Scene

Namespace: Murder.Core
Assembly: Murder.dll

public abstract class Scene : IDisposable

Implements: IDisposable

⭐ Constructors

protected Scene()

⭐ Properties

_calledStart

protected bool _calledStart;

Returns
bool

Loaded

public bool Loaded { get; private set; }

Returns
bool

RenderContext

public RenderContext RenderContext { get; private set; }

Context renderer unique to this scene.

Returns
RenderContext

World

public abstract virtual MonoWorld World { get; }

Returns
MonoWorld

⭐ Methods

UnloadAsyncImpl()

public virtual Task UnloadAsyncImpl()

Returns
Task

Dispose()

public virtual void Dispose()

Draw()

public virtual void Draw()

DrawGui()

public virtual void DrawGui()

Scenes that would like to implement a Gui should use this method.

FixedUpdate()

public virtual void FixedUpdate()

Initialize(GraphicsDevice, GameProfile, RenderContextFlags)

public virtual void Initialize(GraphicsDevice graphics, GameProfile settings, RenderContextFlags flags)

Parameters
graphics GraphicsDevice
settings GameProfile
flags RenderContextFlags

LoadContentImpl()

public virtual void LoadContentImpl()

OnBeforeDraw()

public virtual void OnBeforeDraw()

RefreshWindow(Point, GraphicsDevice, GameProfile)

public virtual void RefreshWindow(Point viewportSize, GraphicsDevice graphics, GameProfile settings)

Refresh the window size, updating the camera and render context.

Parameters
viewportSize Point

graphics GraphicsDevice

settings GameProfile

ReloadImpl()

public virtual void ReloadImpl()

ResumeImpl()

public virtual void ResumeImpl()

Start()

public virtual void Start()

SuspendImpl()

public virtual void SuspendImpl()

Update()

public virtual void Update()

AddOnWindowRefresh(Action)

public void AddOnWindowRefresh(Action notification)

This will trigger UI refresh operations.

Parameters
notification Action

LoadContent()

public void LoadContent()

Reload()

public void Reload()

Reload the active scene.

ResetWindowRefreshEvents()

public void ResetWindowRefreshEvents()

This will reset all watchers of trackers.

Resume()

public void Resume()

Suspend()

public void Suspend()

Rests the current scene temporarily.

Unload()

public void Unload()