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    Stride.Engine Namespace

    Classes

    ActivableEntityComponent

    An EntityComponent that can be enabled and disabled.

    AllowMultipleComponentsAttribute

    Allows a component of the same type to be added multiple time to the same entity (default is false)

    AnimationComponent

    Add animation capabilities to an Entity. It will usually apply to Skeleton

    AsyncScript

    A script which can be implemented as an async microthread.

    AudioEmitterComponent

    Component representing an audio emitter.

    AudioListenerComponent

    Component representing an audio listener.

    BackgroundComponent

    Add a background to an Entity.

    CameraComponent

    Describes the camera projection and view.

    ComponentCategoryAttribute

    Defines the category of a component type. This information is used to group component types in Game Studio.

    ComponentOrderAttribute

    Defines the order of a component type. This information is used to determine the most "important" component of a collection

    Entity

    Game entity. It usually aggregates multiple EntityComponent

    EntityComponent

    Base class for Entity components.

    EntityComponentAttributeBase

    Base class for attributes for EntityComponent

    EntityComponentCollection

    A collection of EntityComponent managed exclusively by the Entity.

    EntityExtensions

    Extensions for Entity

    EntityManager

    Manage a collection of entities.

    EntityProcessor

    Entity processor, triggered on various EntityManager events such as Entity and Component additions and removals.

    EntityProcessor<TComponent>

    Base implementation of EntityProcessor<TComponent, TData> when the TComponent and TData are the same

    EntityProcessor<TComponent, TData>

    Helper class for EntityProcessor, that will keep track of Entity matching certain EntityComponent requirements.

    EntityProcessorCollection

    Ordered collection of EntityProcessor based on the Order property.

    EntityTransformExtensions

    Extensions for Entity and the TransformComponent.

    Game

    Main Game class system.

    GameSystem

    InputSystem

    The input system updating the input manager exposed by Input.

    InstanceComponent

    Represents a single instance of a model instancing component.

    InstancingComponent

    InstancingEntityTransform

    InstancingExtensions

    InstancingUserArray

    InstancingUserBuffer

    LightComponent

    Add a light to an Entity, that will be used during rendering.

    LightComponentExtensions

    Extensions for the LightComponent class.

    LightProbeComponent

    LightShaftBoundingVolumeComponent

    A bounding volume for light shafts to be rendered in, can take any Model as a volume

    LightShaftComponent

    The source for light shafts, should be placed on the same entity as the light component which will be used for light shafts

    ModelComponent

    Add a Model to an Entity, that will be used during rendering.

    ModelComponent.MeshInfo

    Per-entity state of each individual mesh of a model.

    ModelNodeLinkComponent

    ModelNodeTransformLink

    ModelViewHierarchyTransformOperation

    Updates Skeleton.

    PhysicsComponent

    PhysicsComponent.ColliderShapeCollection

    Prefab

    A prefab that contains entities.

    RequireComponentAttribute

    Allows to declare that a component requires another component in order to run (used for ScriptComponent

    Scene

    A scene.

    Scene.EntityCollection

    Scene.SceneCollection

    SceneInstance

    Manage a collection of entities within a RootScene.

    SceneSystem

    The scene system handles the scenes of a game.

    ScriptComponent

    Script component.

    SpriteComponent

    Add a Sprite to an Entity. It could be an animated sprite.

    StartupScript

    SyncScript

    A script whose Update() will be called every frame.

    TransformComponent

    Defines Position, Rotation and Scale of its Entity.

    TransformComponent.TransformChildrenCollection

    TransformLink

    Gives the ability to control how parent matrix is computed in a TransformComponent.

    TransformOperation

    Performs some work after world matrix has been updated.

    UIComponent

    Add an UIPage to an Entity.

    UIElementLinkComponent

    UIElementTransformLink

    UILibrary

    UILibraryExtensions

    UIPage

    A page containing a UI hierarchy.

    Structs

    EntityComponentAttributes

    Allow to query attributes used on an EntityComponent

    Interfaces

    IAnimatableSpriteProvider

    The base interface for all classes providing animated sprites.

    IBlendTreeBuilder

    IInstancing

    ISceneRendererContext

    ISpriteProvider

    The base interface for all classes providing sprites.

    Enums

    CollisionState

    ModelTransformUsage

    SceneSystem.SplashScreenState

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