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.