"> | ||
|  |             Destroys all entities in the context. | ||
|  |             Throws an exception if there are still retained entities. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Context`1.HasEntity(`0)"> | ||
|  |             Determines whether the context has the specified entity. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Context`1.GetEntities"> | ||
|  |             Returns all entities which are currently in the context. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Context`1.GetGroup(Entitas.IMatcher{`0})"> | ||
|  |             Returns a group for the specified matcher. | ||
|  |             Calling context.GetGroup(matcher) with the same matcher will always | ||
|  |             return the same instance of the group. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Context`1.AddEntityIndex(Entitas.IEntityIndex)"> | ||
|  |             Adds the IEntityIndex for the specified name. | ||
|  |             There can only be one IEntityIndex per name. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Context`1.GetEntityIndex(System.String)"> | ||
|  |             Gets the IEntityIndex for the specified name. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Context`1.ResetCreationIndex"> | ||
|  |             Resets the creationIndex back to 0. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Context`1.ClearComponentPool(System.Int32)"> | ||
|  |             Clears the componentPool at the specified index. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Context`1.ClearComponentPools"> | ||
|  |             Clears all componentPools. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Context`1.Reset"> | ||
|  |             Resets the context (destroys all entities and | ||
|  |             resets creationIndex back to 0). | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Context`1.RemoveAllEventHandlers"> | ||
|  |             Removes all event handlers | ||
|  |             OnEntityCreated, OnEntityWillBeDestroyed, | ||
|  |             OnEntityDestroyed and OnGroupCreated | ||
|  |         </member> | ||
|  |         <member name="T:Entitas.JobSystem`1"> | ||
|  |             A JobSystem calls Execute(entities) with subsets of entities | ||
|  |             and distributes the workload over the specified amount of threads. | ||
|  |             Don't use the generated methods like AddXyz() and ReplaceXyz() when | ||
|  |             writing multi-threaded code in Entitas. | ||
|  |         </member> | ||
|  |         <member name="T:Entitas.Systems"> | ||
|  |             Systems provide a convenient way to group systems. | ||
|  |             You can add IInitializeSystem, IExecuteSystem, ICleanupSystem, | ||
|  |             ITearDownSystem, ReactiveSystem and other nested Systems instances. | ||
|  |             All systems will be initialized and executed based on the order | ||
|  |             you added them. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Systems.#ctor"> | ||
|  |             Creates a new Systems instance. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Systems.Add(Entitas.ISystem)"> | ||
|  |             Adds the system instance to the systems list. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Systems.Initialize"> | ||
|  |             Calls Initialize() on all IInitializeSystem and other | ||
|  |             nested Systems instances in the order you added them. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Systems.Execute"> | ||
|  |             Calls Execute() on all IExecuteSystem and other | ||
|  |             nested Systems instances in the order you added them. | ||
|  |         </member> | ||
|  |         <member name="M:Entitas.Systems.Cleanup"> | ||
|  |             Calls Cleanup() on all ICleanupSystem and other | ||
|  |             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> |