| GameScene Class |
Namespace: GeonBit.ECS
public class GameScene
The GameScene type exposes the following members.
| Name | Description | |
|---|---|---|
| ActiveCamera |
Shortcut to get the currently active camera.
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| Physics |
Get the physical world instance.
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| Root |
Root GameObject (most top level GameObject in the tree).
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| Name | Description | |
|---|---|---|
| Activate |
Activate the scene, this will update root node, camera, and invoke 'spawn' and 'load' events.
You do not need to call this function yourself, it is used internally.
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| BeforeDraw |
Called to update stuff right before drawing scene.
You do not need to call this function yourself, it is used internally.
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| Deactivate |
Deactivate the scene and invoke the 'unload' events.
You do not need to call this function yourself, it is used internally.
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| Destroy |
Destroy this scene.
After calling this, it cannot be used again. Also, don't call this on the currently active scene.
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| Draw |
Draw the scene.
You do not need to call this function yourself, it is used internally.
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| Equals | Determines whether the specified object is equal to the current object. (Inherited from Object.) | |
| FixedUpdate |
Triggers a Fixed Update event (update that happens every const amount of seconds).
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| GetHashCode | Serves as the default hash function. (Inherited from Object.) | |
| GetType | Gets the Type of the current instance. (Inherited from Object.) | |
| Load |
Make this scene the currently loaded scene.
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| ToString | Returns a string that represents the current object. (Inherited from Object.) | |
| Update |
Called every frame to do GameObject events.
You do not need to call this function yourself, it is used internally.
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| Name | Description | |
|---|---|---|
| DebugRenderPhysics |
If true, will draw physics debug.
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| Lights |
Lights manager of this scene.
If you want to use a custom lights manager class you can override this object, just
be sure to do this before loading the scene.
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| UserInterface |
User interface for this scene.
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