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 Entity : AssetOwner, IComponentOwner, 
	IFixedAttributeProvider, IAttachmentSiteWithDetach, IAttachmentSite, IDetachmentSite, IHasSavedSettings, 
	IActivity, IActivated, IDisposable, IHasNameID, INamed, 
	IOwned, IInitialized, IUpdated
<SerializableAttribute> _
Public Class Entity _
	Inherits AssetOwner _
	Implements IComponentOwner, IFixedAttributeProvider, IAttachmentSiteWithDetach, IAttachmentSite,  _
	IDetachmentSite, IHasSavedSettings, IActivity, IActivated, IDisposable,  _
	IHasNameID, INamed, IOwned, IInitialized, IUpdated

Members

                  
 All Members  Constructors   Fields   Properties   Methods   Events  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
Entity()()()()
Creates an entity instance.
Entity(Int32)
Initializes a new instance of the Entity class
Entity(String)
Phasing out. Creates an entity instance from settings defined in an ActorConfig.
Entity(String, SchedulerId)
Phasing out. Creates an entity instance from settings defined in an ActorConfig.
ActionIsActive(NameID)
Activate()()()()
Enables an entity and its scripted or diagrammed interactivity.
Activate(IComponentOwner)
Sets activity Owner and then Activates this activity.
ActivateAction(ActionBase)
ActivateAction(NameID)
Activated
ActivationFrameNumber
Activities
Add(Object)
Add(Type, Object)
Add(NameID, Object)
AddAction(ActionBase)
AddAction(NameID, ActionBase)
AssetID (Inherited from Registered.)
AssetInfo (Inherited from Registered.)
AssetOwner
Gets or sets the owner to which this asset belongs and is a member of.
(Inherited from Asset.)
Attach(Object)
AttachedToOwner(IComponentOwner) (Inherited from EntityComponent.)
BaseAsset (Inherited from Registered.)
CanAttach(Object)
CanDetach(Object)
ChildOwner
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.)
ContainsAction(NameID)
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.
(Inherited from Asset.)
CreateService<(Of <<'(TService>)>>)()()()() (Inherited from ComponentBase.)
Deactivate()()()()
Disables an entity and its scripted or diagrammed interactivity, if it is currently enabled.
DeactivateAction(NameID)
Deactivated
Detach(Object)
DetachedFromOwner(IComponentOwner) (Inherited from EntityComponent.)
Dispose()()()() (Inherited from ComponentBase.)
Disposed
Triggered anytime SceneObject Visibility is changed.
Do(ActionBase)
EntityBase
EntityComponentFactory
ForEachComponent<(Of <<'(TComponent>)>>)(Action<(Of <<'(TComponent>)>>))
Get<(Of <<'(T>)>>)()()()()
Get<(Of <<'(TKey, TDerived>)>>)()()()()
Get<(Of <<'(T>)>>)(T%)
Get<(Of <<'(TKey, TDerived>)>>)(TDerived%)
Get(NameID)
Get<(Of <<'(T>)>>)(NameID)
Get(NameID, Object%)
Get<(Of <<'(T>)>>)(NameID, T%)
GetAction(NameID)
GetActions()()()()
GetAll<(Of <<'(TComponent>)>>)()()()()
GetOrCreate<(Of <<'(T>)>>)()()()()
GetOrCreate<(Of <<'(K, T>)>>)()()()()
GetOrCreate<(Of <<'(K, T>)>>)(T%)
GetOrCreate<(Of <<'(T>)>>)(T%)
GetOrCreate<(Of <<'(T>)>>)(NameID, T%)
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.)
HasOwner<(Of <<'(TOwner>)>>)(IOwned) (Inherited from EntityExtensions.)
HasOwner<(Of <<'(TOwner>)>>)(IOwned, TOwner%) (Inherited from EntityExtensions.)
HasOwner<(Of <<'(TOwner>)>>)(IOwned, TOwner%, Boolean) (Inherited from EntityExtensions.)
HasPrototype
Gets if a prototype has been specified to inherit instance data from.
(Inherited from Asset.)
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.
(Inherited from Asset.)
Initialize(IComponentOwner)
Initialized
IsActive
IsActiveNonDisposed
IsDeserialized
Indicates if Instance was created by Deserialization.
(Inherited from ComponentBase.)
IsDisposed
Indicates if resource has been disposed.
(Inherited from Asset.)
IsDisposing
Indicates if resource is in process of Disposing but not fully disposed.
(Inherited from Asset.)
IsInitialized
Gets if this entity is currently in an initialized (and non-disposed) state.
(Inherited from Asset.)
IsPrototype (Inherited from Asset.)
IsReadyForUse
Gets/sets if asset is ready to be used. Can be set to 'true' in class constructor in order to skip Preparation logic.
(Inherited from Asset.)
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 (Inherited from Asset.)
Name (Inherited from EntityComponent.)
NameID (Inherited from EntityComponent.)
NotifyComponentsOfEvent<(Of <<'(TEvent>)>>)(TEvent)
OnMemberwiseClone()()()() (Inherited from ComponentBase.)
Owner
OwnerActivated(IComponentOwner) (Inherited from EntityComponent.)
OwnerDeactivated(IComponentOwner) (Inherited from EntityComponent.)
OwnerEntity
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.
(Inherited from Asset.)
Prototype
Gets the prototype this instance or prototype was created from and inherits components and settings from.
Remove<(Of <<'(T>)>>)()()()()
Remove(Object)
Remove(NameID)
RemoveAction<(Of <<'(T>)>>)()()()()
RemoveAction(NameID)
RenameKey(NameID, NameID)
ReplaceAction(ActionBase)
ReplaceAction(NameID, ActionBase)
Reset()()()()
Called from 'Activate()' method, or can be called manually. Should initialize custom state of the Activity. Note, that if the Activity is currently executing, this should have no effect upon the current Activity state.
Scheduler
SchedulerID
Scope (Inherited from Registered.)
Set<(Of <<'(T>)>>)(T)
Set(Type, Object)
Set(NameID, Object)
SourceFile
Gets/Sets the source file for this program.
(Inherited from Asset.)
StorageModule (Inherited from Registered.)
ToString()()()() (Overrides ComponentBase..::..ToString()()()().)
TriggerAIEvent(BaseEvent)
TriggerEvent(BaseEvent)
UniqueName (Inherited from Registered.)
Update()()()()
Method to be called at a fixed interval (i.e. 'UpdateTimeInterval') by the scheduler to do regular update events.
UpdateTimeInterval
Time interval at which the 'Update()' will be called by the scheduler upon Activation of this Entity.
VisualEntity(Entity) (Inherited from EntityExtensions.)

Inheritance Hierarchy

System..::..Object
  Visual3D.EntityModel..::..ComponentBase
    Visual3D.EntityModel..::..EntityComponent
      Visual3D..::..Registered
        Visual3D..::..Asset
          AssetOwner
            Visual3D..::..Entity
              Visual3D.Application..::..BaseWorldApplication
              Visual3D.Audio..::..AudioSystem
              Visual3D.Design..::..VisualArchitectBase..::..ViewUpdaterManager
              Visual3D.Input..::..InputHandler
              Visual3D.Input..::..InputManager
              Visual3D.Physics..::..SimplePhysicsSystem
              Visual3D..::..SceneObject
              Visual3D.Scenes..::..SceneGraph
              Visual3D.UI..::..Control
              Visual3D.UI..::..GuiForm
              Visual3D.UI..::..GuiLoader..::..GuiFormData
              Visual3D.UI..::..GuiScreen

See Also