The Frame class is the container for all the transient and static game state data, including the API for entities, physics, assets and others. More...
Classes | |
class | Culling |
The Culling class handles the scheduling of culling tasks. More... | |
class | EntitiesConfig |
Global entities configuration More... | |
struct | FrameBaseUnsafe |
Frame API to give access to C# unsafe pointers and advanced immediate operations. More... | |
struct | Stats |
Represents the memory statistics for a frame in the Quantum.Core namespace. More... | |
Public Member Functions | |
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... | |
AddResult | Add (EntityRef entity, int componentIndex, void *value) |
Adds a component of defined value to an entity More... | |
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... | |
AddResult | Add< T > (EntityRef entity) |
Adds a default component to an entity. More... | |
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... | |
AddResult | Add< T > (EntityRef entity, T value) |
Adds a component to an entity. More... | |
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... | |
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... | |
void | AddAsset (AssetObject asset, AssetGuid guid) |
Adds a dynamic asset to the frame with a guid know ahead of time. Dynamic Asset DB assigns Guids for dynamic assets, so asset can not have AssetObject.Guid set before calling this method. More... | |
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... | |
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... | |
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... | |
void | ClearCulledState () |
Marks all entities as not culled. More... | |
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... | |
int | ComponentCount< T > (bool includePendingRemoval=false) |
Gets the total count of T components More... | |
EntityRef | Create () |
Creates an entity that is saved in the game state. More... | |
EntityRef | Create (AssetRef< EntityPrototype > prototype) |
Creates an entity from a prototype asset. This process is also referred to as "prototype materialization". More... | |
void | Create (ComponentPrototypeSet[] 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... | |
EntityRef | Create (EntityPrototype prototype) |
Creates an entity from a prototype. This process is also referred to as "prototype materialization". More... | |
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... | |
bool | Destroy (EntityRef entityRef) |
Destroys the entity and all components that were added to it. More... | |
bool | DestroyPending (EntityRef entityRef) |
Check if a destroy is pending for this entity More... | |
bool | DisposeAsset (AssetGuid guid) |
Disposes an asset. More... | |
void | DisposeAsset (string path, DatabaseType dbType=DatabaseType.Default) |
Disposes an asset. More... | |
bool | Exists (EntityRef entityRef) |
Checks if an entity is still valid. More... | |
ComponentFilter< T0 > | Filter< T0 > (ComponentSet without=default, ComponentSet any=default) |
Filter entities by component types. More... | |
ComponentFilter< T0, T1 > | Filter< T0, T1 > (ComponentSet without=default, ComponentSet any=default) |
Filter entities by component types. More... | |
ComponentFilter< T0, T1, T2 > | Filter< T0, T1, T2 > (ComponentSet without=default, ComponentSet any=default) |
Filter entities by component types. More... | |
ComponentFilter< T0, T1, T2, T3 > | Filter< T0, T1, T2, T3 > (ComponentSet without=default, ComponentSet any=default) |
Filter entities by component types. More... | |
ComponentFilter< T0, T1, T2, T3, T4 > | Filter< T0, T1, T2, T3, T4 > (ComponentSet without=default, ComponentSet any=default) |
Filter entities by component types. More... | |
ComponentFilter< T0, T1, T2, T3, T4, T5 > | Filter< T0, T1, T2, T3, T4, T5 > (ComponentSet without=default, ComponentSet any=default) |
Filter entities by component types. More... | |
ComponentFilter< T0, T1, T2, T3, T4, T5, T6 > | Filter< T0, T1, T2, T3, T4, T5, T6 > (ComponentSet without=default, ComponentSet any=default) |
Filter entities by component types. More... | |
ComponentFilter< T0, T1, T2, T3, T4, T5, T6, T7 > | Filter< T0, T1, T2, T3, T4, T5, T6, T7 > (ComponentSet without=default, ComponentSet any=default) |
Filter entities by component types. More... | |
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... | |
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... | |
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... | |
T | FindAsset< T > (AssetRef< T > assetRef) |
Retrieves an asset either from the asset database or as an dynamic asset. In case of a missing asset logs a warning. More... | |
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... | |
ComponentPrototype | FindPrototype (ComponentPrototypeRef prototypeRef) |
Finds the ComponentPrototype based on the given ComponentPrototypeRef. More... | |
ComponentPrototypeSet | FindPrototype (EntityPrototypeRef prototypeRef) |
T | FindPrototype< T > (ComponentPrototypeRef prototypeRef) |
Finds and retrieves a specific component prototype based on the given prototype reference. More... | |
TPrototype | FindPrototype< TPrototypeRef, TPrototype > (TPrototypeRef prototypeRef) |
Finds a component prototype of type TPrototype given a component prototype reference. More... | |
bool | FindPrototype< TPrototypeRef, TPrototype > (TPrototypeRef prototypeRef, out TPrototype prototype) |
Finds a component prototype using the given prototype reference. More... | |
T | Get< T > (EntityRef entityRef) |
Gets a component from an entity. More... | |
void | GetAllEntityRefs (System.Collections.Generic.List< EntityRef > result) |
Retrieves the references to all entities. More... | |
ComponentIterator< T > | GetComponentIterator< T > () |
Create a component iterator for all components of one type. More... | |
ComponentSet | GetComponentSet (EntityRef entityRef) |
Gets a set of all component types that were added to the entity. More... | |
Stats | GetMemoryStats () |
Calculates the memory statistics for the current frame. More... | |
T | GetOrAddSingleton< T > (EntityRef optionalAddTarget=default) |
Gets the instance of the specified singleton component if it exists, otherwise adds the singleton component and returns the new instance. More... | |
T | GetSingleton< T > () |
Gets the instance of the specified singleton component. More... | |
EntityRef | GetSingletonEntityRef (int componentIndex) |
Gets the entity reference of the specified singleton component. More... | |
EntityRef | GetSingletonEntityRef< T > () |
Gets the EntityRef for the singleton component of the specified type. More... | |
bool | Has (EntityRef entityRef, ComponentSet set) |
Checks if the entity contains a whole set of components. More... | |
bool | Has (EntityRef entityRef, int componentIndex) |
Determines whether an entity has a specific component. More... | |
bool | Has< T > (EntityRef entityRef) |
Checks if an entity has a component. More... | |
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... | |
bool | IsCulled (EntityRef entityRef) |
If an entity is currently culled from the simulation, regardless of the frame state (Predicted or Verified). More... | |
bool | IsPlayerVerifiedOrLocal (PlayerRef player) |
Returns information to deterministically cull simulation code (e.g. commands). More... | |
bool | IsPredictionCulled (EntityRef entityRef) |
If the entity is prediction-culled. More... | |
bool | LoadAsset (AssetGuid guid) |
Loads an asset asynchronously into memory. More... | |
void | OnFrameSimulateBegin () |
Executes the necessary operations at the beginning of simulating a frame. More... | |
void | OnFrameSimulateEnd () |
Performs actions at the end of frame simulation. More... | |
bool | Remove (EntityRef entityRef, int componentIndex) |
Removes a component from an entity. More... | |
bool | Remove (EntityRef entityRef, Type componentType) |
Removes a component from an entity. More... | |
bool | Remove< T > (EntityRef entityRef) |
Removes a component from an entity. More... | |
bool | RemoveSingleton (int componentIndex) |
Removes the singleton component of the specified type. More... | |
bool | RemoveSingleton (Type componentType) |
Removes the singleton component of the specified type. More... | |
bool | RemoveSingleton< T > () |
Removes the singleton component of the specified type if it exists. More... | |
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... | |
SetResult | Set (EntityRef entity, AssetRef< EntityPrototype > prototype) |
Adds (materializes) components to an already existing entity. More... | |
SetResult | Set (EntityRef entity, AssetRef< EntityPrototype > prototype, out ComponentSet overwrittenComponents) |
Adds (materializes) components to an already existing entity. More... | |
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... | |
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... | |
SetResult | Set (EntityRef entity, int componentIndex, void *value) |
Sets a component on an entity. More... | |
SetResult | Set< T > (EntityRef entity, T value) |
Sets a component on an entity. More... | |
void | SetCullable (EntityRef entityRef, bool cullable) |
Sets if an existing entity is cullable or not. More... | |
void | SetSingleton (int componentIndex, void *value, EntityRef optionalAddTarget=default) |
Sets the value of the specified singleton component. More... | |
void | SetSingleton< T > (T component, EntityRef optionalAddTarget=default) |
Sets the instance of the specified singleton component. More... | |
bool | TryFindAsset< T > (AssetGuid guid, out T asset) |
Retrieves an asset either from the asset database or as an dynamic asset. More... | |
bool | TryFindAsset< T > (AssetRef assetRef, out T asset) |
Retrieves an asset either from the asset database or as an dynamic asset. More... | |
bool | TryFindAsset< T > (AssetRef< T > assetRef, out T asset) |
Retrieves an asset either from the asset database or as an dynamic asset. More... | |
bool | TryFindAsset< T > (string path, out T asset, DatabaseType dbType=DatabaseType.Default) |
Retrieves an asset by path from selected databases. More... | |
bool | TryGet< T > (EntityRef entityRef, out T value) |
Gets a component from an entity. Does not throw when the component does not exist. More... | |
bool | TryGetComponentSet (EntityRef entityRef, out ComponentSet set) |
Gets a set of all component types that were added to the entity. More... | |
bool | TryGetSingleton< T > (out T component) |
Tries to get the instance of the specified singleton component. More... | |
bool | TryGetSingletonEntityRef (int componentIndex, out EntityRef entityRef) |
Tries to get the entity reference of the specified singleton component. More... | |
bool | TryGetSingletonEntityRef< T > (out EntityRef entityRef) |
Tries to get the EntityRef of the specified singleton component. More... | |
Static Public Member Functions | |
static void | Copy (FrameBase to, FrameBase from) |
Copies the data from one FrameBase instance to another. More... | |
static void | Print (FrameBase r, FramePrinter printer, bool printComponentsChecksum=false) |
Prints the entities and their components in the frame. More... | |
static void | Serialize (FrameBase r, FrameSerializer serializer) |
Serializes the given frame using the provided serializer. More... | |
Public Attributes | |
DynamicAssetDB | DynamicAssetDB => _dynamicAssetDB |
The Asset Database for Dynamic Assets. More... | |
Physics2D.PhysicsEngine2D.Api | Physics2D |
Access to the Physics2D API. More... | |
Physics3D.PhysicsEngine3D.Api | Physics3D |
Access to the Physics3D API. More... | |
FrameBaseUnsafe | Unsafe |
Static Protected Member Functions | |
static void | Initialize (FrameBase f, FrameBase.EntitiesConfig config, int maxComponents=256) |
Initializes the FrameBase instance. More... | |
Properties | |
FrameContext | Context [get] |
Access to the FrameContext. More... | |
abstract FP | DeltaTime [get, set] |
Gets or sets the delta time of the frame. More... | |
FrameHeap | Heap [get] |
Gets the heap used by the frame. More... | |
LayerInfo | Layers [get] |
Access to the Layer API. More... | |
abstract Map | Map [get, set] |
The current loaded map asset.
| |
Navigation | Navigation [get] |
Access to the Navigation API. More... | |
abstract NavMeshRegionMask * | NavMeshRegionMask [get] |
Represents a mask used to define regions on a NavMesh. More... | |
abstract PhysicsSceneSettings * | PhysicsSceneSettings [get] |
Represents the current physics scene settings. More... | |
abstract Int32 | UpdateRate [get] |
The current frame update rate. More... | |
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.
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Filter entities by component types.
T0 | Filter component type |
without | Components that should not be present |
any | Components that should be present |
T0 | : | unmanaged | |
T0 | : | IComponent |
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Filter entities by component types.
T0 | Filter component type |
T1 | Filter component type |
without | Components that should not be present |
any | Components that should be present |
T0 | : | unmanaged | |
T0 | : | IComponent | |
T1 | : | unmanaged | |
T1 | : | IComponent |
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Filter entities by component types.
T0 | Filter component type |
T1 | Filter component type |
T2 | Filter component type |
without | Components that should not be present |
any | Components that should be present |
T0 | : | unmanaged | |
T0 | : | IComponent | |
T1 | : | unmanaged | |
T1 | : | IComponent | |
T2 | : | unmanaged | |
T2 | : | IComponent |
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Filter entities by component types.
T0 | Filter component type |
T1 | Filter component type |
T2 | Filter component type |
T3 | Filter component type |
without | Components that should not be present |
any | Components that should be present |
T0 | : | unmanaged | |
T0 | : | IComponent | |
T1 | : | unmanaged | |
T1 | : | IComponent | |
T2 | : | unmanaged | |
T2 | : | IComponent | |
T3 | : | unmanaged | |
T3 | : | IComponent |
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Filter entities by component types.
T0 | Filter component type |
T1 | Filter component type |
T2 | Filter component type |
T3 | Filter component type |
T4 | Filter component type |
without | Components that should not be present |
any | Components that should be present |
T0 | : | unmanaged | |
T0 | : | IComponent | |
T1 | : | unmanaged | |
T1 | : | IComponent | |
T2 | : | unmanaged | |
T2 | : | IComponent | |
T3 | : | unmanaged | |
T3 | : | IComponent | |
T4 | : | unmanaged | |
T4 | : | IComponent |
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Filter entities by component types.
T0 | Filter component type |
T1 | Filter component type |
T2 | Filter component type |
T3 | Filter component type |
T4 | Filter component type |
T5 | Filter component type |
without | Components that should not be present |
any | Components that should be present |
T0 | : | unmanaged | |
T0 | : | IComponent | |
T1 | : | unmanaged | |
T1 | : | IComponent | |
T2 | : | unmanaged | |
T2 | : | IComponent | |
T3 | : | unmanaged | |
T3 | : | IComponent | |
T4 | : | unmanaged | |
T4 | : | IComponent | |
T5 | : | unmanaged | |
T5 | : | IComponent |
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Filter entities by component types.
T0 | Filter component type |
T1 | Filter component type |
T2 | Filter component type |
T3 | Filter component type |
T4 | Filter component type |
T5 | Filter component type |
T6 | Filter component type |
without | Components that should not be present |
any | Components that should be present |
T0 | : | unmanaged | |
T0 | : | IComponent | |
T1 | : | unmanaged | |
T1 | : | IComponent | |
T2 | : | unmanaged | |
T2 | : | IComponent | |
T3 | : | unmanaged | |
T3 | : | IComponent | |
T4 | : | unmanaged | |
T4 | : | IComponent | |
T5 | : | unmanaged | |
T5 | : | IComponent | |
T6 | : | unmanaged | |
T6 | : | IComponent |
|
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Filter entities by component types.
T0 | Filter component type |
T1 | Filter component type |
T2 | Filter component type |
T3 | Filter component type |
T4 | Filter component type |
T5 | Filter component type |
T6 | Filter component type |
T7 | Filter component type |
without | Components that should not be present |
any | Components that should be present |
T0 | : | unmanaged | |
T0 | : | IComponent | |
T1 | : | unmanaged | |
T1 | : | IComponent | |
T2 | : | unmanaged | |
T2 | : | IComponent | |
T3 | : | unmanaged | |
T3 | : | IComponent | |
T4 | : | unmanaged | |
T4 | : | IComponent | |
T5 | : | unmanaged | |
T5 | : | IComponent | |
T6 | : | unmanaged | |
T6 | : | IComponent | |
T7 | : | unmanaged | |
T7 | : | IComponent |
bool Quantum.Core.FrameBase.IsPlayerVerifiedOrLocal | ( | PlayerRef | player | ) |
Returns information to deterministically cull simulation code (e.g. commands).
player | Player ref |
true
on every verified frame or when the player is a local player.
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Calculates the memory statistics for the current frame.
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Executes the necessary operations at the beginning of simulating a frame.
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Performs actions at the end of frame simulation.
If the CommitCommandsMode is set to Quantum.CommitCommandsModes.OnFrameSimulationEnd, this method commits all commands.
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Gets the total count of T components
includePendingRemoval | If the component entries that were removed but are not yet committed in memory should be considered. |
T | The component type |
T | : | unmanaged | |
T | : | IComponent |
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Gets the total count of components of a given index. See ComponentTypeId and ComponentTypeId<T> to have access to component types metadata.
includePendingRemoval | If the component entries that were removed but are not yet committed in memory should be considered. |
componentIndex | The index of the component type |
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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.
asset | Asset object |
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Adds a dynamic asset to the frame with a guid know ahead of time. Dynamic Asset DB assigns Guids for dynamic assets, so asset can not have AssetObject.Guid set before calling this method.
asset | Asset object |
guid | A guid to be assigned. Needs to be of AssetGuidType.DynamicExplicit type |
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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.
guid | Guid of an asset to be replaced |
asset | Asset object |
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Loads an asset asynchronously into memory.
guid | Asset guid |
Typically assets are loaded on demand. Use this method to preload assets.
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Disposes an asset.
guid | Asset guid |
The actual releasing of the asset is postponed and usually is triggered from the main thread at a later time.
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Disposes an asset.
path | Unique asset path |
dbType |
The actual releasing of the asset is postponed and usually is triggered from the main thread at a later time.
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Retrieves an asset either from the asset database or as an dynamic asset. In case of a missing asset logs a warning.
T | Asset type |
guid | Asset guid |
T | : | AssetObject |
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Retrieves an asset either from the asset database or as an dynamic asset. In case of a missing asset logs a warning.
T | Asset type |
assetRef | Asset reference |
T | : | AssetObject |
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Retrieves an asset either from the asset database or as an dynamic asset. In case of a missing asset logs a warning.
T | Asset type |
assetRef | Asset reference |
asset | Null if reference is not valid or not found, otherwise the requested asset object. |
true
if guid is valid and an asset is foundT | : | AssetObject |
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Retrieves an asset either from the asset database or as an dynamic asset. In case of a missing asset logs a warning.
T | Asset type |
assetRef | Asset reference |
T | : | AssetObject |
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Retrieves an asset either from the asset database or as an dynamic asset.
T | Asset type |
guid | Asset guid |
asset | Null if guid is not valid or not found, otherwise the requested asset object |
true
if guid is valid and an asset is foundT | : | AssetObject |
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Retrieves an asset either from the asset database or as an dynamic asset.
T | Asset type |
assetRef | Asset reference |
asset | Null if reference is not valid or not found, otherwise the requested asset object |
true
if reference is valid and an asset is foundT | : | AssetObject |
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Retrieves an asset either from the asset database or as an dynamic asset.
T | Asset type |
assetRef | Asset reference |
asset | Null if reference is not valid or not found, otherwise the requested asset object |
true
if reference is valid and an asset is found
T | : | AssetObject |
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Retrieves an asset by path from selected databases. In case of a missing asset logs a warning.
T | Asset type |
path | Unique asset path |
dbType | Type of the database to look in (AssetDB by default) |
T | : | AssetObject |
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Retrieves an asset by path from selected databases.
T | Asset type |
path | Unique asset path |
asset | Null if the path is not valid or not found, otherwise the requested asset object |
dbType | Type of the database to look in (AssetDB by default) |
true
if the path is valid and an asset is foundT | : | AssetObject |
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prototypeRef |
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Finds the ComponentPrototype based on the given ComponentPrototypeRef.
prototypeRef | The ComponentPrototypeRef to search for. |
null
.
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Finds and retrieves a specific component prototype based on the given prototype reference.
prototypeRef | The prototype reference of the component. |
T | The type of the component prototype. |
InvalidOperationException | Thrown when the component type does not match the expected type. |
T | : | ComponentPrototype |
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Finds a component prototype of type TPrototype given a component prototype reference.
prototypeRef | Reference to the component prototype |
TPrototypeRef | : | unmanaged | |
TPrototypeRef | : | IComponentPrototypeRef<TPrototype> | |
TPrototype | : | ComponentPrototype |
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Finds a component prototype using the given prototype reference.
TPrototypeRef | The type of the prototype reference. |
TPrototype | The type of the component prototype. |
prototypeRef | The prototype reference. |
prototype | The found component prototype. |
true
if the component prototype is found, otherwise false
.TPrototypeRef | : | unmanaged | |
TPrototypeRef | : | IComponentPrototypeRef<TPrototype> | |
TPrototype | : | ComponentPrototype |
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If a navmesh region is toggled on/off is saved here. Call this method to reset every region state to be enabled again.
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Retrieves the references to all entities.
result | The list to store the entity references. |
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Determines whether an entity has a specific component.
entityRef | The reference to the entity. |
componentIndex | The index of the component. |
true
if the entity has the component, otherwise false
.
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Checks if an entity has a component.
T | Component type |
entityRef | Entity reference |
true
if the component type exists on the entityInvalidOperationException | Thrown when the entity does not exist |
T | : | unmanaged | |
T | : | IComponent |
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Check if a destroy is pending for this entity
entityRef | Entity reference |
true
of destroy is pending, false
otherwise
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Adds (materializes) components to an already existing entity.
entity | |
prototype |
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Adds (materializes) components to an already existing entity.
entity | |
prototype | |
overwrittenComponents |
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Gets the instance of the specified singleton component.
T | The type of the singleton component. |
InvalidOperationException | Thrown if the singleton component is not found. |
T | : | unmanaged | |
T | : | IComponentSingleton |
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Gets the EntityRef for the singleton component of the specified type.
T | The type of the singleton component. |
InvalidOperationException | Thrown if the singleton component is not found. |
T | : | unmanaged | |
T | : | IComponentSingleton |
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Gets the entity reference of the specified singleton component.
componentIndex | The index of the component. |
InvalidOperationException | Thrown if the singleton component is not found. |
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Sets the instance of the specified singleton component.
T | The type of the singleton component. |
component | The instance of the singleton component to set. |
optionalAddTarget | The entity reference to add the singleton component to. If not specified, a new entity will be created. |
T | : | unmanaged | |
T | : | IComponentSingleton |
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Sets the value of the specified singleton component.
componentIndex | The index of the component. |
value | The value to set. |
optionalAddTarget | The entity reference where the singleton component should be added, defaults to default. |
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Removes the singleton component of the specified type if it exists.
T | The type of the singleton component. |
true
if the singleton component was successfully removed, false
if the singleton component does not exist.InvalidOperationException | Thrown if an error occurs while removing the singleton component. |
T | : | unmanaged | |
T | : | IComponentSingleton |
|
inline |
Removes the singleton component of the specified type.
true
if the singleton component was successfully removed, false
otherwise.
|
inline |
Removes the singleton component of the specified type.
true
if the singleton component was successfully removed; otherwise, false
.InvalidOperationException | Thrown if the singleton component is not found. |
|
inline |
Tries to get the EntityRef of the specified singleton component.
T | The type of the singleton component. |
entityRef | The reference to store the entity. |
true
if the singleton component is found and the EntityRef is valid; otherwise, false
.T | : | unmanaged | |
T | : | IComponentSingleton |
|
inline |
Tries to get the entity reference of the specified singleton component.
componentIndex | The index of the component. |
entityRef | The entity reference of the singleton component if it exists, otherwise default. |
true
if the entity reference of the singleton component exists, otherwise false
.
|
inline |
Tries to get the instance of the specified singleton component.
T | The type of the singleton component. |
component | When this method returns, contains the instance of the specified singleton component if it is found; otherwise, the default value. |
true
if the singleton component is found; otherwise, false
.T | : | unmanaged | |
T | : | IComponentSingleton |
|
inline |
Gets the instance of the specified singleton component if it exists, otherwise adds the singleton component and returns the new instance.
T | The type of the singleton component. |
optionalAddTarget | The optional entity reference to add the singleton component to. |
T | : | unmanaged | |
T | : | IComponentSingleton |
|
inlinestatic |
Prints the entities and their components in the frame.
r | The frame to print. |
printer | The frame printer. |
printComponentsChecksum | Whether to print the checksums of the components or not. |
|
inlinestatic |
Serializes the given frame using the provided serializer.
r | The frame to serialize. |
serializer | The frame serializer. |
Copies the data from one FrameBase instance to another.
to | The destination FrameBase instance. |
from | The source FrameBase instance. |
|
inlinestaticprotected |
Initializes the FrameBase instance.
f | The FrameBase instance to initialize. |
config | The configuration settings for the FrameBase instance. |
maxComponents | The maximum number of components allowed. |
NotImplementedException | Thrown if the method is not implemented. |
DynamicAssetDB Quantum.Core.FrameBase.DynamicAssetDB => _dynamicAssetDB |
The Asset Database for Dynamic Assets.
|
get |
Represents the current physics scene settings.
|
getset |
The current loaded map asset.
|
get |
Represents a mask used to define regions on a NavMesh.
|
get |
Access to the Layer API.
|
get |
The current frame update rate.
|
getset |
Gets or sets the delta time of the frame.
|
get |
Access to the FrameContext.
|
get |
Gets the heap used by the frame.