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    Namespace Evergine.Framework

    Classes

    AllowMultipleInstances

    Custom attribute used to allow multiples instances of that Component type in the same entity.

    Application

    Class that represent a Evergine application.

    AttachableObject

    Abstract class that represents an object that can be attached to the system. It implements the default life-cycle Detached-Deactivated-Activated-Destroyed.

    Behavior

    Represents a Component that has just logic, updatable through the Update() method.

    BindComponent

    Custom attribute used to connect two Component instances.

    BindEntity

    Custom attribute used to connect two Component instances.

    BindSceneManager

    Custom attribute used to connect SceneManager instances to a component.

    BindService

    Custom attribute used to connect two Component instances.

    Component

    Provides logic and functionality to an Entity.

    Container

    A dependency injection container.

    ContainerInterceptor

    Represents the base class for a interceptor registered in the Container.

    ContainerInterceptor<T>

    Represents the base class for a generic type interceptor registered in the Container.

    DefaultResourcesIDs

    Default resources Ids.

    DependencyObject

    Abstract class that represents an object that has dependencies defined.

    DiscoverableAttribute

    Indicates if an element should be discoverable by Evergine Studio. Classes decorated with this attribute and with a IsDiscoverable value of true; or classes not decorated with this attribute at all, will be candidates for being shown in different Evergine Studio panels.

    DisposableObject

    Abstract class that represents an object that could be disposed. Implements the IDisposable pattern, exposing a Destroy() method.

    Drawable

    Represents a Component that can be painted.

    Entity

    This class represents a game entity, which is basically a container of Component types, which are the ones that provide the actual game logic. Entity types are contained in Scene ones, which handle how to update and draw them.

    ErrorComponent

    Class that represents a component that couldn't be deserialized.

    PrefabInstanceObject

    Abstract class that represents an object that can be instantiated through a prefab. Contains the links of the original prefab.

    Scene

    A Scene is a collection of different manager classes that will handle the maintenance of the different Entity and Component instances that are associated with a given Scene.

    ScreenContext

    Represents a scenes list.

    ScreenTransition

    This class make an effect between two ScreenContext.

    SingleTransition

    This class represent a single screen transition.

    Enums

    AttachableObjectState

    States enumeration of attachable objects.

    BindComponentSource

    The source of the bind component.

    BindEntitySource

    The source of the bind entity.

    DrawableType

    The drawable type.

    FamilyType

    Represent whether a behavior will be updated in main thread or in other.

    HideFlags

    Mask that indicates saving and visiblity in Editor.

    ScreenContextBehaviors

    This class represent different behavior of a ScreenContext.

    Delegates

    DependencyObject.DependencyRemovedHandle

    Delegate that handle when a dependency is removed.

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