API ReferenceSandbox
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
Constructors1
Showing 1 constructors
public GameObjectSystem(Sandbox.Scene scene)
| Parameter | Type | Description |
|---|---|---|
| scene | Scene | — |
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Methods6
Showing 6 methods
protected T __sync_GetValue(Sandbox.WrappedPropertyGet`1<T> p)
| Parameter | Type | Description |
|---|---|---|
| p | WrappedPropertyGet<T> | — |
Returns:
T—protected void __sync_SetValue(Sandbox.WrappedPropertySet`1<T> p)
| Parameter | Type | Description |
|---|---|---|
| p | WrappedPropertySet<T> | — |
Returns:
void—public virtual void Dispose()
Returns:
void—protected void Listen(Sandbox.GameObjectSystem.Stage stage, int order, System.Action function, string debugName)
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.
| Parameter | Type | Description |
|---|---|---|
| stage | Stage | — |
| order | int | — |
| function | Action | — |
| debugName | string | — |
Returns:
void—No results match this filter.
Properties2
Showing 2 properties
public virtual sealed System.Guid Sandbox.GameObjectSystem.Id { get; set; }
Returns:
Guid—public Sandbox.Scene Sandbox.GameObjectSystem.Scene { get; set; }
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