Table of Contents

Namespace Stride.Engine

Classes

ActivableEntityComponent

An EntityComponent that can be enabled and disabled.

AllowMultipleComponentsAttribute

Allows a component of the same type to be added multiple time to the same entity (default is false)

AnimationComponent

Add animation capabilities to an Entity. It will usually apply to Skeleton

AsyncScript

A script which can be implemented as an async microthread.

AudioEmitterComponent

Component representing an audio emitter.

AudioListenerComponent

Component representing an audio listener.

BackgroundComponent

Add a background to an Entity.

CameraComponent

Describes the camera projection and view.

ComponentCategoryAttribute

Defines the category of a component type. This information is used to group component types in Game Studio.

ComponentOrderAttribute

Defines the order of a component type. This information is used to determine the most "important" component of a collection

Entity

Represents a game entity that typically aggregates multiple EntityComponent instances. For more information about entities, see Adding entities and Managing entities.

EntityComponent

Base class for Entity components.

EntityComponentAttributeBase

Base class for attributes for EntityComponent

EntityComponentCollection

A collection of EntityComponent managed exclusively by the Entity.

EntityExtensions

Extensions for Entity

EntityManager

Manage a collection of entities.

EntityProcessor

Entity processor, triggered on various EntityManager events such as Entity and Component additions and removals.

EntityProcessorCollection

Ordered collection of EntityProcessor based on the Order property.

EntityProcessor<TComponent>

Base implementation of EntityProcessor<TComponent, TData> when the TComponent and TData are the same

EntityProcessor<TComponent, TData>

Helper class for EntityProcessor, that will keep track of Entity matching certain EntityComponent requirements.

EntityTransformExtensions

Extensions for Entity and the TransformComponent.

Game

Main Game class system.

GameSystem
InputSystem

The input system updating the input manager exposed by Input.

InstanceComponent

Represents a single instance of a model instancing component.

InstancingComponent
InstancingEntityTransform
InstancingExtensions
InstancingUserArray
InstancingUserBuffer
LightComponent

Add a light to an Entity, that will be used during rendering.

LightComponentExtensions

Extensions for the LightComponent class.

LightProbeComponent
LightShaftBoundingVolumeComponent

A bounding volume for light shafts to be rendered in, can take any Model as a volume

LightShaftComponent

The source for light shafts, should be placed on the same entity as the light component which will be used for light shafts

ModelComponent

Add a Model to an Entity, that will be used during rendering.

ModelComponent.MeshInfo

Per-entity state of each individual mesh of a model.

ModelNodeLinkComponent
ModelNodeTransformLink
ModelViewHierarchyTransformOperation

Updates Skeleton.

PhysicsComponent
PhysicsComponent.ColliderShapeCollection
Prefab

A prefab that contains entities.

RequireComponentAttribute

Allows to declare that a component requires another component in order to run (used for ScriptComponent

Scene

A scene.

Scene.EntityCollection
Scene.SceneCollection
SceneInstance

Manage a collection of entities within a RootScene.

SceneSystem

The scene system handles the scenes of a game.

ScriptComponent

Script component.

SpriteComponent

Add a Sprite to an Entity. It could be an animated sprite.

StartupScript
SyncScript

A script whose Update() will be called every frame.

TransformComponent

Defines Position, Rotation and Scale of its Entity.

TransformComponent.TransformChildrenCollection
TransformLink

Gives the ability to control how parent matrix is computed in a TransformComponent.

TransformOperation

Performs some work after world matrix has been updated.

UIComponent

Add an UIPage to an Entity.

UIElementLinkComponent
UIElementTransformLink
UILibrary
UILibraryExtensions
UIPage

A page containing a UI hierarchy.

Structs

EntityComponentAttributes

Allow to query attributes used on an EntityComponent

OpaqueComponentId

Contains the id of a component

Interfaces

IAnimatableSpriteProvider

The base interface for all classes providing animated sprites.

IBlendTreeBuilder
IInstancing
ISceneRendererContext
ISpriteProvider

The base interface for all classes providing sprites.

Enums

CollisionState
ModelTransformUsage
SceneSystem.SplashScreenState