Scenes controls reveal the component values of an Entity, refreshing every frame.
Use EntityWriter if you wish to be able to change these component values
View code on GitHub
Inheritance Hierarchy
DeltaEngine.Entities Entity
DeltaEngine.Scenes.EntityDebugger EntityEditor
DeltaEngine.Scenes.EntityDebugger EntityReader
Namespace: DeltaEngine.Scenes.EntityDebugger
Assembly: DeltaEngine.Scenes (in DeltaEngine.Scenes.dll) Version: 1.1.1.0 (1.1.1)
Syntax
The EntityReader type exposes the following members.
Constructors
Name | Description | |
---|---|---|
EntityReader | Initializes a new instance of the EntityReader class |
Methods
Name | Description | |
---|---|---|
Add T | (Inherited from Entity.) | |
AddTag | (Inherited from Entity.) | |
ClearTags | (Inherited from Entity.) | |
Contains T | (Inherited from Entity.) | |
ContainsBehavior T | (Inherited from Entity.) | |
ContainsTag | (Inherited from Entity.) | |
Deactivate | (Inherited from Entity.) | |
Dispose | (Inherited from EntityEditor.) | |
Get T |
Gets a specific component, derived classes can return faster cached values (e.g. Entity2D)
View code on GitHub (Inherited from Entity.) | |
GetActiveBehaviors | (Inherited from Entity.) | |
GetComponentsForSaving | (Inherited from Entity.) | |
GetOrDefault T | (Inherited from Entity.) | |
GetTags | (Inherited from Entity.) | |
Remove T | (Inherited from Entity.) | |
RemoveTag | (Inherited from Entity.) | |
Reset | (Inherited from EntityEditor.) | |
Set | (Inherited from Entity.) | |
SetComponents | (Inherited from Entity.) | |
Start T | (Inherited from Entity.) | |
Stop T | (Inherited from Entity.) | |
ToString | (Inherited from Entity.) | |
Update | (Overrides EntityEditor Update .) |
Fields
Name | Description | |
---|---|---|
componentControls | (Inherited from EntityEditor.) | |
componentList | (Inherited from EntityEditor.) | |
components | (Inherited from Entity.) |
Properties
Name | Description | |
---|---|---|
Entity | (Inherited from EntityEditor.) | |
IsActive | (Inherited from Entity.) | |
IsPauseable | (Inherited from EntityEditor.) | |
NumberOfComponents | (Inherited from Entity.) | |
UpdatePriority | (Inherited from Entity.) |
Remarks
Examples
[Test, CloseAfterFirstFrame] public void UpdatingEntityRotationUpdatesRotationTextBox() { AdvanceTimeAndUpdateEntities(); Assert.AreEqual(logo.Rotation.ToInvariantString(), GetTextBox("Rotation").Text); }
[Test, CloseAfterFirstFrame, Timeout(10000)] public void AddComponent() { logo.Add(new Name("name")); AdvanceTimeAndUpdateEntities(); if (GetTextBox("Name") != null) Assert.AreEqual("name", GetTextBox("Name").Text); }
[Test, CloseAfterFirstFrame, Timeout(10000)] public void DisposingClearsSceneAndInactivates() { reader.Dispose(); Assert.AreEqual(0, reader.scene.Controls.Count); Assert.IsFalse(reader.IsActive); }
See Also