Namespace Stride.Engine
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
Represents a game entity that typically aggregates multiple EntityComponent instances. For more information about entities, see Adding entities and Managing entities.
- 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.
- EntityProcessorCollection
Ordered collection of EntityProcessor based on the Order property.
- 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.
- EntityTransformExtensions
Extensions for Entity and the TransformComponent.
- Game
Main Game class system.
- InputSystem
The input system updating the input manager exposed by Input.
- InstanceComponent
Represents a single instance of a model instancing component.
- LightComponent
Add a light to an Entity, that will be used during rendering.
- LightComponentExtensions
Extensions for the LightComponent class.
- 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.
- 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.
- SceneInstance
Manage a collection of entities within a RootScene.
- SceneSystem
The scene system handles the scenes of a game.
- ScriptComponent
Script component.
- SyncScript
A script whose Update() will be called every frame.
- TransformComponent
Defines Position, Rotation and Scale of its Entity.
- TransformLink
Gives the ability to control how parent matrix is computed in a TransformComponent.
- TransformOperation
Performs some work after world matrix has been updated.
- UIPage
A page containing a UI hierarchy.
Structs
- EntityComponentAttributes
Allow to query attributes used on an EntityComponent
- OpaqueComponentId
Contains the id of a component
Interfaces
- IAnimatableSpriteProvider
The base interface for all classes providing animated sprites.
- ISpriteProvider
The base interface for all classes providing sprites.