Class Component
- Namespace
- AO
- Assembly
- CoreAssembly.dll
Base component class.
public abstract class Component
- Inheritance
-
Component
- Derived
- Inherited Members
- Extension Methods
Remarks
Do not create instances of this class directly. Use Entity.AddComponent to add components to entities.
Constructors
Component()
public Component()
Fields
Entity
The entity this component is attached to
public Entity Entity
Field Value
Properties
LocalEnabled
Is the component enabled.
public bool LocalEnabled { get; set; }
Property Value
Position
Wrapper for Entity.Position.
public Vector2 Position { get; }
Property Value
WorldEnabled
Is the component enabled and the entity its on and all parent entities are all enabled.
public bool WorldEnabled { get; }
Property Value
Methods
AddComponent<T>()
public T AddComponent<T>() where T : Component
Returns
- T
Type Parameters
T
Awake()
Called when the component is created. Call Awaken() if you need this to happen immediately. If Awake() was already called, Awaken() does nothing.
public virtual void Awake()
Awaken()
Force a component to awaken. Useful to call on child objects in the parent's Awake() when you need the children to initialize first.
public void Awaken()
GetComponent<T>()
public T GetComponent<T>() where T : Component
Returns
- T
Type Parameters
T
LateUpdate()
Called every frame the entity is enabled, after all Update methods have been called.
public virtual void LateUpdate()
OnDestroy()
Called when the entity is destroyed.
public virtual void OnDestroy()
PredictLateUpdate(uint)
Called multiple times per frame during client-side prediction, after all PredictUpdate methods have been called. Called as many times as the number of ticks being resimulated. Minimize the amount of work done in this function to only the logic which should be client-side predicted.
public virtual void PredictLateUpdate(uint frameNumber)
Parameters
frameNumber
uint
PredictUpdate(uint)
Called multiple times per frame during client-side prediction. Called as many times as the number of ticks being resimulated. Minimize the amount of work done in this function to only the logic which should be client-side predicted.
public virtual void PredictUpdate(uint frameNumber)
Parameters
frameNumber
uint
ToString()
Returns a string that represents the current object.
public override string ToString()
Returns
- string
A string that represents the current object.
Update()
Called every frame the entity is enabled.
public virtual void Update()