The user implementation of FrameBase that resides in the project quantum_state and has access to all user relevant classes.
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PlayerRef[] | ActorIdToAllPlayers (Int32 actorId) |
| Returns all players with a certain ActorId (Photon client id). More...
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PlayerRef? | ActorIdToFirstPlayer (Int32 actorId) |
| Returns the first player that is using a certain ActorId (Photon client id). More...
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sealed override UInt64 | CalculateChecksum () |
| Calculates a checksum for the current game state. If the game is not started with QuantumGameFlags.DisableSharedChecksumSerializer flag, this method is not thread-safe, i.e. calling it from multiple threads for frames from the same simulation is going to break. More...
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UInt64 | CalculateChecksum (bool useSharedSerializer) |
| Calculates a checksum for the current game state. More...
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sealed override String | DumpFrame (int dumpFlags=0) |
| Dump the frame in human readable form into a string. More...
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RuntimePlayer | GetPlayerData (PlayerRef player) |
| Gets the runtime player configuration data for a certain player. More...
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Boolean | InPredictionArea (FPVector2 position) |
| See InPredictionArea(FPVector3). More...
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Boolean | InPredictionArea (FPVector3 position) |
| Test is a position is inside the prediction area. More...
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Int32? | PlayerToActorId (PlayerRef player) |
| Converts a Quantum PlayerRef to an ActorId (Photon client id). More...
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override Byte[] | Serialize (DeterministicFrameSerializeMode mode) |
| Serializes the frame using a temporary buffer (20MB). More...
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ArraySegment< byte > | Serialize (DeterministicFrameSerializeMode mode, byte[] buffer, int offset=0, bool allocOutput=false) |
| Serializes the frame using buffer as a buffer for temporary data. More...
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void | SetPredictionArea (FPVector2 position, FP radius) |
| See SetPredictionArea(FPVector3, FP). More...
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void | SetPredictionArea (FPVector3 position, FP radius) |
| Set the prediction area. More...
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void | SystemDisable< T > () |
| Disables a system. More...
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void | SystemEnable< T > () |
| Enable a system. More...
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Boolean | SystemIsEnabledSelf< T > () |
| Test if a system is enabled. More...
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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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