Search Results for

    Show / Hide Table of Contents

    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.

    In this article
    Back to top
    Generated by DocFX