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

Namespace: Visual3D
Assembly: 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  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
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()()()()

Inheritance Hierarchy

See Also