Stride.Engine Namespace
Classes
An EntityComponent that can be enabled and disabled. |
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Allows a component of the same type to be added multiple time to the same entity (default is |
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Add animation capabilities to an Entity. It will usually apply to Skeleton |
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A script which can be implemented as an async microthread. |
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Component representing an audio emitter. |
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Component representing an audio listener. |
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Add a background to an Entity. |
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Describes the camera projection and view. |
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Defines the category of a component type. This information is used to group component types in Game Studio. |
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Defines the order of a component type. This information is used to determine the most "important" component of a collection |
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Game entity. It usually aggregates multiple EntityComponent |
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Base class for Entity components. |
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Base class for attributes for EntityComponent |
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A collection of EntityComponent managed exclusively by the Entity. |
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Extensions for Entity |
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Manage a collection of entities. |
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Entity processor, triggered on various EntityManager events such as Entity and Component additions and removals. |
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Base implementation of EntityProcessor<TComponent, TData> when the TComponent and TData are the same |
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Helper class for EntityProcessor, that will keep track of Entity matching certain EntityComponent requirements. |
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Ordered collection of EntityProcessor based on the Order property. |
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Extensions for Entity and the TransformComponent. |
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Main Game class system. |
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The input system updating the input manager exposed by Input. |
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Represents a single instance of a model instancing component. |
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Add a light to an Entity, that will be used during rendering. |
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Extensions for the LightComponent class. |
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A bounding volume for light shafts to be rendered in, can take any Model as a volume |
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The source for light shafts, should be placed on the same entity as the light component which will be used for light shafts |
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Add a Model to an Entity, that will be used during rendering. |
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Per-entity state of each individual mesh of a model. |
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Updates Skeleton. |
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A prefab that contains entities. |
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Allows to declare that a component requires another component in order to run (used for ScriptComponent |
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A scene. |
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Manage a collection of entities within a RootScene. |
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The scene system handles the scenes of a game. |
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Script component. |
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A script whose Update() will be called every frame. |
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Defines Position, Rotation and Scale of its Entity. |
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Gives the ability to control how parent matrix is computed in a TransformComponent. |
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Performs some work after world matrix has been updated. |
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A page containing a UI hierarchy. |
Structs
Allow to query attributes used on an EntityComponent |
Interfaces
The base interface for all classes providing animated sprites. |
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The base interface for all classes providing sprites. |