Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET

Namespace: Visual3D
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  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
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

See Also