Photon Quantum 2.1.1

Quantum.Frame Member List

This is the complete list of members for Quantum.Frame, including all inherited members.

ActorIdToAllPlayers(Int32 actorId)Quantum.Frameinline
ActorIdToFirstPlayer(Int32 actorId)Quantum.Frameinline
Add(EntityRef entity, int componentIndex, void *value)Quantum.Core.FrameBaseinline
Add(EntityRef entity, int componentIndex, out void *result)Quantum.Core.FrameBaseinline
Add(EntityRef entity, int componentIndex, void *value, out void *result)Quantum.Core.FrameBaseinline
Add< T >(EntityRef entity)Quantum.Core.FrameBaseinline
Add< T >(EntityRef entity, T value)Quantum.Core.FrameBaseinline
Add< T >(EntityRef entity, out T *result)Quantum.Core.FrameBaseinline
Add< T >(EntityRef entity, T value, out T *result)Quantum.Core.FrameBaseinline
AddAsset(AssetObject asset)Quantum.Core.FrameBaseinline
AddOrGet(EntityRef entity, int componentIndex, out void *result)Quantum.Core.FrameBaseinline
AddOrGet< T >(EntityRef entity, out T *result)Quantum.Core.FrameBaseinline
AssetsQuantum.Frame
CalculateChecksum()Quantum.Frameinline
CalculateChecksum(bool useSharedSerializer)Quantum.Frameinline
ClearAllNavMeshRegions()Quantum.Core.FrameBaseinline
ClearCulledState()Quantum.Core.FrameBaseinline
ComponentCount(int componentIndex, bool includePendingRemoval=false)Quantum.Core.FrameBaseinline
ComponentCount< T >(bool includePendingRemoval=false)Quantum.Core.FrameBaseinline
ContextQuantum.Frame
Copy(DeterministicFrame frame)Quantum.Frameinlineprotected
Create(AssetRefEntityPrototype prototype)Quantum.Core.FrameBaseinline
Create(EntityPrototype prototype)Quantum.Core.FrameBaseinline
Create(EntityPrototypeContainer[] prototypes, Map parentAsset)Quantum.Core.FrameBaseinline
Create()Quantum.Core.FrameBaseinline
Cull(EntityRef entityRef)Quantum.Core.FrameBaseinline
Culled(EntityRef entityRef)Quantum.Core.FrameBaseinline
DeltaTimeQuantum.Frame
Destroy(EntityRef entityRef)Quantum.Core.FrameBaseinline
DestroyPending(EntityRef entityRef)Quantum.Core.FrameBaseinline
DisposeAsset(AssetGuid guid)Quantum.Core.FrameBaseinline
DisposeAsset(string path, DatabaseType dbType=DatabaseType.Default)Quantum.Core.FrameBaseinline
DumpFrame(int dumpFlags=0)Quantum.Frameinline
EventsQuantum.Frame
Exists(EntityRef entityRef)Quantum.Core.FrameBaseinline
FindAsset< T >(AssetGuid guid)Quantum.Core.FrameBaseinline
FindAsset< T >(AssetRef assetRef)Quantum.Core.FrameBaseinline
FindAsset< T >(AssetRef assetRef, out T asset)Quantum.Core.FrameBaseinline
FindAsset< T >(string path, DatabaseType dbType=DatabaseType.Default)Quantum.Core.FrameBaseinline
FindPrototype(EntityPrototypeRef prototypeRef)Quantum.Core.FrameBaseinline
FindPrototype(ComponentPrototypeRef prototypeRef)Quantum.Core.FrameBaseinline
Get< T >(EntityRef entityRef)Quantum.Core.FrameBaseinline
GetComponentIterator< T >()Quantum.Core.FrameBaseinline
GetComponentSet(EntityRef entityRef)Quantum.Core.FrameBaseinline
GetPlayerData(PlayerRef player)Quantum.Frameinline
GlobalQuantum.Frame
Has(EntityRef entityRef, ComponentSet set)Quantum.Core.FrameBaseinline
Has< T >(EntityRef entityRef)Quantum.Core.FrameBaseinline
InPredictionArea(FPVector3 position)Quantum.Frameinline
InPredictionArea(FPVector2 position)Quantum.Frameinline
IsCullable(EntityRef entity)Quantum.Core.FrameBaseinline
IsCulled(EntityRef entityRef)Quantum.Core.FrameBaseinline
LoadAsset(AssetGuid guid)Quantum.Core.FrameBaseinline
MapQuantum.Frame
NavigationQuantum.Core.FrameBase
Physics2DQuantum.Core.FrameBase
Physics3DQuantum.Core.FrameBase
PhysicsSceneSettingsQuantum.Frame
PlayerCountQuantum.Frame
PlayerToActorId(PlayerRef player)Quantum.Frameinline
Remove(EntityRef entityRef, Type componentType)Quantum.Core.FrameBaseinline
Remove(EntityRef entityRef, int componentIndex)Quantum.Core.FrameBaseinline
Remove< T >(EntityRef entityRef)Quantum.Core.FrameBaseinline
ReplaceAsset(AssetGuid guid, AssetObject asset)Quantum.Core.FrameBaseinline
RNGQuantum.Frame
RuntimeConfigQuantum.Frame
Serialize(DeterministicFrameSerializeMode mode)Quantum.Frameinline
Serialize(DeterministicFrameSerializeMode mode, byte[] buffer, int offset=0, bool allocOutput=false)Quantum.Frameinline
SessionConfigQuantum.Frame
Set(EntityRef entity, int componentIndex, void *value)Quantum.Core.FrameBaseinline
Set(EntityRef entity, AssetRefEntityPrototype prototype)Quantum.Core.FrameBaseinline
Set(EntityRef entity, EntityPrototype prototype)Quantum.Core.FrameBaseinline
Set(EntityRef entity, AssetRefEntityPrototype prototype, out ComponentSet overwrittenComponents)Quantum.Core.FrameBaseinline
Set(EntityRef entity, EntityPrototype prototype, out ComponentSet overwrittenComponents)Quantum.Core.FrameBaseinline
Set< T >(EntityRef entity, T value)Quantum.Core.FrameBaseinline
SetCullable(EntityRef entityRef, bool cullable)Quantum.Core.FrameBaseinline
SetPredictionArea(FPVector3 position, FP radius)Quantum.Frameinline
SetPredictionArea(FPVector2 position, FP radius)Quantum.Frameinline
SignalsQuantum.Frame
SimulationConfigQuantum.Frame
SystemDisable< T >()Quantum.Frameinline
SystemEnable< T >()Quantum.Frameinline
SystemIsEnabledSelf< T >()Quantum.Frameinline
SystemsAllQuantum.Frame
TryFindAsset< T >(AssetGuid guid, out T asset)Quantum.Core.FrameBaseinline
TryFindAsset< T >(AssetRef assetRef, out T asset)Quantum.Core.FrameBaseinline
TryFindAsset< T >(string path, out T asset, DatabaseType dbType=DatabaseType.Default)Quantum.Core.FrameBaseinline
TryFindAsset< TAssetRef, T >(TAssetRef assetRef, out T asset)Quantum.Core.FrameBaseinline
TryGet< T >(EntityRef entityRef, out T value)Quantum.Core.FrameBaseinline
TryGetComponentSet(EntityRef entityRef, out ComponentSet set)Quantum.Core.FrameBaseinline
UpdateRateQuantum.Frame