![]() | Game Class |
Namespace: Slash.Application.Games
The Game type exposes the following members.
Name | Description | |
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![]() | AddSystemsViaReflection |
Indicates if game systems should be added which are flagged with the
GameSystem attribute.
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![]() | BlueprintManager |
Manages all blueprints available in the game.
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![]() | EntityManager |
Manager responsible for creating and removing entities in this game.
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![]() | EventManager |
Manager allowing listeners to register for game-related events.
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![]() | GameName |
Name of this game.
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![]() | Log |
Logger for logic events.
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![]() | ProcessManager |
Manager allowing ticking and queueing timed processes.
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![]() | Running |
Whether this game is running, or not (e.g. not yet started,
paused, or already over).
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![]() | SystemManager |
Manager responsible for updating all game systems in each tick.
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![]() | TimeElapsed |
Total time since this game has started, in seconds.
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![]() | UpdatePeriod |
Fixed time between two game ticks (in sec).
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Name | Description | |
---|---|---|
![]() | AddSystemT |
Adds and initializes the system of the specified type.
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![]() | OnGameStarted |
Called after initialization of game was done and the game was started.
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![]() | PauseGame |
Pauses this game, stopping ticking all systems.
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![]() | ResumeGame |
Resumes this game, continuing to tick all systems.
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![]() | StartGame |
Starts this game, beginning to tick all systems.
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![]() | StartGame(IAttributeTable) |
Starts this game, beginning to tick all systems.
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![]() | StopGame |
Deinitializes and stops the game.
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![]() | Update |
Ticks this game, allowing all systems to update themselves and
processing all game events.
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Name | Description | |
---|---|---|
![]() | CreateEntities |
Searches for the blueprints with the specified ids and creates entities out of it.
If the blueprints are used several times, consider to fetch them from the game's
blueprint manager once and use them to create the entities.
(Defined by GameBlueprintUtils.) |
![]() | CreateEntity(String) | Overloaded.
Searches for the blueprint with the specified id and creates an entity out of it.
If the blueprint is used several times, consider to fetch the blueprint from the game's
blueprint manager once and use it to create the entities.
(Defined by GameBlueprintUtils.) |
![]() | CreateEntity(String, AttributeTable) | Overloaded.
Searches for the blueprint with the specified id and creates an entity out of it.
If the blueprint is used several times, consider to fetch the blueprint from the game's
blueprint manager once and use it to create the entities.
(Defined by GameBlueprintUtils.) |
![]() | CreateEntity(Blueprint, AttributeTable) | Overloaded.
Searches for the specified blueprint and creates an entity out of it.
(Defined by GameBlueprintUtils.) |