Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NETNamespace: Visual3D
Assembly: Visual3D (in Visual3D.dll) Version: 1.0.0.0 (1.0.0.0)
Assembly: Visual3D (in Visual3D.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
| C# | Visual Basic |
[SerializableAttribute] public class Asset : Registered, IAsset, IPrototyped, IInstanced, IRegistered, IHandleProvider, IHasNameID, IHasUniqueName, IAssetDragDrop, INamed, IPreparedForUse, IInitialized, IDisposed, IDisposable
<SerializableAttribute> _ Public Class Asset _ Inherits Registered _ Implements IAsset, IPrototyped, IInstanced, IRegistered, _ IHandleProvider, IHasNameID, IHasUniqueName, IAssetDragDrop, INamed, _ IPreparedForUse, IInitialized, IDisposed, IDisposable
Members
| All Members | Constructors | Fields | Properties | Methods | Events |
| Member | Description | |
|---|---|---|
| Asset()()()() | Initializes a new instance of the Asset class | |
| Asset(String) | Initializes a new instance of the Asset class | |
| Asset(AssetFile) | Initializes a new instance of the Asset class | |
| Asset(String, String) | Initializes a new instance of the Asset class | |
| Asset(String, String, IAsset) | Initializes a new instance of the Asset class | |
| AssetID | (Inherited from Registered.) | |
| AssetInfo | (Inherited from Registered.) | |
| AssetOwner | Gets or sets the owner to which this asset belongs and is a member of. | |
| AttachedToOwner(IComponentOwner) | (Inherited from EntityComponent.) | |
| BaseAsset | (Inherited from Registered.) | |
| ComponentOwner | Owner of this component (contained in it's ".Components" container). (Inherited from EntityComponent.) | |
| Components | Components that are attached to this Entity. (Inherited from ComponentBase.) | |
| ComponentsForGlobalSceneFolders | (Inherited from ComponentBase.) | |
| Context | Defines the Owner of this component as well as the role (i.e. 'slot') that this component fulfills. (Inherited from ComponentBase.) | |
| CreateIdentity()()()() | (Inherited from Registered.) | |
| CreateIdentityList()()()() | (Inherited from Registered.) | |
| CreateInstance(Boolean) | Creates an instance or non-inheriting duplicate of this asset. | |
| CreateService<(Of <<'(TService>)>>)()()()() | (Inherited from ComponentBase.) | |
| DetachedFromOwner(IComponentOwner) | (Inherited from EntityComponent.) | |
| Dispose()()()() | (Inherited from ComponentBase.) | |
| Disposed | (Inherited from ComponentBase.) | |
| EmptyList | ||
| EnsureReadyForUse(IAsset) | Attempts to prepare asset for use. Returns true if it's really ready for use, otherwise false. | |
| GetService<(Of <<'(TService>)>>)()()()() | (Inherited from ComponentBase.) | |
| GetService<(Of <<'(TService>)>>)(TService%) | (Inherited from ComponentBase.) | |
| Handle | (Inherited from Registered.) | |
| HasComponents | (Inherited from ComponentBase.) | |
| HasHandle | (Inherited from Registered.) | |
| HasName | (Inherited from EntityComponent.) | |
| HasPrototype | Gets if a prototype has been specified to inherit instance data from. | |
| HasScope | (Inherited from Registered.) | |
| HasUniqueName | Gets if a UniqueName is specified to identify this asset with respect to its owner's other members. (Inherited from Registered.) | |
| ID | (Inherited from Registered.) | |
| IDChanged | (Inherited from Registered.) | |
| Initialize()()()() | Initializes the asset so that it might be prepared for use.
By default, PrepareForUse() is called from this method as well. | |
| IsDeserialized | Indicates if Instance was created by Deserialization. (Inherited from ComponentBase.) | |
| IsDisposed | Indicates if resource has been disposed. | |
| IsDisposing | Indicates if resource is in process of Disposing but not fully disposed. | |
| IsInitialized | Gets if this entity is currently in an initialized (and non-disposed) state. | |
| IsNullOrDisposed(IDisposed) | (Inherited from XnaMethodExtensions.) | |
| IsPrototype | ||
| IsReadyForUse | Gets/sets if asset is ready to be used.
Can be set to 'true' in class constructor in order to skip Preparation logic. | |
| IsSaved | Indicates if the component is to be Saved when the owning context is saved
(e.g. for components in your scene, this controls whether or not they are saved to the scene file when the scene is saved).
Typically objects are 'Saved', unless they are transient to be programmatically created each time. (Inherited from ComponentBase.) | |
| IsSavedOnCreatingInstance | ||
| Name | (Inherited from EntityComponent.) | |
| NameID | (Inherited from EntityComponent.) | |
| OnMemberwiseClone()()()() | (Inherited from ComponentBase.) | |
| OwnerActivated(IComponentOwner) | (Inherited from EntityComponent.) | |
| OwnerDeactivated(IComponentOwner) | (Inherited from EntityComponent.) | |
| OwnerOf<(Of <<'(TOwner>)>>)()()()() | (Inherited from Registered.) | |
| PrepareForUse()()()() | Attempts to prepare asset for use. To be sure, check "IsReadyForUse"
after calling this method to ensure it's really ready for use before using it. | |
| Prototype | Gets or sets the prototype, if specified, from which this asset inherits instance data. | |
| PrototypeProperty | ||
| Scope | (Inherited from Registered.) | |
| SourceFile | Gets/Sets the source file for this program. | |
| StorageModule | (Inherited from Registered.) | |
| ToString()()()() | (Inherited from ComponentBase.) | |
| UniqueName | (Inherited from Registered.) |
Inheritance Hierarchy
System..::..Object
Visual3D.EntityModel..::..ComponentBase
Visual3D.EntityModel..::..EntityComponent
Visual3D..::..Registered
Visual3D..::..Asset
Visual3D..::..Activity
Visual3D..::..AssetFile
Visual3D.Audio..::..MusicSequence
Visual3D..::..BaseTerrain
Visual3D.Effects..::..ScreenEffectSet
Visual3D.Environments..::..AssemblySettings
Visual3D.Environments..::..Gis2Settings
Visual3D.Environments..::..SceneRegionSettings
Visual3D.Environments..::..SplattingLayerSettings
Visual3D.Environments..::..TerrainSettings
Visual3D.Environments..::..WaterSettings
Visual3D.Graphics3D.Animations..::..AnimationDefinition
Visual3D.Graphics3D.Animations..::..AnimationTrack
Visual3D.Graphics3D.Animations..::..Bone
Visual3D.Graphics3D.MaterialRendering..::..RenderMaterial
Visual3D.Graphics3D..::..SerializedGraphicsBuffer
Visual3D.Graphics3D.Shaders.HLSL..::..Shader
Visual3D.Graphics3D.Shaders.HLSL..::..ShaderSource
Visual3D.Input..::..KeyMap
Visual3D.Terrains..::..BaseLandCoverClassificationLayer..::..BaseSettings
Visual3D.Terrains..::..DeprecatedTerrainObject
Visual3D.Terrains..::..TerrainSettings
Visual3D.Terrains..::..WaterSettings
Visual3D.EntityModel..::..ComponentBase
Visual3D.EntityModel..::..EntityComponent
Visual3D..::..Registered
Visual3D..::..Asset
Visual3D..::..Activity
Visual3D..::..AssetFile
Visual3D.Audio..::..MusicSequence
Visual3D..::..BaseTerrain
Visual3D.Effects..::..ScreenEffectSet
Visual3D.Environments..::..AssemblySettings
Visual3D.Environments..::..Gis2Settings
Visual3D.Environments..::..SceneRegionSettings
Visual3D.Environments..::..SplattingLayerSettings
Visual3D.Environments..::..TerrainSettings
Visual3D.Environments..::..WaterSettings
Visual3D.Graphics3D.Animations..::..AnimationDefinition
Visual3D.Graphics3D.Animations..::..AnimationTrack
Visual3D.Graphics3D.Animations..::..Bone
Visual3D.Graphics3D.MaterialRendering..::..RenderMaterial
Visual3D.Graphics3D..::..SerializedGraphicsBuffer
Visual3D.Graphics3D.Shaders.HLSL..::..Shader
Visual3D.Graphics3D.Shaders.HLSL..::..ShaderSource
Visual3D.Input..::..KeyMap
Visual3D.Terrains..::..BaseLandCoverClassificationLayer..::..BaseSettings
Visual3D.Terrains..::..DeprecatedTerrainObject
Visual3D.Terrains..::..TerrainSettings
Visual3D.Terrains..::..WaterSettings