GameObjectSystemclass

Allows creation of a system that always exists in every scene, is hooked into the scene's lifecycle, and is disposed when the scene is disposed.

object→GameObjectSystem
Namespace
Sandbox
Assembly
Sandbox.Engine
Declaration
public abstract class Sandbox.GameObjectSystem

Constructors1

Showing 1 constructors

Methods13

Showing 13 methods

protected T __sync_GetValue(Sandbox.WrappedPropertyGet`1<T> p)PROTECTED

ParameterTypeDescription
pWrappedPropertyGet<T>—
Returns:T—

protected void __sync_SetValue(Sandbox.WrappedPropertySet`1<T> p)PROTECTED

ParameterTypeDescription
pWrappedPropertySet<T>—
Returns:void—

public virtual void Dispose()PUBLICVIRTUAL

Returns:void—

protected void Listen(Sandbox.GameObjectSystem.Stage stage, int order, System.Action function, string debugName)PROTECTED

Listen to a frame stage. Order is used to determine the order in which listeners are called, the default action always happens at 0, so if you want it to happen before you should go to -1, if you want it to happen after go to 1 etc.

ParameterTypeDescription
stageStage—
orderint—
functionAction—
debugNamestring—
Returns:void—

Properties2

Showing 2 properties

public virtual sealed System.Guid Sandbox.GameObjectSystem.Id { get; set; }PUBLICVIRTUALGETSET

Returns:Guid—

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