Namespace Evergine.Framework
Classes
AllowMultipleInstances
Custom attribute used to allow multiple instances of that Component type in the same entity.
Application
Class that represents an 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 contains only 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 an interceptor registered in the Container.
ContainerInterceptor<T>
Represents the base class for a generic type interceptor registered in the Container.
DefaultResourcesIDs
Default resource IDs.
DependencyObject
Abstract class that represents an object with defined dependencies.
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 can be disposed of. Implements the IDisposable pattern, exposing a Destroy() method.
Drawable
Represents a Component that can be painted.
Entity
This class represents a game entity, essentially a container of Component types, which provide the actual game logic. Entity types are contained in Scene types, 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 to the original prefab.
Scene
A Scene is a collection of different manager classes that handle the maintenance of the different Entity and Component instances associated with a given Scene.
ScreenContext
Represents a list of scenes.
ScreenTransition
This class creates an effect between two ScreenContext.
SingleTransition
This class represents a single screen transition.
Enums
AttachableObjectState
Enumeration of attachable objects states.
BindComponentSource
The source of the binding component.
BindEntitySource
The source of the bound entity.
FamilyType
Represents whether a behavior will be updated in the main thread or another.
HideFlags
Mask that indicates saving and visibility in the Editor.
ScreenContextBehaviors
This class represents different behaviors of a ScreenContext.
Delegates
DependencyObject.DependencyRemovedHandle
Delegate that handles when a dependency is removed.