Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Assembly: Visual3D (in Visual3D.dll) Version: 1.0.0.0 (1.0.0.0)
Light component for entities.
Namespace: Visual3DAssembly: Visual3D (in Visual3D.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
| C# | Visual Basic |
public abstract class LightComponent : ComponentBase, IHasNameID, INamed, IDisplayNameChangedCallback, IOwned, INotified
Public MustInherit Class LightComponent _ Inherits ComponentBase _ Implements IHasNameID, INamed, IDisplayNameChangedCallback, IOwned, _ INotified
Members
| All Members | Constructors | Properties | Methods | Events |
| Member | Description | |
|---|---|---|
| LightComponent()()()() | Initializes a new instance of the LightComponent class | |
| LightComponent(NameID) | Initializes a new instance of the LightComponent class | |
| 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.) | |
| CreateService<(Of <<'(TService>)>>)()()()() | (Inherited from ComponentBase.) | |
| Dispose()()()() | (Inherited from ComponentBase.) | |
| Disposed | (Inherited from ComponentBase.) | |
| GetService<(Of <<'(TService>)>>)()()()() | (Inherited from ComponentBase.) | |
| GetService<(Of <<'(TService>)>>)(TService%) | (Inherited from ComponentBase.) | |
| HasComponents | (Inherited from ComponentBase.) | |
| HasOwner<(Of <<'(TOwner>)>>)(IOwned) | (Inherited from EntityExtensions.) | |
| HasOwner<(Of <<'(TOwner>)>>)(IOwned, TOwner%) | (Inherited from EntityExtensions.) | |
| HasOwner<(Of <<'(TOwner>)>>)(IOwned, TOwner%, Boolean) | (Inherited from EntityExtensions.) | |
| IsDeserialized | Indicates if Instance was created by Deserialization. (Inherited from ComponentBase.) | |
| IsDisposed | Indicates if Dispose() was called for this instance (and it's either in process of Disposing or already fully disposed). (Inherited from ComponentBase.) | |
| IsOwnerActive | ||
| IsRoot | ||
| 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.) | |
| Name | ||
| NameID | ||
| Notify(Object, Object) | ||
| OnMemberwiseClone()()()() | (Inherited from ComponentBase.) | |
| Owner | ||
| OwnerEntity | ||
| ParentComponent | ||
| ToString()()()() | (Overrides ComponentBase..::..ToString()()()().) |
Inheritance Hierarchy
System..::..Object
Visual3D.EntityModel..::..ComponentBase
Visual3D..::..LightComponent
Visual3D..::..ActionBase
Visual3D.Demo.Actors..::..WeaponBase
Visual3D.Demo.Actors..::..WeaponSlot
Visual3D.Scripting.Events..::..BaseEvent
Visual3D.Scripting.PerceptionSystem..::..Sensor
Visual3D.Scripting..::..Script
Visual3D.EntityModel..::..ComponentBase
Visual3D..::..LightComponent
Visual3D..::..ActionBase
Visual3D.Demo.Actors..::..WeaponBase
Visual3D.Demo.Actors..::..WeaponSlot
Visual3D.Scripting.Events..::..BaseEvent
Visual3D.Scripting.PerceptionSystem..::..Sensor
Visual3D.Scripting..::..Script