Stride.Engine Namespace
Classes
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                               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
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                               Allow to query attributes used on an EntityComponent  | 
                      
Interfaces
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                               The base interface for all classes providing animated sprites.  | 
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                               The base interface for all classes providing sprites.  |