The Frame class is the container for all the transient and static game state data, including the API for entities, physics, assets and others.
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AddResult | Add (EntityRef entity, int componentIndex, out void *result) |
| Adds a component of default value to an entity and returns a pointer to the added component. More...
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AddResult | Add (EntityRef entity, int componentIndex, void *value) |
| Adds a component of defined value to an entity More...
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AddResult | Add (EntityRef entity, int componentIndex, void *value, out void *result) |
| Adds a component of defined value to an entity and returns a pointer to the added component. More...
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AddResult | Add< T > (EntityRef entity) |
| Adds a default component to an entity. More...
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AddResult | Add< T > (EntityRef entity, out T *result) |
| Adds a component of default value to an entity and returns a pointer to the added component. More...
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AddResult | Add< T > (EntityRef entity, T value) |
| Adds a component to an entity. More...
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AddResult | Add< T > (EntityRef entity, T value, out T *result) |
| Adds a component of defined value to an entity and returns a pointer to the added component. More...
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AssetGuid | AddAsset (AssetObject asset) |
| Adds a dynamic asset to the frame. Dynamic Asset DB generates and assigns Guids for dynamic assets, so asset can not have AssetObject.Guid set before calling this method. More...
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bool | AddOrGet (EntityRef entity, int componentIndex, out void *result) |
| Adds a component of default value to an entity (if it does not have that component yet) and gets a pointer to the component. More...
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bool | AddOrGet< T > (EntityRef entity, out T *result) |
| Adds a component of default value to an entity (if it does not have that component yet) and gets a pointer to the component. More...
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void | ClearAllNavMeshRegions () |
| If a navmesh region is toggled on/off is saved here. Call this method to reset every region state to be enabled again. More...
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void | ClearCulledState () |
| Marks all entities as not culled. More...
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int | ComponentCount (int componentIndex, bool includePendingRemoval=false) |
| Gets the total count of components of a given index. See ComponentTypeId and ComponentTypeId<T> to have access to component types metadata. More...
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int | ComponentCount< T > (bool includePendingRemoval=false) |
| Gets the total count of T components More...
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EntityRef | Create () |
| Creates an entity that is saved in the game state. More...
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EntityRef | Create (AssetRefEntityPrototype prototype) |
| Creates an entity from a prototype asset. This process is also reffered to as "prototype materialization". More...
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EntityRef | Create (EntityPrototype prototype) |
| Creates an entity from a prototype. This process is also reffered to as "prototype materialization". More...
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void | Create (EntityPrototypeContainer[] prototypes, Map parentAsset) |
| Creates (materializes) map prototypes. The difference between this method and calling Create(EntityPrototype) repeatedly is that EntityRef fields get resolved and that MapEntityLink components are added implicitly. More...
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void | Cull (EntityRef entityRef) |
| Marks a cullable and existing entity as culled. If the entity does not Exist or is not cullable, nothing is done. More...
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bool | Culled (EntityRef entityRef) |
| If the entity is prediction-culled. More...
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bool | Destroy (EntityRef entityRef) |
| Destroys the entity and all components that were added to it. More...
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bool | DestroyPending (EntityRef entityRef) |
| Check if a destroy is pending for this entity More...
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bool | DisposeAsset (AssetGuid guid) |
| Disposes an asset. More...
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void | DisposeAsset (string path, DatabaseType dbType=DatabaseType.Default) |
| Disposes an asset. More...
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bool | Exists (EntityRef entityRef) |
| Checks if an entity is still valid. More...
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T | FindAsset< T > (AssetGuid guid) |
| Retrieves an asset either from the asset database or as an dynamic asset. In case of a missing asset logs a warning. More...
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T | FindAsset< T > (AssetRef assetRef) |
| Retrieves an asset either from the asset database or as an dynamic asset. In case of a missing asset logs a warning. More...
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bool | FindAsset< T > (AssetRef assetRef, out T asset) |
| Retrieves an asset either from the asset database or as an dynamic asset. In case of a missing asset logs a warning. More...
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T | FindAsset< T > (string path, DatabaseType dbType=DatabaseType.Default) |
| Retrieves an asset by path from selected databases. In case of a missing asset logs a warning. More...
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ComponentPrototype | FindPrototype (ComponentPrototypeRef prototypeRef) |
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EntityPrototypeContainer | FindPrototype (EntityPrototypeRef prototypeRef) |
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T | Get< T > (EntityRef entityRef) |
| Gets a component from an entity. More...
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ComponentIterator< T > | GetComponentIterator< T > () |
| Create a component iterator for all components of one type. More...
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ComponentSet | GetComponentSet (EntityRef entityRef) |
| Gets a set of all component types that were added to the entity. More...
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bool | Has (EntityRef entityRef, ComponentSet set) |
| Checks if the entity contains a whole set of components. More...
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bool | Has< T > (EntityRef entityRef) |
| Checks if an entity has a component. More...
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bool | IsCullable (EntityRef entity) |
| If an entity can be culled during simulation. For instance, used by the prediction culling systems to cull entities outside of the prediction area. More...
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bool | IsCulled (EntityRef entityRef) |
| If an entity is currently culled from the simulation, regardless of the frame state (Predicted or Verified). More...
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bool | LoadAsset (AssetGuid guid) |
| Loads an asset asynchronously into memory. More...
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bool | Remove (EntityRef entityRef, int componentIndex) |
| Removes a component from an entity. More...
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bool | Remove (EntityRef entityRef, Type componentType) |
| Removes a component from an entity. More...
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bool | Remove< T > (EntityRef entityRef) |
| Removes a component from an entity. More...
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void | ReplaceAsset (AssetGuid guid, AssetObject asset) |
| Replaces a dynamic asset in the frame. Asset asset can not have AssetObject.Path or AssetObject.Guid set as it inherits both from the original asset. More...
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SetResult | Set (EntityRef entity, AssetRefEntityPrototype prototype) |
| Adds (materializes) components to an already existing entity. More...
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SetResult | Set (EntityRef entity, AssetRefEntityPrototype prototype, out ComponentSet overwrittenComponents) |
| Adds (materializes) components to an already existing entity. More...
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SetResult | Set (EntityRef entity, EntityPrototype prototype) |
| Adds (materializes) components to an already existing entity. If a component already exists, it will get completely overwritten, but an error message will be logged. To avoid errors in such case use Set(EntityRef, EntityPrototype, out ComponentSet) instead. More...
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SetResult | Set (EntityRef entity, EntityPrototype prototype, out ComponentSet overwrittenComponents) |
| Adds (materializes) components to an already existing entity. If a component already exists, it will get completely overwritten. More...
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SetResult | Set (EntityRef entity, int componentIndex, void *value) |
| Sets a component on an entity. More...
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SetResult | Set< T > (EntityRef entity, T value) |
| Sets a component on an entity. More...
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void | SetCullable (EntityRef entityRef, bool cullable) |
| Sets if an existing entity is cullable or not. More...
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bool | TryFindAsset< T > (AssetGuid guid, out T asset) |
| Retrieves an asset either from the asset database or as an dynamic asset. More...
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bool | TryFindAsset< T > (AssetRef assetRef, out T asset) |
| Retrieves an asset either from the asset database or as an dynamic asset. More...
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bool | TryFindAsset< T > (string path, out T asset, DatabaseType dbType=DatabaseType.Default) |
| Retrieves an asset by path from selected databases. More...
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bool | TryFindAsset< TAssetRef, T > (TAssetRef assetRef, out T asset) |
| Retrieves an asset either from the asset database or as an dynamic asset. More...
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bool | TryGet< T > (EntityRef entityRef, out T value) |
| Gets a component from an entity. Does not throw when the component does not exist. More...
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bool | TryGetComponentSet (EntityRef entityRef, out ComponentSet set) |
| Gets a set of all component types that were added to the entity. More...
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The Frame class is the container for all the transient and static game state data, including the API for entities, physics, assets and others.
The reason for this is that Systems must be stateless to comply with Quantum's predict/rollback model. Quantum only guarantees determinism if all game state data is fully contained in the Frame class.