Show / Hide Table of Contents

Interface IWorldObjectManager

Namespace: Eco.Gameplay.Objects
Assembly: Eco.Gameplay.dll
Syntax
public interface IWorldObjectManager

Properties

All

Declaration
IEnumerable<WorldObject> All { get; }
Property Value
Type Description
System.Collections.Generic.IEnumerable<WorldObject>

AllTypes

Declaration
IEnumerable<Type> AllTypes { get; }
Property Value
Type Description
System.Collections.Generic.IEnumerable<System.Type>

AllWorldObjectTypes

Declaration
Dictionary<string, Type> AllWorldObjectTypes { get; }
Property Value
Type Description
System.Collections.Generic.Dictionary<System.String, System.Type>

TickDeltaTime

Declaration
float TickDeltaTime { get; }
Property Value
Type Description
System.Single

TickStartTime

Declaration
double TickStartTime { get; }
Property Value
Type Description
System.Double

Methods

Add(WorldObject, User, WrappedWorldPosition3, Quaternion, WorldObject)

Declaration
WorldObject Add(WorldObject worldObject, User creator, WrappedWorldPosition3 position, Quaternion rotation, WorldObject attachedToWorldObject = null)
Parameters
Type Name Description
WorldObject worldObject
User creator
WrappedWorldPosition3 position
Quaternion rotation
WorldObject attachedToWorldObject
Returns
Type Description
WorldObject

AddToTick(ITickOnDemand)

Adds tickable to closest (current or next) Eco.Gameplay.Objects.WorldObjectManager.TickAll which may not want to tick every time, but instead tick only when specific event happens. It may be useful if you wanna delay component state update until tick time, because it may have lot of updates between ticks and processing multiple syncs for every update may significantly impact performance. At same time we don't wanna to Tick() every time, because these syncs may not happen for long time for most of components and it will just waste CPU time.

Declaration
void AddToTick(ITickOnDemand tickable)
Parameters
Type Name Description
ITickOnDemand tickable

GetFromID(Guid)

Declaration
WorldObject GetFromID(Guid g)
Parameters
Type Name Description
System.Guid g
Returns
Type Description
WorldObject

GetObjectsWithin(Vector2, Single)

Declaration
IEnumerable<WorldObject> GetObjectsWithin(Vector2 position, float range)
Parameters
Type Name Description
Vector2 position
System.Single range
Returns
Type Description
System.Collections.Generic.IEnumerable<WorldObject>

GetObjectsWithin(WrappedPosition3, Single)

Declaration
IEnumerable<WorldObject> GetObjectsWithin(WrappedPosition3 position, float range)
Parameters
Type Name Description
WrappedPosition3 position
System.Single range
Returns
Type Description
System.Collections.Generic.IEnumerable<WorldObject>

GetTypeFromName(String)

Declaration
Type GetTypeFromName(string s)
Parameters
Type Name Description
System.String s
Returns
Type Description
System.Type

IsQueuedForTick(ITickOnDemand)

Declaration
bool IsQueuedForTick(ITickOnDemand tickable)
Parameters
Type Name Description
ITickOnDemand tickable
Returns
Type Description
System.Boolean

RemoveFromTick(ITickOnDemand)

Declaration
void RemoveFromTick(ITickOnDemand tickable)
Parameters
Type Name Description
ITickOnDemand tickable

RemoveWorldObject(WorldObject)

Declaration
bool RemoveWorldObject(WorldObject worldObject)
Parameters
Type Name Description
WorldObject worldObject
Returns
Type Description
System.Boolean

Extension Methods

TagUtils.TagNames(Object, Boolean)
TagUtils.TagDisplayNames(Object, Boolean)
ClientSetViewExtensions.SetClassOfProperty(Object, Player, String, String, Int32)
TypeTooltipExtensions.UILinkGeneric(Object)
☀
☾
In This Article
Back to top
Copyright (c) Strange Loop Games 2021
☀
☾