Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NETNamespace: Visual3D.Scripting.Events
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 |
public abstract class BaseEvent : LightComponent, IAttachable, IScriptedContextSupport
Public MustInherit Class BaseEvent _ Inherits LightComponent _ Implements IAttachable, IScriptedContextSupport
Members
| All Members | Constructors | Properties | Methods | Events |
| Member | Description | |
|---|---|---|
| BaseEvent()()()() | Initializes a new instance of the BaseEvent class | |
| BaseEvent(NameID) | Initializes a new instance of the BaseEvent class | |
| AttachTo(AttachmentRequest) | ||
| Check(BaseEvent) | ||
| 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.) | |
| GetParams()()()() | ||
| GetService<(Of <<'(TService>)>>)()()()() | (Inherited from ComponentBase.) | |
| GetService<(Of <<'(TService>)>>)(TService%) | (Inherited from ComponentBase.) | |
| HasComponents | (Inherited from ComponentBase.) | |
| IsAttachmentAllowed(AttachmentRequest) | ||
| 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 | (Inherited from LightComponent.) | |
| IsRoot | (Inherited from LightComponent.) | |
| 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 | (Inherited from LightComponent.) | |
| NameID | (Inherited from LightComponent.) | |
| Notify(Object, Object) | (Inherited from LightComponent.) | |
| OnMemberwiseClone()()()() | (Inherited from ComponentBase.) | |
| Owner | (Inherited from LightComponent.) | |
| OwnerEntity | (Inherited from LightComponent.) | |
| ParentComponent | (Inherited from LightComponent.) | |
| ScriptedContext | ||
| ToString()()()() | (Inherited from LightComponent.) |
Inheritance Hierarchy
System..::..Object
Visual3D.EntityModel..::..ComponentBase
Visual3D..::..LightComponent
Visual3D.Scripting.Events..::..BaseEvent
Visual3D.Scripting.Events..::..BaseSelfEvent
Visual3D.Scripting.Events..::..BaseSelfTargetEvent
Visual3D.Scripting.Events..::..NullEvent
Visual3D.Scripting.Events..::..SceneLoad
Visual3D.Scripting.Events..::..TimeElapse
Visual3D.Scripting.Events..::..TimerEvent
Visual3D.EntityModel..::..ComponentBase
Visual3D..::..LightComponent
Visual3D.Scripting.Events..::..BaseEvent
Visual3D.Scripting.Events..::..BaseSelfEvent
Visual3D.Scripting.Events..::..BaseSelfTargetEvent
Visual3D.Scripting.Events..::..NullEvent
Visual3D.Scripting.Events..::..SceneLoad
Visual3D.Scripting.Events..::..TimeElapse
Visual3D.Scripting.Events..::..TimerEvent