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 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 |
| Member | Description | |
|---|---|---|
| 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
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