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			539 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			XML
		
	
			
		
		
	
	
			539 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			XML
		
	
| <?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.
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|         </member>
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|         <member name="M:Entitas.Systems.TearDown">
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|             Calls TearDown() on all ITearDownSystem  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.ActivateReactiveSystems">
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|             Activates all ReactiveSystems in the systems list.
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|         </member>
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|         <member name="M:Entitas.Systems.DeactivateReactiveSystems">
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|             Deactivates all ReactiveSystems in the systems list.
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|             This will also clear all ReactiveSystems.
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|             This is useful when you want to soft-restart your application and
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|             want to reuse your existing system instances.
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|         </member>
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|         <member name="M:Entitas.Systems.ClearReactiveSystems">
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|             Clears all ReactiveSystems in the systems list.
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|         </member>
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|         <member name="T:Entitas.ReactiveSystem`1">
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|             A ReactiveSystem calls Execute(entities) if there were changes based on
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|             the specified Collector and will only pass in changed entities.
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|             A common use-case is to react to changes, e.g. a change of the position
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|             of an entity to update the gameObject.transform.position
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|             of the related gameObject.
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|         </member>
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|         <member name="M:Entitas.ReactiveSystem`1.GetTrigger(Entitas.IContext{`0})">
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|             Specify the collector that will trigger the ReactiveSystem.
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|         </member>
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|         <member name="M:Entitas.ReactiveSystem`1.Filter(`0)">
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|             This will exclude all entities which don't pass the filter.
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|         </member>
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|         <member name="M:Entitas.ReactiveSystem`1.Activate">
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|             Activates the ReactiveSystem and starts observing changes
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|             based on the specified Collector.
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|             ReactiveSystem are activated by default.
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|         </member>
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|         <member name="M:Entitas.ReactiveSystem`1.Deactivate">
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|             Deactivates the ReactiveSystem.
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|             No changes will be tracked while deactivated.
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|             This will also clear the ReactiveSystem.
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|             ReactiveSystem are activated by default.
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|         </member>
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|         <member name="M:Entitas.ReactiveSystem`1.Clear">
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|             Clears all accumulated changes.
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|         </member>
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|         <member name="M:Entitas.ReactiveSystem`1.Execute">
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|             Will call Execute(entities) with changed entities
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|             if there are any. Otherwise it will not call Execute(entities).
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|         </member>
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|         <member name="M:Entitas.ContextExtension.GetEntities``1(Entitas.IContext{``0},Entitas.IMatcher{``0})">
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|             Returns all entities matching the specified matcher.
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|         </member>
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|         <member name="M:Entitas.ContextExtension.CloneEntity``1(Entitas.IContext{``0},Entitas.IEntity,System.Boolean,System.Int32[])">
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|             Creates a new entity and adds copies of all
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|             specified components to it.
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|             If replaceExisting is true it will replace exisintg components.
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|         </member>
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|         <member name="M:Entitas.GroupExtension.CreateCollector``1(Entitas.IGroup{``0},Entitas.GroupEvent)">
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|             Creates a Collector for this group.
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|         </member>
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|         <member name="T:Entitas.Collector`1">
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|             A Collector can observe one or more groups from the same context
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|             and collects changed entities based on the specified groupEvent.
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|         </member>
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|         <member name="P:Entitas.Collector`1.collectedEntities">
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|             Returns all collected entities.
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|             Call collector.ClearCollectedEntities()
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|             once you processed all entities.
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|         </member>
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|         <member name="P:Entitas.Collector`1.count">
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|             Returns the number of all collected entities.
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|         </member>
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|         <member name="M:Entitas.Collector`1.#ctor(Entitas.IGroup{`0},Entitas.GroupEvent)">
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|             Creates a Collector and will collect changed entities
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|             based on the specified groupEvent.
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|         </member>
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|         <member name="M:Entitas.Collector`1.#ctor(Entitas.IGroup{`0}[],Entitas.GroupEvent[])">
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|             Creates a Collector and will collect changed entities
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|             based on the specified groupEvents.
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|         </member>
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|         <member name="M:Entitas.Collector`1.Activate">
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|             Activates the Collector and will start collecting
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|             changed entities. Collectors are activated by default.
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|         </member>
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|         <member name="M:Entitas.Collector`1.Deactivate">
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|             Deactivates the Collector.
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|             This will also clear all collected entities.
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|             Collectors are activated by default.
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|         </member>
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|         <member name="M:Entitas.Collector`1.GetCollectedEntities``1">
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|             Returns all collected entities and casts them.
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|             Call collector.ClearCollectedEntities()
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|             once you processed all entities.
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|         </member>
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|         <member name="M:Entitas.Collector`1.ClearCollectedEntities">
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|             Clears all collected entities.
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|         </member>
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|         <member name="M:Entitas.CollectionExtension.SingleEntity(System.Collections.Generic.ICollection{Entitas.IEntity})">
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|             Returns the only entity in the collection.
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|             It will throw an exception if the collection doesn't have
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|             exactly one entity.
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|         </member>
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|         <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>
 |