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

Namespace: Visual3D.Scripting.Events
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)

Syntax

      
 C#  Visual Basic 
public class EntityMouseClicked : BaseSelfEvent
Public Class EntityMouseClicked _
	Inherits BaseSelfEvent

Members

               
 All Members  Constructors   Properties   Methods   Events  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
EntityMouseClicked()()()()
Initializes a new instance of the EntityMouseClicked class
EntityMouseClicked(EntityBase)
Initializes a new instance of the EntityMouseClicked class
EntityMouseClicked(EntityParam)
Initializes a new instance of the EntityMouseClicked class
AttachTo(AttachmentRequest) (Inherited from BaseEvent.)
Check(BaseEvent) (Inherited from BaseSelfEvent.)
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()()()() (Inherited from BaseSelfEvent.)
GetService<(Of <<'(TService>)>>)()()()() (Inherited from ComponentBase.)
GetService<(Of <<'(TService>)>>)(TService%) (Inherited from ComponentBase.)
HasComponents (Inherited from ComponentBase.)
IsAttachmentAllowed(AttachmentRequest) (Inherited from BaseEvent.)
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 (Inherited from BaseEvent.)
Self (Inherited from BaseSelfEvent.)
ToString()()()() (Overrides LightComponent..::..ToString()()()().)

Inheritance Hierarchy

System..::..Object
  Visual3D.EntityModel..::..ComponentBase
    Visual3D..::..LightComponent
      Visual3D.Scripting.Events..::..BaseEvent
        Visual3D.Scripting.Events..::..BaseSelfEvent
          Visual3D.Scripting.Events..::..EntityMouseClicked

See Also