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<?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>