What is Murder?

Welcome to the official documentation for the Murder engine. This has been an ongoing and fun development project of creating a game engine on top of MonoGame.

You can find the source code here and the main authors have been @isa and @saint11.

⭐ Questions?

You can find the documentation for most of the architecture and public APIs here. If you have any further questions or suggestions, please don't hesitate on contacting us.

We really love doing this, so we appreciate any feedback!

Architecture

Let's do the architecture here... soon...

File structure

In the meantime, here's an overview of how the file structure works in Murder. We did the following diagram to help with that:

file structure diagram

The idea is that the game inherits Murder engine, and the game can be built standalone regardless of an editor. This is what your game project should look like:

└── root 
    └── resources
    └── src
        ├── game
        │   ├── bin (final game)
        │   ├── packed
        │   └── resources
        └── game.editor
            ├── bin (game editor)
            └── resources

The editor is there to facilicate creating assets and debugging the game itself. It manages the resource management, and will make sure that any assets currently present in root/resources will be deployed into src/game/resources as the final assets.

Any new assets should be saved directly on root/resources and the editor will automatically pick that up.

Hello World

We created a sample hello world app on Hello Murder. We should cover more on that soon.

You can take a peek at IMurderGame on tweaking basic functionality into your game, but a lot of things should be ready to go from the editor project.

IComponent

Namespace: Bang.Components
Assembly: Bang.dll

public abstract IComponent

A set of components will define an entity. This can be any sort of game abstraction. Bang follows the convention of only defining components for readonly structs.

IMessage

Namespace: Bang.Components
Assembly: Bang.dll

public abstract IMessage

A special type of component that will disappear within the next frame.

IModifiableComponent

Namespace: Bang.Components
Assembly: Bang.dll

public abstract IModifiableComponent : IComponent

A special type of component that can be modified.

Implements: IComponent

⭐ Methods

Subscribe(Action)

public abstract void Subscribe(Action notification)

Subscribe to receive notifications when the component gets modified.

Parameters
notification Action

Unsubscribe(Action)

public abstract void Unsubscribe(Action notification)

Unsubscribe to stop receiving notifications when the component gets modified.

Parameters
notification Action

IParentRelativeComponent

Namespace: Bang.Components
Assembly: Bang.dll

public abstract IParentRelativeComponent : IComponent

A component that is relative to the parent. It will be notified each time the tracking component of the parent changes.

Implements: IComponent

⭐ Properties

HasParent

public abstract virtual bool HasParent { get; }

Whether the component has a parent that it's tracking.

Returns
bool

⭐ Methods

WithoutParent()

public abstract IParentRelativeComponent WithoutParent()

Creates a copy of the component without any parent.

Returns
IParentRelativeComponent

OnParentModified(IComponent, Entity)

public abstract void OnParentModified(IComponent parentComponent, Entity childEntity)

Called when a parent modifies .

Parameters
parentComponent IComponent

childEntity Entity

ITransformComponent

Namespace: Bang.Components
Assembly: Bang.dll

public abstract ITransformComponent : IParentRelativeComponent, IComponent

A components that relies on a transform within a world.

Implements: IParentRelativeComponent, IComponent

KeepOnReplaceAttribute

Namespace: Bang.Components
Assembly: Bang.dll

public class KeepOnReplaceAttribute : Attribute

Marks components that must be kept on an entity [Entity.Replace(Bang.Components.IComponent[],System.Collections.Generic.List{System.ValueTuple{System.Int32,System.String}},System.Boolean)](../../Bang/Entities/Entity.html#replace(icomponent[],) operation.

Implements: Attribute

⭐ Constructors

public KeepOnReplaceAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

RequiresAttribute

Namespace: Bang.Components
Assembly: Bang.dll

public class RequiresAttribute : Attribute

Marks a component as requiring other components when being added to an entity. This is an attribute that tells that a given data requires another one of the same type. For example: a component requires another component when adding it to the entity, or a system requires another system when adding it to a world. If this is for a system, it assumes that the system that depends on the other one comes first.

Implements: Attribute

⭐ Constructors

public RequiresAttribute(Type[] types)

Creates a new RequiresAttribute.

Parameters
types Type[]

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

Types

public Type[] Types { get; public set; }

System will target all entities that have this set of components.

Returns
Type[]

UniqueAttribute

Namespace: Bang.Components
Assembly: Bang.dll

public class UniqueAttribute : Attribute

Marks a component as unique within our world. We should not expect two entities with the same component if it is declared as unique.

Implements: Attribute

⭐ Constructors

public UniqueAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

Context

Namespace: Bang.Contexts
Assembly: Bang.dll

public class Context : Observer, IDisposable

Context is the pool of entities accessed by each system that defined it.

Implements: Observer, IDisposable

⭐ Properties

Entities

public virtual ImmutableArray<T> Entities { get; }

Entities that are currently active in the context.

Returns
ImmutableArray<T>

Entity

public Entity Entity { get; }

Get the single entity present in the context. This assumes that the context targets a unique component. TODO: Add flag that checks for unique components within this context.

Returns
Entity

HasAnyEntity

public bool HasAnyEntity { get; }

Whether the context has any entity active.

Returns
bool

World

public readonly World World;

Returns
World

⭐ Methods

TryGetUniqueEntity()

public Entity TryGetUniqueEntity()

Tries to get a unique entity, if none is available, returns null

Returns
Entity

Dispose()

public virtual void Dispose()

ContextAccessorFilter

Namespace: Bang.Contexts
Assembly: Bang.dll

public sealed enum ContextAccessorFilter : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Context accessor filter for a system. This will specify the kind of filter which will be performed on a certain list of component types.

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

AllOf

public static const ContextAccessorFilter AllOf;

Only entities which has all of the listed components will be fed to the system.

Returns
ContextAccessorFilter

AnyOf

public static const ContextAccessorFilter AnyOf;

Filter entities which has any of the listed components will be fed to the system.

Returns
ContextAccessorFilter

None

public static const ContextAccessorFilter None;

No filter is required. This won't be applied when filtering entities to a system. This is used when a system will, for example, add a new component to an entity but does not require such component.

Returns
ContextAccessorFilter

NoneOf

public static const ContextAccessorFilter NoneOf;

Filter out entities that have the components listed.

Returns
ContextAccessorFilter

ContextAccessorKind

Namespace: Bang.Contexts
Assembly: Bang.dll

public sealed enum ContextAccessorKind : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Context accessor kind for a system. This will specify the kind of operation that each system will perform, so the world can parallelize efficiently each system execution.

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Read

public static const ContextAccessorKind Read;

This will specify that the system implementation will only perform read operations.

Returns
ContextAccessorKind

Write

public static const ContextAccessorKind Write;

This will specify that the system implementation will only perform write operations.

Returns
ContextAccessorKind

Observer

Namespace: Bang.Contexts
Assembly: Bang.dll

public abstract class Observer

Base class for context. This shares implementation for any other class that decides to tweak the observer behavior (which hasn't happened yet).

⭐ Properties

Entities

public abstract virtual ImmutableArray<T> Entities { get; }

Entities that are currently watched in the world.

Returns
ImmutableArray<T>

World

public readonly World World;

World that it observes.

Returns
World

WatcherNotificationKind

Namespace: Bang.Contexts
Assembly: Bang.dll

public sealed enum WatcherNotificationKind : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

When a system is watching for a component, this is the kind of notification currently fired.

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Added

public static const WatcherNotificationKind Added;

Component has been added. It is not called if the entity is dead.

Returns
WatcherNotificationKind

Disabled

public static const WatcherNotificationKind Disabled;

Entity has been disabled, hence all its components.

Returns
WatcherNotificationKind

Enabled

public static const WatcherNotificationKind Enabled;

Entity has been enabled, hence all its components. Called if an entity was previously disabled.

Returns
WatcherNotificationKind

Modified

public static const WatcherNotificationKind Modified;

Component was modified. It is not called if the entity is dead.

Returns
WatcherNotificationKind

Removed

public static const WatcherNotificationKind Removed;

Component was removed.

Returns
WatcherNotificationKind

Assert

Namespace: Bang.Diagnostics
Assembly: Bang.dll

public static class Assert

Helper class for asserting and throwing exceptions on unexpected scenarios.

⭐ Methods

Verify(bool, string)

public void Verify(bool condition, string text)

Verify whether a condition is valid. If not, throw a InvalidOperationException. This throws regardless if it's on release on debug binaries.

Parameters
condition bool
text string

SmoothCounter

Namespace: Bang.Diagnostics
Assembly: Bang.dll

public class SmoothCounter

Class used to smooth the counter of performance ticks.

⭐ Constructors

public SmoothCounter(int size)

Creates a new SmoothCounter.

Parameters
size int

⭐ Properties

AverageEntities

public int AverageEntities { get; }

Average of entities over the sample size.

Returns
int

AverageTime

public int AverageTime { get; }

Average of counter time value over the sample size.

Returns
int

MaximumTime

public double MaximumTime { get; }

Maximum value over the sample size.

Returns
double

⭐ Methods

Clear()

public void Clear()

Clear the counter track.

Update(double, int)

public void Update(double ms, int totalEntities)

Update the smooth counter for the FPS report.

Parameters
ms double

totalEntities int

BangComponentTypes

Namespace: Bang.Entities
Assembly: Bang.dll

public static class BangComponentTypes

Ids reserved for special Bang components.

⭐ Properties

Interactive

public static const int Interactive;

Unique Id used for the lookup of components with type IInteractiveComponent.

Returns
int

StateMachine

public static const int StateMachine;

Unique Id used for the lookup of components with type IStateMachineComponent.

Returns
int

Transform

public static const int Transform;

Unique Id used for the lookup of components with type ITransformComponent.

Returns
int

Entity

Namespace: Bang.Entities
Assembly: Bang.dll

public class Entity : IDisposable

An entity is a collection of components within the world. This supports hierarchy (parent, children).

Implements: IDisposable

⭐ Properties

Children

public ImmutableArray<T> Children { get; }

Unique id of all the children of the entity.

Returns
ImmutableArray<T>

Components

public ImmutableArray<T> Components { get; }

This is used for editor and serialization. TODO: Optimize this. For now, this is okay since it's only used once the entity is serialized.

Returns
ImmutableArray<T>

EntityId

public int EntityId { get; }

Entity unique identifier.

Returns
int

FetchChildrenWithNames

public ImmutableDictionary<TKey, TValue> FetchChildrenWithNames { get; }

Fetch a list of all the unique identifiers of the children with their respective names.

Returns
ImmutableDictionary<TKey, TValue>

IsActive

public bool IsActive { get; }

Whether this entity is active or not.

Returns
bool

IsDeactivated

public bool IsDeactivated { get; private set; }

Whether this entity has been deactivated or not.

Returns
bool

IsDestroyed

public bool IsDestroyed { get; private set; }

Whether this entity has been destroyed (and probably recycled) or not.

Returns
bool

Parent

public T? Parent { get; }

This is the unique id of the parent of the entity. Null if none (no parent).

Returns
T?

⭐ Events

OnComponentAdded

public event Action<T1, T2> OnComponentAdded;

Fired whenever a new component is added.

Returns
Action<T1, T2>

OnComponentModified

public event Action<T1, T2> OnComponentModified;

Fired whenever any component is replaced.

Returns
Action<T1, T2>

OnComponentRemoved

public event Action<T1, T2, T3> OnComponentRemoved;

Fired whenever a new component is removed. This will send the entity, the component id that was just removed and whether this was caused by a destroy.

Returns
Action<T1, T2, T3>

OnEntityActivated

public event Action<T> OnEntityActivated;

Fired when the entity gets activated, so it gets filtered back in the context listeners.

Returns
Action<T>

OnEntityDeactivated

public event Action<T> OnEntityDeactivated;

Fired when the entity gets deactivated, so it is filtered out from its context listeners.

Returns
Action<T>

OnEntityDestroyed

public event Action<T> OnEntityDestroyed;

Fired when the entity gets destroyed.

Returns
Action<T>

OnMessage

public event Action<T1, T2, T3> OnMessage;

This will be fired when a message gets sent to the entity.

Returns
Action<T1, T2, T3>

⭐ Methods

AddComponent(T, int)

public bool AddComponent(T c, int index)

Parameters
c T
index int

Returns
bool

AddComponentOnce()

public bool AddComponentOnce()

Add an empty component only once to the entity.

Returns
bool

HasChild(int)

public bool HasChild(int entityId)

Try to fetch a child with a entity identifier.

Parameters
entityId int

Returns
bool

HasChild(string)

public bool HasChild(string name)

Try to fetch a child with a identifier

Parameters
name string

Returns
bool

HasComponent()

public bool HasComponent()

Whether this entity has a component of type T.

Returns
bool

HasComponent(int)

public bool HasComponent(int index)

Checks whether an entity has a component.

Parameters
index int

Returns
bool

HasComponent(Type)

public bool HasComponent(Type t)

Whether this entity has a component of type .

Parameters
t Type

Returns
bool

HasMessage()

public bool HasMessage()

Whether entity has a message of type . This should be avoided since it highly depends on the order of the systems being fired and can lead to several bugs. For example, if we check for that on the state machine, it will depend on the order of the entities in the world.

Returns
bool

HasMessage(int)

public bool HasMessage(int index)

Whether entity has a message of index . This should be avoided since it highly depends on the order of the systems being fired and can lead to several bugs. For example, if we check for that on the state machine, it will depend on the order of the entities in the world.

Parameters
index int

Returns
bool

IsActivateWithParent()

public bool IsActivateWithParent()

Whether this entity should be reactivated with the parent. This is used when serializing data and we might need to revisit this soon.

Returns
bool

RemoveChild(string)

public bool RemoveChild(string name)

Remove a child from the entity.

Parameters
name string

Returns
bool

RemoveComponent()

public bool RemoveComponent()

Removes component of type . Do nothing if is not owned by this entity.

Returns
bool

RemoveComponent(int)

public bool RemoveComponent(int index)

Remove a component from the entity. Returns true if the element existed and was removed.

Parameters
index int

Returns
bool

RemoveMessage(int)

public bool RemoveMessage(int index)

This removes a message from the entity. This is used when the message must be removed within this frame.

Parameters
index int

Returns
bool

ReplaceComponent(T, int, bool)

public bool ReplaceComponent(T c, int index, bool forceReplace)

Parameters
c T
index int
forceReplace bool

Returns
bool

TryGetComponent(out T&)

public bool TryGetComponent(T& component)

Parameters
component T&

Returns
bool

AddComponent(T)

public Entity AddComponent(T c)

Parameters
c T

Returns
Entity

TryFetchChild(int)

public Entity TryFetchChild(int id)

Try to fetch a child with a identifier

Parameters
id int

Returns
Entity

TryFetchChild(string)

public Entity TryFetchChild(string name)

Try to fetch a child with a identifier

Parameters
name string

Returns
Entity

TryFetchChildWithComponent()

public Entity TryFetchChildWithComponent()

This fetches a child with a given component. TODO: Optimize, or cache?

Returns
Entity

TryFetchParent()

public Entity TryFetchParent()

Try to fetch the parent entity.

Returns
Entity

GetComponent()

public T GetComponent()

Fetch a component of type T. If the entity does not have that component, this method will assert and fail.

Returns
T

GetComponent(int)

public T GetComponent(int index)

Fetch a component of type T with . If the entity does not have that component, this method will assert and fail.

Parameters
index int

Returns
T

TryGetComponent()

public T? TryGetComponent()

Try to get a component of type T. If none, returns null.

Returns
T?

Dispose()

public virtual void Dispose()

Dispose the entity. This will unparent and remove all components. It also removes subscription from all their contexts or entities.

Activate()

public void Activate()

Marks an entity as active if it isn't already.

AddChild(int, string)

public void AddChild(int id, string name)

Assign an existing entity as a child.

Parameters
id int

name string

AddComponent(IComponent, Type)

public void AddComponent(IComponent c, Type t)

Add a component of type .

Parameters
c IComponent

t Type

AddOrReplaceComponent(IComponent, Type)

public void AddOrReplaceComponent(IComponent c, Type t)

Add or replace component of type with . Do nothing if the entity has been destroyed.

Parameters
c IComponent

t Type

AddOrReplaceComponent(T, int)

public void AddOrReplaceComponent(T c, int index)

Parameters
c T
index int

AddOrReplaceComponent(T)

public void AddOrReplaceComponent(T c)

Parameters
c T

Deactivate()

public void Deactivate()

Marks an entity as deactivated if it isn't already.

Destroy()

public void Destroy()

Destroy the entity from the world. This will notify all components that it will be removed from the entity. At the end of the update of the frame, it will wipe this entity from the world. However, if someone still holds reference to an Entity (they shouldn't), they might see a zombie entity after this.

RemoveChild(int)

public void RemoveChild(int id)

Remove a child from the entity.

Parameters
id int

RemoveComponent(Type)

public void RemoveComponent(Type t)

Removes component of type . Do nothing if is not owned by this entity.

Parameters
t Type

Reparent(Entity)

public void Reparent(Entity parent)

Set the parent of this entity.

Parameters
parent Entity

Replace(IComponent[], List, bool)

public void Replace(IComponent[] components, List<T> children, bool wipe)

Replace all the components of the entity. This is useful when you want to reuse the same entity id with new components.

Parameters
components IComponent[]

children List<T>

wipe bool

ReplaceComponent(IComponent, Type, bool)

public void ReplaceComponent(IComponent c, Type t, bool forceReplace)

Replace componenent of type with . This asserts if the component does not exist or is not assignable from . Do nothing if the entity has been destroyed.

Parameters
c IComponent

t Type

forceReplace bool

ReplaceComponent(T)

public void ReplaceComponent(T c)

Parameters
c T

SendMessage()

public void SendMessage()

Sends a message of type for any system watching it.

SendMessage(int, T)

public void SendMessage(int index, T message)

Parameters
index int
message T

SendMessage(T)

public void SendMessage(T message)

Parameters
message T

SetActivateWithParent()

public void SetActivateWithParent()

Force the entity to be activated and propagated according to the parent. Default is false (they are independent!)

Unparent()

public void Unparent()

This will remove a parent of the entity. It untracks all the tracked components and removes itself from the parent's children.

Extensions

Namespace: Bang.Entities
Assembly: Bang.dll

public static class Extensions

Quality of life extensions for the default components declared in Bang.

⭐ Methods

HasInteractive(Entity)

public bool HasInteractive(Entity e)

Checks whether this entity possesses a component of type IInteractiveComponent or not.

Parameters
e Entity

Returns
bool

HasStateMachine(Entity)

public bool HasStateMachine(Entity e)

Checks whether this entity possesses a component of type IStateMachineComponent or not.

Parameters
e Entity

Returns
bool

HasTransform(Entity)

public bool HasTransform(Entity e)

Checks whether this entity possesses a component of type ITransformComponent or not.

Parameters
e Entity

Returns
bool

RemoveInteractive(Entity)

public bool RemoveInteractive(Entity e)

Removes the component of type IInteractiveComponent.

Parameters
e Entity

Returns
bool

RemoveStateMachine(Entity)

public bool RemoveStateMachine(Entity e)

Removes the component of type IStateMachineComponent.

Parameters
e Entity

Returns
bool

RemoveTransform(Entity)

public bool RemoveTransform(Entity e)

Removes the component of type ITransformComponent.

Parameters
e Entity

Returns
bool

WithInteractive(Entity, IInteractiveComponent)

public Entity WithInteractive(Entity e, IInteractiveComponent component)

Adds or replaces the component of type IInteractiveComponent.

Parameters
e Entity
component IInteractiveComponent

Returns
Entity

WithStateMachine(Entity, IStateMachineComponent)

public Entity WithStateMachine(Entity e, IStateMachineComponent component)

Adds or replaces the component of type IStateMachineComponent.

Parameters
e Entity
component IStateMachineComponent

Returns
Entity

WithTransform(Entity, ITransformComponent)

public Entity WithTransform(Entity e, ITransformComponent component)

Adds or replaces the component of type ITransformComponent.

Parameters
e Entity
component ITransformComponent

Returns
Entity

GetInteractive(Entity)

public IInteractiveComponent GetInteractive(Entity e)

Gets a component of type IInteractiveComponent.

Parameters
e Entity

Returns
IInteractiveComponent

TryGetInteractive(Entity)

public IInteractiveComponent TryGetInteractive(Entity e)

Gets a IInteractiveComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
IInteractiveComponent

GetStateMachine(Entity)

public IStateMachineComponent GetStateMachine(Entity e)

Gets a component of type IStateMachineComponent.

Parameters
e Entity

Returns
IStateMachineComponent

TryGetStateMachine(Entity)

public IStateMachineComponent TryGetStateMachine(Entity e)

Gets a IStateMachineComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
IStateMachineComponent

GetTransform(Entity)

public ITransformComponent GetTransform(Entity e)

Gets a component of type ITransformComponent.

Parameters
e Entity

Returns
ITransformComponent

TryGetTransform(Entity)

public ITransformComponent TryGetTransform(Entity e)

Gets a ITransformComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
ITransformComponent

SetInteractive(Entity, IInteractiveComponent)

public void SetInteractive(Entity e, IInteractiveComponent component)

Adds or replaces the component of type IInteractiveComponent.

Parameters
e Entity
component IInteractiveComponent

SetStateMachine(Entity, IStateMachineComponent)

public void SetStateMachine(Entity e, IStateMachineComponent component)

Adds or replaces the component of type IStateMachineComponent.

Parameters
e Entity
component IStateMachineComponent

SetTransform(Entity, ITransformComponent)

public void SetTransform(Entity e, ITransformComponent component)

Adds or replaces the component of type ITransformComponent.

Parameters
e Entity
component ITransformComponent

MurderComponentTypes

Namespace: Bang.Entities
Assembly: Murder.dll

public static class MurderComponentTypes

Collection of all ids for fetching components declared in this project.

⭐ Properties

AdvancedCollision

public static int AdvancedCollision { get; }

Unique Id used for the lookup of components with type AdvancedCollisionComponent.

Returns
int

Agent

public static int Agent { get; }

Unique Id used for the lookup of components with type AgentComponent.

Returns
int

AgentImpulse

public static int AgentImpulse { get; }

Unique Id used for the lookup of components with type AgentImpulseComponent.

Returns
int

AgentSpeedMultiplier

public static int AgentSpeedMultiplier { get; }

Unique Id used for the lookup of components with type AgentSpeedMultiplier.

Returns
int

AgentSpeedOverride

public static int AgentSpeedOverride { get; }

Unique Id used for the lookup of components with type AgentSpeedOverride.

Returns
int

AgentSprite

public static int AgentSprite { get; }

Unique Id used for the lookup of components with type AgentSpriteComponent.

Returns
int

Alpha

public static int Alpha { get; }

Unique Id used for the lookup of components with type AlphaComponent.

Returns
int

AnimationComplete

public static int AnimationComplete { get; }

Unique Id used for the lookup of components with type AnimationCompleteComponent.

Returns
int

AnimationEventBroadcaster

public static int AnimationEventBroadcaster { get; }

Unique Id used for the lookup of components with type AnimationEventBroadcasterComponent.

Returns
int

AnimationOverload

public static int AnimationOverload { get; }

Unique Id used for the lookup of components with type AnimationOverloadComponent.

Returns
int

AnimationRuleMatched

public static int AnimationRuleMatched { get; }

Unique Id used for the lookup of components with type AnimationRuleMatchedComponent.

Returns
int

AnimationSpeedOverload

public static int AnimationSpeedOverload { get; }

Unique Id used for the lookup of components with type AnimationSpeedOverload.

Returns
int

AttackMultiplier

public static int AttackMultiplier { get; }

Unique Id used for the lookup of components with type AttackMultiplier.

Returns
int

BounceAmount

public static int BounceAmount { get; }

Unique Id used for the lookup of components with type BounceAmountComponent.

Returns
int

CameraFollow

public static int CameraFollow { get; }

Unique Id used for the lookup of components with type CameraFollowComponent.

Returns
int

Carve

public static int Carve { get; }

Unique Id used for the lookup of components with type CarveComponent.

Returns
int

Choice

public static int Choice { get; }

Unique Id used for the lookup of components with type ChoiceComponent.

Returns
int

Collider

public static int Collider { get; }

Unique Id used for the lookup of components with type ColliderComponent.

Returns
int

CollisionCache

public static int CollisionCache { get; }

Unique Id used for the lookup of components with type CollisionCacheComponent.

Returns
int

CustomCollisionMask

public static int CustomCollisionMask { get; }

Unique Id used for the lookup of components with type CustomCollisionMask.

Returns
int

CustomDraw

public static int CustomDraw { get; }

Unique Id used for the lookup of components with type CustomDrawComponent.

Returns
int

CustomTargetSpriteBatch

public static int CustomTargetSpriteBatch { get; }

Unique Id used for the lookup of components with type CustomTargetSpriteBatchComponent.

Returns
int

CutsceneAnchors

public static int CutsceneAnchors { get; }

Unique Id used for the lookup of components with type CutsceneAnchorsComponent.

Returns
int

CutsceneAnchorsEditor

public static int CutsceneAnchorsEditor { get; }

Unique Id used for the lookup of components with type CutsceneAnchorsEditorComponent.

Returns
int

DestroyAtTime

public static int DestroyAtTime { get; }

Unique Id used for the lookup of components with type DestroyAtTimeComponent.

Returns
int

DestroyOnAnimationComplete

public static int DestroyOnAnimationComplete { get; }

Unique Id used for the lookup of components with type DestroyOnAnimationCompleteComponent.

Returns
int

DestroyOnBlackboardCondition

public static int DestroyOnBlackboardCondition { get; }

Unique Id used for the lookup of components with type DestroyOnBlackboardConditionComponent.

Returns
int

DestroyOnCollision

public static int DestroyOnCollision { get; }

Unique Id used for the lookup of components with type DestroyOnCollisionComponent.

Returns
int

DisableAgent

public static int DisableAgent { get; }

Unique Id used for the lookup of components with type DisableAgentComponent.

Returns
int

DisableEntity

public static int DisableEntity { get; }

Unique Id used for the lookup of components with type DisableEntityComponent.

Returns
int

DisableParticleSystem

public static int DisableParticleSystem { get; }

Unique Id used for the lookup of components with type DisableParticleSystemComponent.

Returns
int

DisableSceneTransitionEffects

public static int DisableSceneTransitionEffects { get; }

Unique Id used for the lookup of components with type DisableSceneTransitionEffectsComponent.

Returns
int

DoNotPause

public static int DoNotPause { get; }

Unique Id used for the lookup of components with type DoNotPauseComponent.

Returns
int

DoNotPersistEntityOnSave

public static int DoNotPersistEntityOnSave { get; }

Unique Id used for the lookup of components with type DoNotPersistEntityOnSaveComponent.

Returns
int

DrawRectangle

public static int DrawRectangle { get; }

Unique Id used for the lookup of components with type DrawRectangleComponent.

Returns
int

EntityTracker

public static int EntityTracker { get; }

Unique Id used for the lookup of components with type EntityTrackerComponent.

Returns
int

EventListener

public static int EventListener { get; }

Unique Id used for the lookup of components with type EventListenerComponent.

Returns
int

EventListenerEditor

public static int EventListenerEditor { get; }

Unique Id used for the lookup of components with type EventListenerEditorComponent.

Returns
int

Facing

public static int Facing { get; }

Unique Id used for the lookup of components with type FacingComponent.

Returns
int

FadeScreen

public static int FadeScreen { get; }

Unique Id used for the lookup of components with type FadeScreenComponent.

Returns
int

FadeTransition

public static int FadeTransition { get; }

Unique Id used for the lookup of components with type FadeTransitionComponent.

Returns
int

FadeWhenInArea

public static int FadeWhenInArea { get; }

Unique Id used for the lookup of components with type FadeWhenInAreaComponent.

Returns
int

FadeWhenInCutscene

public static int FadeWhenInCutscene { get; }

Unique Id used for the lookup of components with type FadeWhenInCutsceneComponent.

Returns
int

FlashSprite

public static int FlashSprite { get; }

Unique Id used for the lookup of components with type FlashSpriteComponent.

Returns
int

FreeMovement

public static int FreeMovement { get; }

Unique Id used for the lookup of components with type FreeMovementComponent.

Returns
int

FreezeWorld

public static int FreezeWorld { get; }

Unique Id used for the lookup of components with type FreezeWorldComponent.

Returns
int

Friction

public static int Friction { get; }

Unique Id used for the lookup of components with type FrictionComponent.

Returns
int

GlobalShader

public static int GlobalShader { get; }

Unique Id used for the lookup of components with type GlobalShaderComponent.

Returns
int

GuidToIdTarget

public static int GuidToIdTarget { get; }

Unique Id used for the lookup of components with type GuidToIdTargetComponent.

Returns
int

GuidToIdTargetCollection

public static int GuidToIdTargetCollection { get; }

Unique Id used for the lookup of components with type GuidToIdTargetCollectionComponent.

Returns
int

HAAStarPathfind

public static int HAAStarPathfind { get; }

Unique Id used for the lookup of components with type HAAStarPathfindComponent.

Returns
int

HasVision

public static int HasVision { get; }

Unique Id used for the lookup of components with type HasVisionComponent.

Returns
int

HighlightOnChildren

public static int HighlightOnChildren { get; }

Unique Id used for the lookup of components with type HighlightOnChildrenComponent.

Returns
int

HighlightSprite

public static int HighlightSprite { get; }

Unique Id used for the lookup of components with type HighlightSpriteComponent.

Returns
int

IdTarget

public static int IdTarget { get; }

Unique Id used for the lookup of components with type IdTargetComponent.

Returns
int

IdTargetCollection

public static int IdTargetCollection { get; }

Unique Id used for the lookup of components with type IdTargetCollectionComponent.

Returns
int

IgnoreTriggersUntil

public static int IgnoreTriggersUntil { get; }

Unique Id used for the lookup of components with type IgnoreTriggersUntilComponent.

Returns
int

InCamera

public static int InCamera { get; }

Unique Id used for the lookup of components with type InCameraComponent.

Returns
int

Indestructible

public static int Indestructible { get; }

Unique Id used for the lookup of components with type IndestructibleComponent.

Returns
int

InsideMovementModArea

public static int InsideMovementModArea { get; }

Unique Id used for the lookup of components with type InsideMovementModAreaComponent.

Returns
int

InstanceToEntityLookup

public static int InstanceToEntityLookup { get; }

Unique Id used for the lookup of components with type InstanceToEntityLookupComponent.

Returns
int

InteractOnCollision

public static int InteractOnCollision { get; }

Unique Id used for the lookup of components with type InteractOnCollisionComponent.

Returns
int

InteractOnRuleMatch

public static int InteractOnRuleMatch { get; }

Unique Id used for the lookup of components with type InteractOnRuleMatchComponent.

Returns
int

InteractOnRuleMatchCollection

public static int InteractOnRuleMatchCollection { get; }

Unique Id used for the lookup of components with type InteractOnRuleMatchCollectionComponent.

Returns
int

InteractOnStart

public static int InteractOnStart { get; }

Unique Id used for the lookup of components with type InteractOnStartComponent.

Returns
int

Interactor

public static int Interactor { get; }

Unique Id used for the lookup of components with type InteractorComponent.

Returns
int

Invisible

public static int Invisible { get; }

Unique Id used for the lookup of components with type InvisibleComponent.

Returns
int

Line

public static int Line { get; }

Unique Id used for the lookup of components with type LineComponent.

Returns
int

Map

public static int Map { get; }

Unique Id used for the lookup of components with type MapComponent.

Returns
int

MovementModArea

public static int MovementModArea { get; }

Unique Id used for the lookup of components with type MovementModAreaComponent.

Returns
int

MoveTo

public static int MoveTo { get; }

Unique Id used for the lookup of components with type MoveToComponent.

Returns
int

MoveToPerfect

public static int MoveToPerfect { get; }

Unique Id used for the lookup of components with type MoveToPerfectComponent.

Returns
int

Music

public static int Music { get; }

Unique Id used for the lookup of components with type MusicComponent.

Returns
int

MuteEvents

public static int MuteEvents { get; }

Unique Id used for the lookup of components with type MuteEventsComponent.

Returns
int

NineSlice

public static int NineSlice { get; }

Unique Id used for the lookup of components with type NineSliceComponent.

Returns
int

OnEnterOnExit

public static int OnEnterOnExit { get; }

Unique Id used for the lookup of components with type OnEnterOnExitComponent.

Returns
int

Parallax

public static int Parallax { get; }

Unique Id used for the lookup of components with type ParallaxComponent.

Returns
int

ParticleSystem

public static int ParticleSystem { get; }

Unique Id used for the lookup of components with type ParticleSystemComponent.

Returns
int

ParticleSystemWorldTracker

public static int ParticleSystemWorldTracker { get; }

Unique Id used for the lookup of components with type ParticleSystemWorldTrackerComponent.

Returns
int

Pathfind

public static int Pathfind { get; }

Unique Id used for the lookup of components with type PathfindComponent.

Returns
int

PauseAnimation

public static int PauseAnimation { get; }

Unique Id used for the lookup of components with type PauseAnimationComponent.

Returns
int

PickEntityToAddOnStart

public static int PickEntityToAddOnStart { get; }

Unique Id used for the lookup of components with type PickEntityToAddOnStartComponent.

Returns
int

PlayAnimationOnRule

public static int PlayAnimationOnRule { get; }

Unique Id used for the lookup of components with type PlayAnimationOnRuleComponent.

Returns
int

PolygonSprite

public static int PolygonSprite { get; }

Unique Id used for the lookup of components with type PolygonSpriteComponent.

Returns
int

Position

public static int Position { get; }

Unique Id used for the lookup of components with type PositionComponent.

Returns
int

PrefabRef

public static int PrefabRef { get; }

Unique Id used for the lookup of components with type PrefabRefComponent.

Returns
int

PushAway

public static int PushAway { get; }

Unique Id used for the lookup of components with type PushAwayComponent.

Returns
int

Quadtree

public static int Quadtree { get; }

Unique Id used for the lookup of components with type QuadtreeComponent.

Returns
int

QuestTracker

public static int QuestTracker { get; }

Unique Id used for the lookup of components with type QuestTrackerComponent.

Returns
int

QuestTrackerRuntime

public static int QuestTrackerRuntime { get; }

Unique Id used for the lookup of components with type QuestTrackerRuntimeComponent.

Returns
int

RandomizeSprite

public static int RandomizeSprite { get; }

Unique Id used for the lookup of components with type RandomizeSpriteComponent.

Returns
int

RectPosition

public static int RectPosition { get; }

Unique Id used for the lookup of components with type RectPositionComponent.

Returns
int

Reflection

public static int Reflection { get; }

Unique Id used for the lookup of components with type ReflectionComponent.

Returns
int

RemoveColliderWhenStopped

public static int RemoveColliderWhenStopped { get; }

Unique Id used for the lookup of components with type RemoveColliderWhenStoppedComponent.

Returns
int

RemoveEntityOnRuleMatchAtLoad

public static int RemoveEntityOnRuleMatchAtLoad { get; }

Unique Id used for the lookup of components with type RemoveEntityOnRuleMatchAtLoadComponent.

Returns
int

RenderedSpriteCache

public static int RenderedSpriteCache { get; }

Unique Id used for the lookup of components with type RenderedSpriteCacheComponent.

Returns
int

RequiresVision

public static int RequiresVision { get; }

Unique Id used for the lookup of components with type RequiresVisionComponent.

Returns
int

Room

public static int Room { get; }

Unique Id used for the lookup of components with type RoomComponent.

Returns
int

Rotation

public static int Rotation { get; }

Unique Id used for the lookup of components with type RotationComponent.

Returns
int

Route

public static int Route { get; }

Unique Id used for the lookup of components with type RouteComponent.

Returns
int

RuleWatcher

public static int RuleWatcher { get; }

Unique Id used for the lookup of components with type RuleWatcherComponent.

Returns
int

Scale

public static int Scale { get; }

Unique Id used for the lookup of components with type ScaleComponent.

Returns
int

Situation

public static int Situation { get; }

Unique Id used for the lookup of components with type SituationComponent.

Returns
int

Sound

public static int Sound { get; }

Unique Id used for the lookup of components with type SoundComponent.

Returns
int

SoundEventPositionTracker

public static int SoundEventPositionTracker { get; }

Unique Id used for the lookup of components with type SoundEventPositionTrackerComponent.

Returns
int

SoundParameter

public static int SoundParameter { get; }

Unique Id used for the lookup of components with type SoundParameterComponent.

Returns
int

SoundWatcher

public static int SoundWatcher { get; }

Unique Id used for the lookup of components with type SoundWatcherComponent.

Returns
int

Speaker

public static int Speaker { get; }

Unique Id used for the lookup of components with type SpeakerComponent.

Returns
int

Sprite

public static int Sprite { get; }

Unique Id used for the lookup of components with type SpriteComponent.

Returns
int

Squish

public static int Squish { get; }

Unique Id used for the lookup of components with type SquishComponent.

Returns
int

StateWatcher

public static int StateWatcher { get; }

Unique Id used for the lookup of components with type StateWatcherComponent.

Returns
int

Static

public static int Static { get; }

Unique Id used for the lookup of components with type StaticComponent.

Returns
int

Strafing

public static int Strafing { get; }

Unique Id used for the lookup of components with type StrafingComponent.

Returns
int

Tags

public static int Tags { get; }

Unique Id used for the lookup of components with type TagsComponent.

Returns
int

Texture

public static int Texture { get; }

Unique Id used for the lookup of components with type TextureComponent.

Returns
int

ThreeSlice

public static int ThreeSlice { get; }

Unique Id used for the lookup of components with type ThreeSliceComponent.

Returns
int

TileGrid

public static int TileGrid { get; }

Unique Id used for the lookup of components with type TileGridComponent.

Returns
int

Tileset

public static int Tileset { get; }

Unique Id used for the lookup of components with type TilesetComponent.

Returns
int

Tint

public static int Tint { get; }

Unique Id used for the lookup of components with type TintComponent.

Returns
int

UiDisplay

public static int UiDisplay { get; }

Unique Id used for the lookup of components with type UiDisplayComponent.

Returns
int

UnscaledDeltaTime

public static int UnscaledDeltaTime { get; }

Unique Id used for the lookup of components with type UnscaledDeltaTimeComponent.

Returns
int

Velocity

public static int Velocity { get; }

Unique Id used for the lookup of components with type VelocityComponent.

Returns
int

VerticalPosition

public static int VerticalPosition { get; }

Unique Id used for the lookup of components with type VerticalPositionComponent.

Returns
int

WaitForVacancy

public static int WaitForVacancy { get; }

Unique Id used for the lookup of components with type WaitForVacancyComponent.

Returns
int

WindowRefreshTracker

public static int WindowRefreshTracker { get; }

Unique Id used for the lookup of components with type WindowRefreshTrackerComponent.

Returns
int

MurderEntityExtensions

Namespace: Bang.Entities
Assembly: Murder.dll

public static class MurderEntityExtensions

Quality of life extensions for the components declared in this project.

⭐ Methods

GetAdvancedCollision(Entity)

public AdvancedCollisionComponent GetAdvancedCollision(Entity e)

Gets a component of type AdvancedCollisionComponent.

Parameters
e Entity

Returns
AdvancedCollisionComponent

GetAgent(Entity)

public AgentComponent GetAgent(Entity e)

Gets a component of type AgentComponent.

Parameters
e Entity

Returns
AgentComponent

GetAgentImpulse(Entity)

public AgentImpulseComponent GetAgentImpulse(Entity e)

Gets a component of type AgentImpulseComponent.

Parameters
e Entity

Returns
AgentImpulseComponent

GetAgentSpeedMultiplier(Entity)

public AgentSpeedMultiplier GetAgentSpeedMultiplier(Entity e)

Gets a component of type AgentSpeedMultiplier.

Parameters
e Entity

Returns
AgentSpeedMultiplier

GetAgentSpeedOverride(Entity)

public AgentSpeedOverride GetAgentSpeedOverride(Entity e)

Gets a component of type AgentSpeedOverride.

Parameters
e Entity

Returns
AgentSpeedOverride

GetAgentSprite(Entity)

public AgentSpriteComponent GetAgentSprite(Entity e)

Gets a component of type AgentSpriteComponent.

Parameters
e Entity

Returns
AgentSpriteComponent

GetAlpha(Entity)

public AlphaComponent GetAlpha(Entity e)

Gets a component of type AlphaComponent.

Parameters
e Entity

Returns
AlphaComponent

GetAnimationComplete(Entity)

public AnimationCompleteComponent GetAnimationComplete(Entity e)

Gets a component of type AnimationCompleteComponent.

Parameters
e Entity

Returns
AnimationCompleteComponent

GetAnimationEventBroadcaster(Entity)

public AnimationEventBroadcasterComponent GetAnimationEventBroadcaster(Entity e)

Gets a component of type AnimationEventBroadcasterComponent.

Parameters
e Entity

Returns
AnimationEventBroadcasterComponent

GetAnimationOverload(Entity)

public AnimationOverloadComponent GetAnimationOverload(Entity e)

Gets a component of type AnimationOverloadComponent.

Parameters
e Entity

Returns
AnimationOverloadComponent

GetAnimationRuleMatched(Entity)

public AnimationRuleMatchedComponent GetAnimationRuleMatched(Entity e)

Gets a component of type AnimationRuleMatchedComponent.

Parameters
e Entity

Returns
AnimationRuleMatchedComponent

GetAnimationSpeedOverload(Entity)

public AnimationSpeedOverload GetAnimationSpeedOverload(Entity e)

Gets a component of type AnimationSpeedOverload.

Parameters
e Entity

Returns
AnimationSpeedOverload

GetAttackMultiplier(Entity)

public AttackMultiplier GetAttackMultiplier(Entity e)

Gets a component of type AttackMultiplier.

Parameters
e Entity

Returns
AttackMultiplier

HasAdvancedCollision(Entity)

public bool HasAdvancedCollision(Entity e)

Checks whether this entity possesses a component of type AdvancedCollisionComponent or not.

Parameters
e Entity

Returns
bool

HasAgent(Entity)

public bool HasAgent(Entity e)

Checks whether this entity possesses a component of type AgentComponent or not.

Parameters
e Entity

Returns
bool

HasAgentImpulse(Entity)

public bool HasAgentImpulse(Entity e)

Checks whether this entity possesses a component of type AgentImpulseComponent or not.

Parameters
e Entity

Returns
bool

HasAgentSpeedMultiplier(Entity)

public bool HasAgentSpeedMultiplier(Entity e)

Checks whether this entity possesses a component of type AgentSpeedMultiplier or not.

Parameters
e Entity

Returns
bool

HasAgentSpeedOverride(Entity)

public bool HasAgentSpeedOverride(Entity e)

Checks whether this entity possesses a component of type AgentSpeedOverride or not.

Parameters
e Entity

Returns
bool

HasAgentSprite(Entity)

public bool HasAgentSprite(Entity e)

Checks whether this entity possesses a component of type AgentSpriteComponent or not.

Parameters
e Entity

Returns
bool

HasAlpha(Entity)

public bool HasAlpha(Entity e)

Checks whether this entity possesses a component of type AlphaComponent or not.

Parameters
e Entity

Returns
bool

HasAnimationComplete(Entity)

public bool HasAnimationComplete(Entity e)

Checks whether this entity possesses a component of type AnimationCompleteComponent or not.

Parameters
e Entity

Returns
bool

HasAnimationCompleteMessage(Entity)

public bool HasAnimationCompleteMessage(Entity e)

Checks whether the entity has a message of type AnimationCompleteMessage or not.

Parameters
e Entity

Returns
bool

HasAnimationEventBroadcaster(Entity)

public bool HasAnimationEventBroadcaster(Entity e)

Checks whether this entity possesses a component of type AnimationEventBroadcasterComponent or not.

Parameters
e Entity

Returns
bool

HasAnimationEventMessage(Entity)

public bool HasAnimationEventMessage(Entity e)

Checks whether the entity has a message of type AnimationEventMessage or not.

Parameters
e Entity

Returns
bool

HasAnimationOverload(Entity)

public bool HasAnimationOverload(Entity e)

Checks whether this entity possesses a component of type AnimationOverloadComponent or not.

Parameters
e Entity

Returns
bool

HasAnimationRuleMatched(Entity)

public bool HasAnimationRuleMatched(Entity e)

Checks whether this entity possesses a component of type AnimationRuleMatchedComponent or not.

Parameters
e Entity

Returns
bool

HasAnimationSpeedOverload(Entity)

public bool HasAnimationSpeedOverload(Entity e)

Checks whether this entity possesses a component of type AnimationSpeedOverload or not.

Parameters
e Entity

Returns
bool

HasAttackMultiplier(Entity)

public bool HasAttackMultiplier(Entity e)

Checks whether this entity possesses a component of type AttackMultiplier or not.

Parameters
e Entity

Returns
bool

HasBounceAmount(Entity)

public bool HasBounceAmount(Entity e)

Checks whether this entity possesses a component of type BounceAmountComponent or not.

Parameters
e Entity

Returns
bool

HasCameraFollow(Entity)

public bool HasCameraFollow(Entity e)

Checks whether this entity possesses a component of type CameraFollowComponent or not.

Parameters
e Entity

Returns
bool

HasCarve(Entity)

public bool HasCarve(Entity e)

Checks whether this entity possesses a component of type CarveComponent or not.

Parameters
e Entity

Returns
bool

HasChoice(Entity)

public bool HasChoice(Entity e)

Checks whether this entity possesses a component of type ChoiceComponent or not.

Parameters
e Entity

Returns
bool

HasCollidedWithMessage(Entity)

public bool HasCollidedWithMessage(Entity e)

Checks whether the entity has a message of type CollidedWithMessage or not.

Parameters
e Entity

Returns
bool

HasCollider(Entity)

public bool HasCollider(Entity e)

Checks whether this entity possesses a component of type ColliderComponent or not.

Parameters
e Entity

Returns
bool

HasCollisionCache(Entity)

public bool HasCollisionCache(Entity e)

Checks whether this entity possesses a component of type CollisionCacheComponent or not.

Parameters
e Entity

Returns
bool

HasCustomCollisionMask(Entity)

public bool HasCustomCollisionMask(Entity e)

Checks whether this entity possesses a component of type CustomCollisionMask or not.

Parameters
e Entity

Returns
bool

HasCustomDraw(Entity)

public bool HasCustomDraw(Entity e)

Checks whether this entity possesses a component of type CustomDrawComponent or not.

Parameters
e Entity

Returns
bool

HasCustomTargetSpriteBatch(Entity)

public bool HasCustomTargetSpriteBatch(Entity e)

Checks whether this entity possesses a component of type CustomTargetSpriteBatchComponent or not.

Parameters
e Entity

Returns
bool

HasCutsceneAnchors(Entity)

public bool HasCutsceneAnchors(Entity e)

Checks whether this entity possesses a component of type CutsceneAnchorsComponent or not.

Parameters
e Entity

Returns
bool

HasCutsceneAnchorsEditor(Entity)

public bool HasCutsceneAnchorsEditor(Entity e)

Checks whether this entity possesses a component of type CutsceneAnchorsEditorComponent or not.

Parameters
e Entity

Returns
bool

HasDestroyAtTime(Entity)

public bool HasDestroyAtTime(Entity e)

Checks whether this entity possesses a component of type DestroyAtTimeComponent or not.

Parameters
e Entity

Returns
bool

HasDestroyOnAnimationComplete(Entity)

public bool HasDestroyOnAnimationComplete(Entity e)

Checks whether this entity possesses a component of type DestroyOnAnimationCompleteComponent or not.

Parameters
e Entity

Returns
bool

HasDestroyOnBlackboardCondition(Entity)

public bool HasDestroyOnBlackboardCondition(Entity e)

Checks whether this entity possesses a component of type DestroyOnBlackboardConditionComponent or not.

Parameters
e Entity

Returns
bool

HasDestroyOnCollision(Entity)

public bool HasDestroyOnCollision(Entity e)

Checks whether this entity possesses a component of type DestroyOnCollisionComponent or not.

Parameters
e Entity

Returns
bool

HasDisableAgent(Entity)

public bool HasDisableAgent(Entity e)

Checks whether this entity possesses a component of type DisableAgentComponent or not.

Parameters
e Entity

Returns
bool

HasDisableEntity(Entity)

public bool HasDisableEntity(Entity e)

Checks whether this entity possesses a component of type DisableEntityComponent or not.

Parameters
e Entity

Returns
bool

HasDisableParticleSystem(Entity)

public bool HasDisableParticleSystem(Entity e)

Checks whether this entity possesses a component of type DisableParticleSystemComponent or not.

Parameters
e Entity

Returns
bool

HasDisableSceneTransitionEffects(Entity)

public bool HasDisableSceneTransitionEffects(Entity e)

Checks whether this entity possesses a component of type DisableSceneTransitionEffectsComponent or not.

Parameters
e Entity

Returns
bool

HasDoNotPause(Entity)

public bool HasDoNotPause(Entity e)

Checks whether this entity possesses a component of type DoNotPauseComponent or not.

Parameters
e Entity

Returns
bool

HasDoNotPersistEntityOnSave(Entity)

public bool HasDoNotPersistEntityOnSave(Entity e)

Checks whether this entity possesses a component of type DoNotPersistEntityOnSaveComponent or not.

Parameters
e Entity

Returns
bool

HasDrawRectangle(Entity)

public bool HasDrawRectangle(Entity e)

Checks whether this entity possesses a component of type DrawRectangleComponent or not.

Parameters
e Entity

Returns
bool

HasEntityTracker(Entity)

public bool HasEntityTracker(Entity e)

Checks whether this entity possesses a component of type EntityTrackerComponent or not.

Parameters
e Entity

Returns
bool

HasEventListener(Entity)

public bool HasEventListener(Entity e)

Checks whether this entity possesses a component of type EventListenerComponent or not.

Parameters
e Entity

Returns
bool

HasEventListenerEditor(Entity)

public bool HasEventListenerEditor(Entity e)

Checks whether this entity possesses a component of type EventListenerEditorComponent or not.

Parameters
e Entity

Returns
bool

HasFacing(Entity)

public bool HasFacing(Entity e)

Checks whether this entity possesses a component of type FacingComponent or not.

Parameters
e Entity

Returns
bool

HasFadeScreen(Entity)

public bool HasFadeScreen(Entity e)

Checks whether this entity possesses a component of type FadeScreenComponent or not.

Parameters
e Entity

Returns
bool

HasFadeTransition(Entity)

public bool HasFadeTransition(Entity e)

Checks whether this entity possesses a component of type FadeTransitionComponent or not.

Parameters
e Entity

Returns
bool

HasFadeWhenInArea(Entity)

public bool HasFadeWhenInArea(Entity e)

Checks whether this entity possesses a component of type FadeWhenInAreaComponent or not.

Parameters
e Entity

Returns
bool

HasFadeWhenInCutscene(Entity)

public bool HasFadeWhenInCutscene(Entity e)

Checks whether this entity possesses a component of type FadeWhenInCutsceneComponent or not.

Parameters
e Entity

Returns
bool

HasFatalDamageMessage(Entity)

public bool HasFatalDamageMessage(Entity e)

Checks whether the entity has a message of type FatalDamageMessage or not.

Parameters
e Entity

Returns
bool

HasFlashSprite(Entity)

public bool HasFlashSprite(Entity e)

Checks whether this entity possesses a component of type FlashSpriteComponent or not.

Parameters
e Entity

Returns
bool

HasFreeMovement(Entity)

public bool HasFreeMovement(Entity e)

Checks whether this entity possesses a component of type FreeMovementComponent or not.

Parameters
e Entity

Returns
bool

HasFreezeWorld(Entity)

public bool HasFreezeWorld(Entity e)

Checks whether this entity possesses a component of type FreezeWorldComponent or not.

Parameters
e Entity

Returns
bool

HasFriction(Entity)

public bool HasFriction(Entity e)

Checks whether this entity possesses a component of type FrictionComponent or not.

Parameters
e Entity

Returns
bool

HasGlobalShader(Entity)

public bool HasGlobalShader(Entity e)

Checks whether this entity possesses a component of type GlobalShaderComponent or not.

Parameters
e Entity

Returns
bool

HasGuidToIdTarget(Entity)

public bool HasGuidToIdTarget(Entity e)

Checks whether this entity possesses a component of type GuidToIdTargetComponent or not.

Parameters
e Entity

Returns
bool

HasGuidToIdTargetCollection(Entity)

public bool HasGuidToIdTargetCollection(Entity e)

Checks whether this entity possesses a component of type GuidToIdTargetCollectionComponent or not.

Parameters
e Entity

Returns
bool

HasHAAStarPathfind(Entity)

public bool HasHAAStarPathfind(Entity e)

Checks whether this entity possesses a component of type HAAStarPathfindComponent or not.

Parameters
e Entity

Returns
bool

HasHasVision(Entity)

public bool HasHasVision(Entity e)

Checks whether this entity possesses a component of type HasVisionComponent or not.

Parameters
e Entity

Returns
bool

HasHighlightMessage(Entity)

public bool HasHighlightMessage(Entity e)

Checks whether the entity has a message of type HighlightMessage or not.

Parameters
e Entity

Returns
bool

HasHighlightOnChildren(Entity)

public bool HasHighlightOnChildren(Entity e)

Checks whether this entity possesses a component of type HighlightOnChildrenComponent or not.

Parameters
e Entity

Returns
bool

HasHighlightSprite(Entity)

public bool HasHighlightSprite(Entity e)

Checks whether this entity possesses a component of type HighlightSpriteComponent or not.

Parameters
e Entity

Returns
bool

HasIdTarget(Entity)

public bool HasIdTarget(Entity e)

Checks whether this entity possesses a component of type IdTargetComponent or not.

Parameters
e Entity

Returns
bool

HasIdTargetCollection(Entity)

public bool HasIdTargetCollection(Entity e)

Checks whether this entity possesses a component of type IdTargetCollectionComponent or not.

Parameters
e Entity

Returns
bool

HasIgnoreTriggersUntil(Entity)

public bool HasIgnoreTriggersUntil(Entity e)

Checks whether this entity possesses a component of type IgnoreTriggersUntilComponent or not.

Parameters
e Entity

Returns
bool

HasInCamera(Entity)

public bool HasInCamera(Entity e)

Checks whether this entity possesses a component of type InCameraComponent or not.

Parameters
e Entity

Returns
bool

HasIndestructible(Entity)

public bool HasIndestructible(Entity e)

Checks whether this entity possesses a component of type IndestructibleComponent or not.

Parameters
e Entity

Returns
bool

HasInsideMovementModArea(Entity)

public bool HasInsideMovementModArea(Entity e)

Checks whether this entity possesses a component of type InsideMovementModAreaComponent or not.

Parameters
e Entity

Returns
bool

HasInstanceToEntityLookup(Entity)

public bool HasInstanceToEntityLookup(Entity e)

Checks whether this entity possesses a component of type InstanceToEntityLookupComponent or not.

Parameters
e Entity

Returns
bool

HasInteractMessage(Entity)

public bool HasInteractMessage(Entity e)

Checks whether the entity has a message of type InteractMessage or not.

Parameters
e Entity

Returns
bool

HasInteractOnCollision(Entity)

public bool HasInteractOnCollision(Entity e)

Checks whether this entity possesses a component of type InteractOnCollisionComponent or not.

Parameters
e Entity

Returns
bool

HasInteractOnRuleMatch(Entity)

public bool HasInteractOnRuleMatch(Entity e)

Checks whether this entity possesses a component of type InteractOnRuleMatchComponent or not.

Parameters
e Entity

Returns
bool

HasInteractOnRuleMatchCollection(Entity)

public bool HasInteractOnRuleMatchCollection(Entity e)

Checks whether this entity possesses a component of type InteractOnRuleMatchCollectionComponent or not.

Parameters
e Entity

Returns
bool

HasInteractOnStart(Entity)

public bool HasInteractOnStart(Entity e)

Checks whether this entity possesses a component of type InteractOnStartComponent or not.

Parameters
e Entity

Returns
bool

HasInteractor(Entity)

public bool HasInteractor(Entity e)

Checks whether this entity possesses a component of type InteractorComponent or not.

Parameters
e Entity

Returns
bool

HasInvisible(Entity)

public bool HasInvisible(Entity e)

Checks whether this entity possesses a component of type InvisibleComponent or not.

Parameters
e Entity

Returns
bool

HasIsInsideOfMessage(Entity)

public bool HasIsInsideOfMessage(Entity e)

Checks whether the entity has a message of type IsInsideOfMessage or not.

Parameters
e Entity

Returns
bool

HasLine(Entity)

public bool HasLine(Entity e)

Checks whether this entity possesses a component of type LineComponent or not.

Parameters
e Entity

Returns
bool

HasMap(Entity)

public bool HasMap(Entity e)

Checks whether this entity possesses a component of type MapComponent or not.

Parameters
e Entity

Returns
bool

HasMovementModArea(Entity)

public bool HasMovementModArea(Entity e)

Checks whether this entity possesses a component of type MovementModAreaComponent or not.

Parameters
e Entity

Returns
bool

HasMoveTo(Entity)

public bool HasMoveTo(Entity e)

Checks whether this entity possesses a component of type MoveToComponent or not.

Parameters
e Entity

Returns
bool

HasMoveToPerfect(Entity)

public bool HasMoveToPerfect(Entity e)

Checks whether this entity possesses a component of type MoveToPerfectComponent or not.

Parameters
e Entity

Returns
bool

HasMusic(Entity)

public bool HasMusic(Entity e)

Checks whether this entity possesses a component of type MusicComponent or not.

Parameters
e Entity

Returns
bool

HasMuteEvents(Entity)

public bool HasMuteEvents(Entity e)

Checks whether this entity possesses a component of type MuteEventsComponent or not.

Parameters
e Entity

Returns
bool

HasNextDialogMessage(Entity)

public bool HasNextDialogMessage(Entity e)

Checks whether the entity has a message of type NextDialogMessage or not.

Parameters
e Entity

Returns
bool

HasNineSlice(Entity)

public bool HasNineSlice(Entity e)

Checks whether this entity possesses a component of type NineSliceComponent or not.

Parameters
e Entity

Returns
bool

HasOnActorEnteredOrExitedMessage(Entity)

public bool HasOnActorEnteredOrExitedMessage(Entity e)

Checks whether the entity has a message of type OnActorEnteredOrExitedMessage or not.

Parameters
e Entity

Returns
bool

HasOnEnterOnExit(Entity)

public bool HasOnEnterOnExit(Entity e)

Checks whether this entity possesses a component of type OnEnterOnExitComponent or not.

Parameters
e Entity

Returns
bool

HasOnInteractExitMessage(Entity)

public bool HasOnInteractExitMessage(Entity e)

Checks whether the entity has a message of type OnInteractExitMessage or not.

Parameters
e Entity

Returns
bool

HasOnTriggerEnteredMessage(Entity)

public bool HasOnTriggerEnteredMessage(Entity e)

Checks whether the entity has a message of type OnTriggerEnteredMessage or not.

Parameters
e Entity

Returns
bool

HasParallax(Entity)

public bool HasParallax(Entity e)

Checks whether this entity possesses a component of type ParallaxComponent or not.

Parameters
e Entity

Returns
bool

HasParticleSystem(Entity)

public bool HasParticleSystem(Entity e)

Checks whether this entity possesses a component of type ParticleSystemComponent or not.

Parameters
e Entity

Returns
bool

HasParticleSystemWorldTracker(Entity)

public bool HasParticleSystemWorldTracker(Entity e)

Checks whether this entity possesses a component of type ParticleSystemWorldTrackerComponent or not.

Parameters
e Entity

Returns
bool

HasPathfind(Entity)

public bool HasPathfind(Entity e)

Checks whether this entity possesses a component of type PathfindComponent or not.

Parameters
e Entity

Returns
bool

HasPathNotPossibleMessage(Entity)

public bool HasPathNotPossibleMessage(Entity e)

Checks whether the entity has a message of type PathNotPossibleMessage or not.

Parameters
e Entity

Returns
bool

HasPauseAnimation(Entity)

public bool HasPauseAnimation(Entity e)

Checks whether this entity possesses a component of type PauseAnimationComponent or not.

Parameters
e Entity

Returns
bool

HasPickChoiceMessage(Entity)

public bool HasPickChoiceMessage(Entity e)

Checks whether the entity has a message of type PickChoiceMessage or not.

Parameters
e Entity

Returns
bool

HasPickEntityToAddOnStart(Entity)

public bool HasPickEntityToAddOnStart(Entity e)

Checks whether this entity possesses a component of type PickEntityToAddOnStartComponent or not.

Parameters
e Entity

Returns
bool

HasPlayAnimationOnRule(Entity)

public bool HasPlayAnimationOnRule(Entity e)

Checks whether this entity possesses a component of type PlayAnimationOnRuleComponent or not.

Parameters
e Entity

Returns
bool

HasPolygonSprite(Entity)

public bool HasPolygonSprite(Entity e)

Checks whether this entity possesses a component of type PolygonSpriteComponent or not.

Parameters
e Entity

Returns
bool

HasPosition(Entity)

public bool HasPosition(Entity e)

Checks whether this entity possesses a component of type PositionComponent or not.

Parameters
e Entity

Returns
bool

HasPrefabRef(Entity)

public bool HasPrefabRef(Entity e)

Checks whether this entity possesses a component of type PrefabRefComponent or not.

Parameters
e Entity

Returns
bool

HasPushAway(Entity)

public bool HasPushAway(Entity e)

Checks whether this entity possesses a component of type PushAwayComponent or not.

Parameters
e Entity

Returns
bool

HasQuadtree(Entity)

public bool HasQuadtree(Entity e)

Checks whether this entity possesses a component of type QuadtreeComponent or not.

Parameters
e Entity

Returns
bool

HasQuestTracker(Entity)

public bool HasQuestTracker(Entity e)

Checks whether this entity possesses a component of type QuestTrackerComponent or not.

Parameters
e Entity

Returns
bool

HasQuestTrackerRuntime(Entity)

public bool HasQuestTrackerRuntime(Entity e)

Checks whether this entity possesses a component of type QuestTrackerRuntimeComponent or not.

Parameters
e Entity

Returns
bool

HasRandomizeSprite(Entity)

public bool HasRandomizeSprite(Entity e)

Checks whether this entity possesses a component of type RandomizeSpriteComponent or not.

Parameters
e Entity

Returns
bool

HasRectPosition(Entity)

public bool HasRectPosition(Entity e)

Checks whether this entity possesses a component of type RectPositionComponent or not.

Parameters
e Entity

Returns
bool

HasReflection(Entity)

public bool HasReflection(Entity e)

Checks whether this entity possesses a component of type ReflectionComponent or not.

Parameters
e Entity

Returns
bool

HasRemoveColliderWhenStopped(Entity)

public bool HasRemoveColliderWhenStopped(Entity e)

Checks whether this entity possesses a component of type RemoveColliderWhenStoppedComponent or not.

Parameters
e Entity

Returns
bool

HasRemoveEntityOnRuleMatchAtLoad(Entity)

public bool HasRemoveEntityOnRuleMatchAtLoad(Entity e)

Checks whether this entity possesses a component of type RemoveEntityOnRuleMatchAtLoadComponent or not.

Parameters
e Entity

Returns
bool

HasRenderedSpriteCache(Entity)

public bool HasRenderedSpriteCache(Entity e)

Checks whether this entity possesses a component of type RenderedSpriteCacheComponent or not.

Parameters
e Entity

Returns
bool

HasRequiresVision(Entity)

public bool HasRequiresVision(Entity e)

Checks whether this entity possesses a component of type RequiresVisionComponent or not.

Parameters
e Entity

Returns
bool

HasRoom(Entity)

public bool HasRoom(Entity e)

Checks whether this entity possesses a component of type RoomComponent or not.

Parameters
e Entity

Returns
bool

HasRotation(Entity)

public bool HasRotation(Entity e)

Checks whether this entity possesses a component of type RotationComponent or not.

Parameters
e Entity

Returns
bool

HasRoute(Entity)

public bool HasRoute(Entity e)

Checks whether this entity possesses a component of type RouteComponent or not.

Parameters
e Entity

Returns
bool

HasRuleWatcher(Entity)

public bool HasRuleWatcher(Entity e)

Checks whether this entity possesses a component of type RuleWatcherComponent or not.

Parameters
e Entity

Returns
bool

HasScale(Entity)

public bool HasScale(Entity e)

Checks whether this entity possesses a component of type ScaleComponent or not.

Parameters
e Entity

Returns
bool

HasSituation(Entity)

public bool HasSituation(Entity e)

Checks whether this entity possesses a component of type SituationComponent or not.

Parameters
e Entity

Returns
bool

HasSound(Entity)

public bool HasSound(Entity e)

Checks whether this entity possesses a component of type SoundComponent or not.

Parameters
e Entity

Returns
bool

HasSoundEventPositionTracker(Entity)

public bool HasSoundEventPositionTracker(Entity e)

Checks whether this entity possesses a component of type SoundEventPositionTrackerComponent or not.

Parameters
e Entity

Returns
bool

HasSoundParameter(Entity)

public bool HasSoundParameter(Entity e)

Checks whether this entity possesses a component of type SoundParameterComponent or not.

Parameters
e Entity

Returns
bool

HasSoundWatcher(Entity)

public bool HasSoundWatcher(Entity e)

Checks whether this entity possesses a component of type SoundWatcherComponent or not.

Parameters
e Entity

Returns
bool

HasSpeaker(Entity)

public bool HasSpeaker(Entity e)

Checks whether this entity possesses a component of type SpeakerComponent or not.

Parameters
e Entity

Returns
bool

HasSprite(Entity)

public bool HasSprite(Entity e)

Checks whether this entity possesses a component of type SpriteComponent or not.

Parameters
e Entity

Returns
bool

HasSquish(Entity)

public bool HasSquish(Entity e)

Checks whether this entity possesses a component of type SquishComponent or not.

Parameters
e Entity

Returns
bool

HasStateWatcher(Entity)

public bool HasStateWatcher(Entity e)

Checks whether this entity possesses a component of type StateWatcherComponent or not.

Parameters
e Entity

Returns
bool

HasStatic(Entity)

public bool HasStatic(Entity e)

Checks whether this entity possesses a component of type StaticComponent or not.

Parameters
e Entity

Returns
bool

HasStrafing(Entity)

public bool HasStrafing(Entity e)

Checks whether this entity possesses a component of type StrafingComponent or not.

Parameters
e Entity

Returns
bool

HasTags(Entity)

public bool HasTags(Entity e)

Checks whether this entity possesses a component of type TagsComponent or not.

Parameters
e Entity

Returns
bool

HasTexture(Entity)

public bool HasTexture(Entity e)

Checks whether this entity possesses a component of type TextureComponent or not.

Parameters
e Entity

Returns
bool

HasThreeSlice(Entity)

public bool HasThreeSlice(Entity e)

Checks whether this entity possesses a component of type ThreeSliceComponent or not.

Parameters
e Entity

Returns
bool

HasTileGrid(Entity)

public bool HasTileGrid(Entity e)

Checks whether this entity possesses a component of type TileGridComponent or not.

Parameters
e Entity

Returns
bool

HasTileset(Entity)

public bool HasTileset(Entity e)

Checks whether this entity possesses a component of type TilesetComponent or not.

Parameters
e Entity

Returns
bool

HasTint(Entity)

public bool HasTint(Entity e)

Checks whether this entity possesses a component of type TintComponent or not.

Parameters
e Entity

Returns
bool

HasTouchedGroundMessage(Entity)

public bool HasTouchedGroundMessage(Entity e)

Checks whether the entity has a message of type TouchedGroundMessage or not.

Parameters
e Entity

Returns
bool

HasUiDisplay(Entity)

public bool HasUiDisplay(Entity e)

Checks whether this entity possesses a component of type UiDisplayComponent or not.

Parameters
e Entity

Returns
bool

HasUnscaledDeltaTime(Entity)

public bool HasUnscaledDeltaTime(Entity e)

Checks whether this entity possesses a component of type UnscaledDeltaTimeComponent or not.

Parameters
e Entity

Returns
bool

HasVelocity(Entity)

public bool HasVelocity(Entity e)

Checks whether this entity possesses a component of type VelocityComponent or not.

Parameters
e Entity

Returns
bool

HasVerticalPosition(Entity)

public bool HasVerticalPosition(Entity e)

Checks whether this entity possesses a component of type VerticalPositionComponent or not.

Parameters
e Entity

Returns
bool

HasWaitForVacancy(Entity)

public bool HasWaitForVacancy(Entity e)

Checks whether this entity possesses a component of type WaitForVacancyComponent or not.

Parameters
e Entity

Returns
bool

HasWindowRefreshTracker(Entity)

public bool HasWindowRefreshTracker(Entity e)

Checks whether this entity possesses a component of type WindowRefreshTrackerComponent or not.

Parameters
e Entity

Returns
bool

RemoveAdvancedCollision(Entity)

public bool RemoveAdvancedCollision(Entity e)

Removes the component of type AdvancedCollisionComponent.

Parameters
e Entity

Returns
bool

RemoveAgent(Entity)

public bool RemoveAgent(Entity e)

Removes the component of type AgentComponent.

Parameters
e Entity

Returns
bool

RemoveAgentImpulse(Entity)

public bool RemoveAgentImpulse(Entity e)

Removes the component of type AgentImpulseComponent.

Parameters
e Entity

Returns
bool

RemoveAgentSpeedMultiplier(Entity)

public bool RemoveAgentSpeedMultiplier(Entity e)

Removes the component of type AgentSpeedMultiplier.

Parameters
e Entity

Returns
bool

RemoveAgentSpeedOverride(Entity)

public bool RemoveAgentSpeedOverride(Entity e)

Removes the component of type AgentSpeedOverride.

Parameters
e Entity

Returns
bool

RemoveAgentSprite(Entity)

public bool RemoveAgentSprite(Entity e)

Removes the component of type AgentSpriteComponent.

Parameters
e Entity

Returns
bool

RemoveAlpha(Entity)

public bool RemoveAlpha(Entity e)

Removes the component of type AlphaComponent.

Parameters
e Entity

Returns
bool

RemoveAnimationComplete(Entity)

public bool RemoveAnimationComplete(Entity e)

Removes the component of type AnimationCompleteComponent.

Parameters
e Entity

Returns
bool

RemoveAnimationCompleteMessage(Entity)

public bool RemoveAnimationCompleteMessage(Entity e)

Set a message of type AnimationCompleteMessage.

Parameters
e Entity

Returns
bool

RemoveAnimationEventBroadcaster(Entity)

public bool RemoveAnimationEventBroadcaster(Entity e)

Removes the component of type AnimationEventBroadcasterComponent.

Parameters
e Entity

Returns
bool

RemoveAnimationEventMessage(Entity)

public bool RemoveAnimationEventMessage(Entity e)

Set a message of type AnimationEventMessage.

Parameters
e Entity

Returns
bool

RemoveAnimationOverload(Entity)

public bool RemoveAnimationOverload(Entity e)

Removes the component of type AnimationOverloadComponent.

Parameters
e Entity

Returns
bool

RemoveAnimationRuleMatched(Entity)

public bool RemoveAnimationRuleMatched(Entity e)

Removes the component of type AnimationRuleMatchedComponent.

Parameters
e Entity

Returns
bool

RemoveAnimationSpeedOverload(Entity)

public bool RemoveAnimationSpeedOverload(Entity e)

Removes the component of type AnimationSpeedOverload.

Parameters
e Entity

Returns
bool

RemoveAttackMultiplier(Entity)

public bool RemoveAttackMultiplier(Entity e)

Removes the component of type AttackMultiplier.

Parameters
e Entity

Returns
bool

RemoveBounceAmount(Entity)

public bool RemoveBounceAmount(Entity e)

Removes the component of type BounceAmountComponent.

Parameters
e Entity

Returns
bool

RemoveCameraFollow(Entity)

public bool RemoveCameraFollow(Entity e)

Removes the component of type CameraFollowComponent.

Parameters
e Entity

Returns
bool

RemoveCarve(Entity)

public bool RemoveCarve(Entity e)

Removes the component of type CarveComponent.

Parameters
e Entity

Returns
bool

RemoveChoice(Entity)

public bool RemoveChoice(Entity e)

Removes the component of type ChoiceComponent.

Parameters
e Entity

Returns
bool

RemoveCollidedWithMessage(Entity)

public bool RemoveCollidedWithMessage(Entity e)

Set a message of type CollidedWithMessage.

Parameters
e Entity

Returns
bool

RemoveCollider(Entity)

public bool RemoveCollider(Entity e)

Removes the component of type ColliderComponent.

Parameters
e Entity

Returns
bool

RemoveCollisionCache(Entity)

public bool RemoveCollisionCache(Entity e)

Removes the component of type CollisionCacheComponent.

Parameters
e Entity

Returns
bool

RemoveCustomCollisionMask(Entity)

public bool RemoveCustomCollisionMask(Entity e)

Removes the component of type CustomCollisionMask.

Parameters
e Entity

Returns
bool

RemoveCustomDraw(Entity)

public bool RemoveCustomDraw(Entity e)

Removes the component of type CustomDrawComponent.

Parameters
e Entity

Returns
bool

RemoveCustomTargetSpriteBatch(Entity)

public bool RemoveCustomTargetSpriteBatch(Entity e)

Removes the component of type CustomTargetSpriteBatchComponent.

Parameters
e Entity

Returns
bool

RemoveCutsceneAnchors(Entity)

public bool RemoveCutsceneAnchors(Entity e)

Removes the component of type CutsceneAnchorsComponent.

Parameters
e Entity

Returns
bool

RemoveCutsceneAnchorsEditor(Entity)

public bool RemoveCutsceneAnchorsEditor(Entity e)

Removes the component of type CutsceneAnchorsEditorComponent.

Parameters
e Entity

Returns
bool

RemoveDestroyAtTime(Entity)

public bool RemoveDestroyAtTime(Entity e)

Removes the component of type DestroyAtTimeComponent.

Parameters
e Entity

Returns
bool

RemoveDestroyOnAnimationComplete(Entity)

public bool RemoveDestroyOnAnimationComplete(Entity e)

Removes the component of type DestroyOnAnimationCompleteComponent.

Parameters
e Entity

Returns
bool

RemoveDestroyOnBlackboardCondition(Entity)

public bool RemoveDestroyOnBlackboardCondition(Entity e)

Removes the component of type DestroyOnBlackboardConditionComponent.

Parameters
e Entity

Returns
bool

RemoveDestroyOnCollision(Entity)

public bool RemoveDestroyOnCollision(Entity e)

Removes the component of type DestroyOnCollisionComponent.

Parameters
e Entity

Returns
bool

RemoveDisableAgent(Entity)

public bool RemoveDisableAgent(Entity e)

Removes the component of type DisableAgentComponent.

Parameters
e Entity

Returns
bool

RemoveDisableEntity(Entity)

public bool RemoveDisableEntity(Entity e)

Removes the component of type DisableEntityComponent.

Parameters
e Entity

Returns
bool

RemoveDisableParticleSystem(Entity)

public bool RemoveDisableParticleSystem(Entity e)

Removes the component of type DisableParticleSystemComponent.

Parameters
e Entity

Returns
bool

RemoveDisableSceneTransitionEffects(Entity)

public bool RemoveDisableSceneTransitionEffects(Entity e)

Removes the component of type DisableSceneTransitionEffectsComponent.

Parameters
e Entity

Returns
bool

RemoveDoNotPause(Entity)

public bool RemoveDoNotPause(Entity e)

Removes the component of type DoNotPauseComponent.

Parameters
e Entity

Returns
bool

RemoveDoNotPersistEntityOnSave(Entity)

public bool RemoveDoNotPersistEntityOnSave(Entity e)

Removes the component of type DoNotPersistEntityOnSaveComponent.

Parameters
e Entity

Returns
bool

RemoveDrawRectangle(Entity)

public bool RemoveDrawRectangle(Entity e)

Removes the component of type DrawRectangleComponent.

Parameters
e Entity

Returns
bool

RemoveEntityTracker(Entity)

public bool RemoveEntityTracker(Entity e)

Removes the component of type EntityTrackerComponent.

Parameters
e Entity

Returns
bool

RemoveEventListener(Entity)

public bool RemoveEventListener(Entity e)

Removes the component of type EventListenerComponent.

Parameters
e Entity

Returns
bool

RemoveEventListenerEditor(Entity)

public bool RemoveEventListenerEditor(Entity e)

Removes the component of type EventListenerEditorComponent.

Parameters
e Entity

Returns
bool

RemoveFacing(Entity)

public bool RemoveFacing(Entity e)

Removes the component of type FacingComponent.

Parameters
e Entity

Returns
bool

RemoveFadeScreen(Entity)

public bool RemoveFadeScreen(Entity e)

Removes the component of type FadeScreenComponent.

Parameters
e Entity

Returns
bool

RemoveFadeTransition(Entity)

public bool RemoveFadeTransition(Entity e)

Removes the component of type FadeTransitionComponent.

Parameters
e Entity

Returns
bool

RemoveFadeWhenInArea(Entity)

public bool RemoveFadeWhenInArea(Entity e)

Removes the component of type FadeWhenInAreaComponent.

Parameters
e Entity

Returns
bool

RemoveFadeWhenInCutscene(Entity)

public bool RemoveFadeWhenInCutscene(Entity e)

Removes the component of type FadeWhenInCutsceneComponent.

Parameters
e Entity

Returns
bool

RemoveFatalDamageMessage(Entity)

public bool RemoveFatalDamageMessage(Entity e)

Set a message of type FatalDamageMessage.

Parameters
e Entity

Returns
bool

RemoveFlashSprite(Entity)

public bool RemoveFlashSprite(Entity e)

Removes the component of type FlashSpriteComponent.

Parameters
e Entity

Returns
bool

RemoveFreeMovement(Entity)

public bool RemoveFreeMovement(Entity e)

Removes the component of type FreeMovementComponent.

Parameters
e Entity

Returns
bool

RemoveFreezeWorld(Entity)

public bool RemoveFreezeWorld(Entity e)

Removes the component of type FreezeWorldComponent.

Parameters
e Entity

Returns
bool

RemoveFriction(Entity)

public bool RemoveFriction(Entity e)

Removes the component of type FrictionComponent.

Parameters
e Entity

Returns
bool

RemoveGlobalShader(Entity)

public bool RemoveGlobalShader(Entity e)

Removes the component of type GlobalShaderComponent.

Parameters
e Entity

Returns
bool

RemoveGuidToIdTarget(Entity)

public bool RemoveGuidToIdTarget(Entity e)

Removes the component of type GuidToIdTargetComponent.

Parameters
e Entity

Returns
bool

RemoveGuidToIdTargetCollection(Entity)

public bool RemoveGuidToIdTargetCollection(Entity e)

Removes the component of type GuidToIdTargetCollectionComponent.

Parameters
e Entity

Returns
bool

RemoveHAAStarPathfind(Entity)

public bool RemoveHAAStarPathfind(Entity e)

Removes the component of type HAAStarPathfindComponent.

Parameters
e Entity

Returns
bool

RemoveHasVision(Entity)

public bool RemoveHasVision(Entity e)

Removes the component of type HasVisionComponent.

Parameters
e Entity

Returns
bool

RemoveHighlightMessage(Entity)

public bool RemoveHighlightMessage(Entity e)

Set a message of type HighlightMessage.

Parameters
e Entity

Returns
bool

RemoveHighlightOnChildren(Entity)

public bool RemoveHighlightOnChildren(Entity e)

Removes the component of type HighlightOnChildrenComponent.

Parameters
e Entity

Returns
bool

RemoveHighlightSprite(Entity)

public bool RemoveHighlightSprite(Entity e)

Removes the component of type HighlightSpriteComponent.

Parameters
e Entity

Returns
bool

RemoveIdTarget(Entity)

public bool RemoveIdTarget(Entity e)

Removes the component of type IdTargetComponent.

Parameters
e Entity

Returns
bool

RemoveIdTargetCollection(Entity)

public bool RemoveIdTargetCollection(Entity e)

Removes the component of type IdTargetCollectionComponent.

Parameters
e Entity

Returns
bool

RemoveIgnoreTriggersUntil(Entity)

public bool RemoveIgnoreTriggersUntil(Entity e)

Removes the component of type IgnoreTriggersUntilComponent.

Parameters
e Entity

Returns
bool

RemoveInCamera(Entity)

public bool RemoveInCamera(Entity e)

Removes the component of type InCameraComponent.

Parameters
e Entity

Returns
bool

RemoveIndestructible(Entity)

public bool RemoveIndestructible(Entity e)

Removes the component of type IndestructibleComponent.

Parameters
e Entity

Returns
bool

RemoveInsideMovementModArea(Entity)

public bool RemoveInsideMovementModArea(Entity e)

Removes the component of type InsideMovementModAreaComponent.

Parameters
e Entity

Returns
bool

RemoveInstanceToEntityLookup(Entity)

public bool RemoveInstanceToEntityLookup(Entity e)

Removes the component of type InstanceToEntityLookupComponent.

Parameters
e Entity

Returns
bool

RemoveInteractMessage(Entity)

public bool RemoveInteractMessage(Entity e)

Set a message of type InteractMessage.

Parameters
e Entity

Returns
bool

RemoveInteractOnCollision(Entity)

public bool RemoveInteractOnCollision(Entity e)

Removes the component of type InteractOnCollisionComponent.

Parameters
e Entity

Returns
bool

RemoveInteractOnRuleMatch(Entity)

public bool RemoveInteractOnRuleMatch(Entity e)

Removes the component of type InteractOnRuleMatchComponent.

Parameters
e Entity

Returns
bool

RemoveInteractOnRuleMatchCollection(Entity)

public bool RemoveInteractOnRuleMatchCollection(Entity e)

Removes the component of type InteractOnRuleMatchCollectionComponent.

Parameters
e Entity

Returns
bool

RemoveInteractOnStart(Entity)

public bool RemoveInteractOnStart(Entity e)

Removes the component of type InteractOnStartComponent.

Parameters
e Entity

Returns
bool

RemoveInteractor(Entity)

public bool RemoveInteractor(Entity e)

Removes the component of type InteractorComponent.

Parameters
e Entity

Returns
bool

RemoveInvisible(Entity)

public bool RemoveInvisible(Entity e)

Removes the component of type InvisibleComponent.

Parameters
e Entity

Returns
bool

RemoveIsInsideOfMessage(Entity)

public bool RemoveIsInsideOfMessage(Entity e)

Set a message of type IsInsideOfMessage.

Parameters
e Entity

Returns
bool

RemoveLine(Entity)

public bool RemoveLine(Entity e)

Removes the component of type LineComponent.

Parameters
e Entity

Returns
bool

RemoveMap(Entity)

public bool RemoveMap(Entity e)

Removes the component of type MapComponent.

Parameters
e Entity

Returns
bool

RemoveMovementModArea(Entity)

public bool RemoveMovementModArea(Entity e)

Removes the component of type MovementModAreaComponent.

Parameters
e Entity

Returns
bool

RemoveMoveTo(Entity)

public bool RemoveMoveTo(Entity e)

Removes the component of type MoveToComponent.

Parameters
e Entity

Returns
bool

RemoveMoveToPerfect(Entity)

public bool RemoveMoveToPerfect(Entity e)

Removes the component of type MoveToPerfectComponent.

Parameters
e Entity

Returns
bool

RemoveMusic(Entity)

public bool RemoveMusic(Entity e)

Removes the component of type MusicComponent.

Parameters
e Entity

Returns
bool

RemoveMuteEvents(Entity)

public bool RemoveMuteEvents(Entity e)

Removes the component of type MuteEventsComponent.

Parameters
e Entity

Returns
bool

RemoveNextDialogMessage(Entity)

public bool RemoveNextDialogMessage(Entity e)

Set a message of type NextDialogMessage.

Parameters
e Entity

Returns
bool

RemoveNineSlice(Entity)

public bool RemoveNineSlice(Entity e)

Removes the component of type NineSliceComponent.

Parameters
e Entity

Returns
bool

RemoveOnActorEnteredOrExitedMessage(Entity)

public bool RemoveOnActorEnteredOrExitedMessage(Entity e)

Set a message of type OnActorEnteredOrExitedMessage.

Parameters
e Entity

Returns
bool

RemoveOnEnterOnExit(Entity)

public bool RemoveOnEnterOnExit(Entity e)

Removes the component of type OnEnterOnExitComponent.

Parameters
e Entity

Returns
bool

RemoveOnInteractExitMessage(Entity)

public bool RemoveOnInteractExitMessage(Entity e)

Set a message of type OnInteractExitMessage.

Parameters
e Entity

Returns
bool

RemoveOnTriggerEnteredMessage(Entity)

public bool RemoveOnTriggerEnteredMessage(Entity e)

Set a message of type OnTriggerEnteredMessage.

Parameters
e Entity

Returns
bool

RemoveParallax(Entity)

public bool RemoveParallax(Entity e)

Removes the component of type ParallaxComponent.

Parameters
e Entity

Returns
bool

RemoveParticleSystem(Entity)

public bool RemoveParticleSystem(Entity e)

Removes the component of type ParticleSystemComponent.

Parameters
e Entity

Returns
bool

RemoveParticleSystemWorldTracker(Entity)

public bool RemoveParticleSystemWorldTracker(Entity e)

Removes the component of type ParticleSystemWorldTrackerComponent.

Parameters
e Entity

Returns
bool

RemovePathfind(Entity)

public bool RemovePathfind(Entity e)

Removes the component of type PathfindComponent.

Parameters
e Entity

Returns
bool

RemovePathNotPossibleMessage(Entity)

public bool RemovePathNotPossibleMessage(Entity e)

Set a message of type PathNotPossibleMessage.

Parameters
e Entity

Returns
bool

RemovePauseAnimation(Entity)

public bool RemovePauseAnimation(Entity e)

Removes the component of type PauseAnimationComponent.

Parameters
e Entity

Returns
bool

RemovePickChoiceMessage(Entity)

public bool RemovePickChoiceMessage(Entity e)

Set a message of type PickChoiceMessage.

Parameters
e Entity

Returns
bool

RemovePickEntityToAddOnStart(Entity)

public bool RemovePickEntityToAddOnStart(Entity e)

Removes the component of type PickEntityToAddOnStartComponent.

Parameters
e Entity

Returns
bool

RemovePlayAnimationOnRule(Entity)

public bool RemovePlayAnimationOnRule(Entity e)

Removes the component of type PlayAnimationOnRuleComponent.

Parameters
e Entity

Returns
bool

RemovePolygonSprite(Entity)

public bool RemovePolygonSprite(Entity e)

Removes the component of type PolygonSpriteComponent.

Parameters
e Entity

Returns
bool

RemovePosition(Entity)

public bool RemovePosition(Entity e)

Removes the component of type PositionComponent.

Parameters
e Entity

Returns
bool

RemovePrefabRef(Entity)

public bool RemovePrefabRef(Entity e)

Removes the component of type PrefabRefComponent.

Parameters
e Entity

Returns
bool

RemovePushAway(Entity)

public bool RemovePushAway(Entity e)

Removes the component of type PushAwayComponent.

Parameters
e Entity

Returns
bool

RemoveQuadtree(Entity)

public bool RemoveQuadtree(Entity e)

Removes the component of type QuadtreeComponent.

Parameters
e Entity

Returns
bool

RemoveQuestTracker(Entity)

public bool RemoveQuestTracker(Entity e)

Removes the component of type QuestTrackerComponent.

Parameters
e Entity

Returns
bool

RemoveQuestTrackerRuntime(Entity)

public bool RemoveQuestTrackerRuntime(Entity e)

Removes the component of type QuestTrackerRuntimeComponent.

Parameters
e Entity

Returns
bool

RemoveRandomizeSprite(Entity)

public bool RemoveRandomizeSprite(Entity e)

Removes the component of type RandomizeSpriteComponent.

Parameters
e Entity

Returns
bool

RemoveRectPosition(Entity)

public bool RemoveRectPosition(Entity e)

Removes the component of type RectPositionComponent.

Parameters
e Entity

Returns
bool

RemoveReflection(Entity)

public bool RemoveReflection(Entity e)

Removes the component of type ReflectionComponent.

Parameters
e Entity

Returns
bool

RemoveRemoveColliderWhenStopped(Entity)

public bool RemoveRemoveColliderWhenStopped(Entity e)

Removes the component of type RemoveColliderWhenStoppedComponent.

Parameters
e Entity

Returns
bool

RemoveRemoveEntityOnRuleMatchAtLoad(Entity)

public bool RemoveRemoveEntityOnRuleMatchAtLoad(Entity e)

Removes the component of type RemoveEntityOnRuleMatchAtLoadComponent.

Parameters
e Entity

Returns
bool

RemoveRenderedSpriteCache(Entity)

public bool RemoveRenderedSpriteCache(Entity e)

Removes the component of type RenderedSpriteCacheComponent.

Parameters
e Entity

Returns
bool

RemoveRequiresVision(Entity)

public bool RemoveRequiresVision(Entity e)

Removes the component of type RequiresVisionComponent.

Parameters
e Entity

Returns
bool

RemoveRoom(Entity)

public bool RemoveRoom(Entity e)

Removes the component of type RoomComponent.

Parameters
e Entity

Returns
bool

RemoveRotation(Entity)

public bool RemoveRotation(Entity e)

Removes the component of type RotationComponent.

Parameters
e Entity

Returns
bool

RemoveRoute(Entity)

public bool RemoveRoute(Entity e)

Removes the component of type RouteComponent.

Parameters
e Entity

Returns
bool

RemoveRuleWatcher(Entity)

public bool RemoveRuleWatcher(Entity e)

Removes the component of type RuleWatcherComponent.

Parameters
e Entity

Returns
bool

RemoveScale(Entity)

public bool RemoveScale(Entity e)

Removes the component of type ScaleComponent.

Parameters
e Entity

Returns
bool

RemoveSituation(Entity)

public bool RemoveSituation(Entity e)

Removes the component of type SituationComponent.

Parameters
e Entity

Returns
bool

RemoveSound(Entity)

public bool RemoveSound(Entity e)

Removes the component of type SoundComponent.

Parameters
e Entity

Returns
bool

RemoveSoundEventPositionTracker(Entity)

public bool RemoveSoundEventPositionTracker(Entity e)

Removes the component of type SoundEventPositionTrackerComponent.

Parameters
e Entity

Returns
bool

RemoveSoundParameter(Entity)

public bool RemoveSoundParameter(Entity e)

Removes the component of type SoundParameterComponent.

Parameters
e Entity

Returns
bool

RemoveSoundWatcher(Entity)

public bool RemoveSoundWatcher(Entity e)

Removes the component of type SoundWatcherComponent.

Parameters
e Entity

Returns
bool

RemoveSpeaker(Entity)

public bool RemoveSpeaker(Entity e)

Removes the component of type SpeakerComponent.

Parameters
e Entity

Returns
bool

RemoveSprite(Entity)

public bool RemoveSprite(Entity e)

Removes the component of type SpriteComponent.

Parameters
e Entity

Returns
bool

RemoveSquish(Entity)

public bool RemoveSquish(Entity e)

Removes the component of type SquishComponent.

Parameters
e Entity

Returns
bool

RemoveStateWatcher(Entity)

public bool RemoveStateWatcher(Entity e)

Removes the component of type StateWatcherComponent.

Parameters
e Entity

Returns
bool

RemoveStatic(Entity)

public bool RemoveStatic(Entity e)

Removes the component of type StaticComponent.

Parameters
e Entity

Returns
bool

RemoveStrafing(Entity)

public bool RemoveStrafing(Entity e)

Removes the component of type StrafingComponent.

Parameters
e Entity

Returns
bool

RemoveTags(Entity)

public bool RemoveTags(Entity e)

Removes the component of type TagsComponent.

Parameters
e Entity

Returns
bool

RemoveTexture(Entity)

public bool RemoveTexture(Entity e)

Removes the component of type TextureComponent.

Parameters
e Entity

Returns
bool

RemoveThreeSlice(Entity)

public bool RemoveThreeSlice(Entity e)

Removes the component of type ThreeSliceComponent.

Parameters
e Entity

Returns
bool

RemoveTileGrid(Entity)

public bool RemoveTileGrid(Entity e)

Removes the component of type TileGridComponent.

Parameters
e Entity

Returns
bool

RemoveTileset(Entity)

public bool RemoveTileset(Entity e)

Removes the component of type TilesetComponent.

Parameters
e Entity

Returns
bool

RemoveTint(Entity)

public bool RemoveTint(Entity e)

Removes the component of type TintComponent.

Parameters
e Entity

Returns
bool

RemoveTouchedGroundMessage(Entity)

public bool RemoveTouchedGroundMessage(Entity e)

Set a message of type TouchedGroundMessage.

Parameters
e Entity

Returns
bool

RemoveUiDisplay(Entity)

public bool RemoveUiDisplay(Entity e)

Removes the component of type UiDisplayComponent.

Parameters
e Entity

Returns
bool

RemoveUnscaledDeltaTime(Entity)

public bool RemoveUnscaledDeltaTime(Entity e)

Removes the component of type UnscaledDeltaTimeComponent.

Parameters
e Entity

Returns
bool

RemoveVelocity(Entity)

public bool RemoveVelocity(Entity e)

Removes the component of type VelocityComponent.

Parameters
e Entity

Returns
bool

RemoveVerticalPosition(Entity)

public bool RemoveVerticalPosition(Entity e)

Removes the component of type VerticalPositionComponent.

Parameters
e Entity

Returns
bool

RemoveWaitForVacancy(Entity)

public bool RemoveWaitForVacancy(Entity e)

Removes the component of type WaitForVacancyComponent.

Parameters
e Entity

Returns
bool

RemoveWindowRefreshTracker(Entity)

public bool RemoveWindowRefreshTracker(Entity e)

Removes the component of type WindowRefreshTrackerComponent.

Parameters
e Entity

Returns
bool

GetBounceAmount(Entity)

public BounceAmountComponent GetBounceAmount(Entity e)

Gets a component of type BounceAmountComponent.

Parameters
e Entity

Returns
BounceAmountComponent

GetCameraFollow(Entity)

public CameraFollowComponent GetCameraFollow(Entity e)

Gets a component of type CameraFollowComponent.

Parameters
e Entity

Returns
CameraFollowComponent

GetCarve(Entity)

public CarveComponent GetCarve(Entity e)

Gets a component of type CarveComponent.

Parameters
e Entity

Returns
CarveComponent

GetChoice(Entity)

public ChoiceComponent GetChoice(Entity e)

Gets a component of type ChoiceComponent.

Parameters
e Entity

Returns
ChoiceComponent

GetCollider(Entity)

public ColliderComponent GetCollider(Entity e)

Gets a component of type ColliderComponent.

Parameters
e Entity

Returns
ColliderComponent

GetCollisionCache(Entity)

public CollisionCacheComponent GetCollisionCache(Entity e)

Gets a component of type CollisionCacheComponent.

Parameters
e Entity

Returns
CollisionCacheComponent

GetCustomCollisionMask(Entity)

public CustomCollisionMask GetCustomCollisionMask(Entity e)

Gets a component of type CustomCollisionMask.

Parameters
e Entity

Returns
CustomCollisionMask

GetCustomDraw(Entity)

public CustomDrawComponent GetCustomDraw(Entity e)

Gets a component of type CustomDrawComponent.

Parameters
e Entity

Returns
CustomDrawComponent

GetCustomTargetSpriteBatch(Entity)

public CustomTargetSpriteBatchComponent GetCustomTargetSpriteBatch(Entity e)

Gets a component of type CustomTargetSpriteBatchComponent.

Parameters
e Entity

Returns
CustomTargetSpriteBatchComponent

GetCutsceneAnchors(Entity)

public CutsceneAnchorsComponent GetCutsceneAnchors(Entity e)

Gets a component of type CutsceneAnchorsComponent.

Parameters
e Entity

Returns
CutsceneAnchorsComponent

GetCutsceneAnchorsEditor(Entity)

public CutsceneAnchorsEditorComponent GetCutsceneAnchorsEditor(Entity e)

Gets a component of type CutsceneAnchorsEditorComponent.

Parameters
e Entity

Returns
CutsceneAnchorsEditorComponent

GetDestroyAtTime(Entity)

public DestroyAtTimeComponent GetDestroyAtTime(Entity e)

Gets a component of type DestroyAtTimeComponent.

Parameters
e Entity

Returns
DestroyAtTimeComponent

GetDestroyOnAnimationComplete(Entity)

public DestroyOnAnimationCompleteComponent GetDestroyOnAnimationComplete(Entity e)

Gets a component of type DestroyOnAnimationCompleteComponent.

Parameters
e Entity

Returns
DestroyOnAnimationCompleteComponent

GetDestroyOnBlackboardCondition(Entity)

public DestroyOnBlackboardConditionComponent GetDestroyOnBlackboardCondition(Entity e)

Gets a component of type DestroyOnBlackboardConditionComponent.

Parameters
e Entity

Returns
DestroyOnBlackboardConditionComponent

GetDestroyOnCollision(Entity)

public DestroyOnCollisionComponent GetDestroyOnCollision(Entity e)

Gets a component of type DestroyOnCollisionComponent.

Parameters
e Entity

Returns
DestroyOnCollisionComponent

GetDisableAgent(Entity)

public DisableAgentComponent GetDisableAgent(Entity e)

Gets a component of type DisableAgentComponent.

Parameters
e Entity

Returns
DisableAgentComponent

GetDisableEntity(Entity)

public DisableEntityComponent GetDisableEntity(Entity e)

Gets a component of type DisableEntityComponent.

Parameters
e Entity

Returns
DisableEntityComponent

GetDisableParticleSystem(Entity)

public DisableParticleSystemComponent GetDisableParticleSystem(Entity e)

Gets a component of type DisableParticleSystemComponent.

Parameters
e Entity

Returns
DisableParticleSystemComponent

GetDisableSceneTransitionEffects(Entity)

public DisableSceneTransitionEffectsComponent GetDisableSceneTransitionEffects(Entity e)

Gets a component of type DisableSceneTransitionEffectsComponent.

Parameters
e Entity

Returns
DisableSceneTransitionEffectsComponent

GetDoNotPause(Entity)

public DoNotPauseComponent GetDoNotPause(Entity e)

Gets a component of type DoNotPauseComponent.

Parameters
e Entity

Returns
DoNotPauseComponent

GetDoNotPersistEntityOnSave(Entity)

public DoNotPersistEntityOnSaveComponent GetDoNotPersistEntityOnSave(Entity e)

Gets a component of type DoNotPersistEntityOnSaveComponent.

Parameters
e Entity

Returns
DoNotPersistEntityOnSaveComponent

GetDrawRectangle(Entity)

public DrawRectangleComponent GetDrawRectangle(Entity e)

Gets a component of type DrawRectangleComponent.

Parameters
e Entity

Returns
DrawRectangleComponent

WithAdvancedCollision(Entity, AdvancedCollisionComponent)

public Entity WithAdvancedCollision(Entity e, AdvancedCollisionComponent component)

Adds or replaces the component of type AdvancedCollisionComponent.

Parameters
e Entity
component AdvancedCollisionComponent

Returns
Entity

WithAgent(Entity, AgentComponent)

public Entity WithAgent(Entity e, AgentComponent component)

Adds or replaces the component of type AgentComponent.

Parameters
e Entity
component AgentComponent

Returns
Entity

WithAgentImpulse(Entity, AgentImpulseComponent)

public Entity WithAgentImpulse(Entity e, AgentImpulseComponent component)

Adds or replaces the component of type AgentImpulseComponent.

Parameters
e Entity
component AgentImpulseComponent

Returns
Entity

WithAgentSpeedMultiplier(Entity, AgentSpeedMultiplier)

public Entity WithAgentSpeedMultiplier(Entity e, AgentSpeedMultiplier component)

Adds or replaces the component of type AgentSpeedMultiplier.

Parameters
e Entity
component AgentSpeedMultiplier

Returns
Entity

WithAgentSpeedOverride(Entity, AgentSpeedOverride)

public Entity WithAgentSpeedOverride(Entity e, AgentSpeedOverride component)

Adds or replaces the component of type AgentSpeedOverride.

Parameters
e Entity
component AgentSpeedOverride

Returns
Entity

WithAgentSprite(Entity, AgentSpriteComponent)

public Entity WithAgentSprite(Entity e, AgentSpriteComponent component)

Adds or replaces the component of type AgentSpriteComponent.

Parameters
e Entity
component AgentSpriteComponent

Returns
Entity

WithAlpha(Entity, AlphaComponent)

public Entity WithAlpha(Entity e, AlphaComponent component)

Adds or replaces the component of type AlphaComponent.

Parameters
e Entity
component AlphaComponent

Returns
Entity

WithAnimationComplete(Entity, AnimationCompleteComponent)

public Entity WithAnimationComplete(Entity e, AnimationCompleteComponent component)

Adds or replaces the component of type AnimationCompleteComponent.

Parameters
e Entity
component AnimationCompleteComponent

Returns
Entity

WithAnimationEventBroadcaster(Entity, AnimationEventBroadcasterComponent)

public Entity WithAnimationEventBroadcaster(Entity e, AnimationEventBroadcasterComponent component)

Adds or replaces the component of type AnimationEventBroadcasterComponent.

Parameters
e Entity
component AnimationEventBroadcasterComponent

Returns
Entity

WithAnimationOverload(Entity, AnimationOverloadComponent)

public Entity WithAnimationOverload(Entity e, AnimationOverloadComponent component)

Adds or replaces the component of type AnimationOverloadComponent.

Parameters
e Entity
component AnimationOverloadComponent

Returns
Entity

WithAnimationRuleMatched(Entity, AnimationRuleMatchedComponent)

public Entity WithAnimationRuleMatched(Entity e, AnimationRuleMatchedComponent component)

Adds or replaces the component of type AnimationRuleMatchedComponent.

Parameters
e Entity
component AnimationRuleMatchedComponent

Returns
Entity

WithAnimationSpeedOverload(Entity, AnimationSpeedOverload)

public Entity WithAnimationSpeedOverload(Entity e, AnimationSpeedOverload component)

Adds or replaces the component of type AnimationSpeedOverload.

Parameters
e Entity
component AnimationSpeedOverload

Returns
Entity

WithAttackMultiplier(Entity, AttackMultiplier)

public Entity WithAttackMultiplier(Entity e, AttackMultiplier component)

Adds or replaces the component of type AttackMultiplier.

Parameters
e Entity
component AttackMultiplier

Returns
Entity

WithBounceAmount(Entity, BounceAmountComponent)

public Entity WithBounceAmount(Entity e, BounceAmountComponent component)

Adds or replaces the component of type BounceAmountComponent.

Parameters
e Entity
component BounceAmountComponent

Returns
Entity

WithCameraFollow(Entity, CameraFollowComponent)

public Entity WithCameraFollow(Entity e, CameraFollowComponent component)

Adds or replaces the component of type CameraFollowComponent.

Parameters
e Entity
component CameraFollowComponent

Returns
Entity

WithCarve(Entity, CarveComponent)

public Entity WithCarve(Entity e, CarveComponent component)

Adds or replaces the component of type CarveComponent.

Parameters
e Entity
component CarveComponent

Returns
Entity

WithChoice(Entity, ChoiceComponent)

public Entity WithChoice(Entity e, ChoiceComponent component)

Adds or replaces the component of type ChoiceComponent.

Parameters
e Entity
component ChoiceComponent

Returns
Entity

WithCollider(Entity, ColliderComponent)

public Entity WithCollider(Entity e, ColliderComponent component)

Adds or replaces the component of type ColliderComponent.

Parameters
e Entity
component ColliderComponent

Returns
Entity

WithCollisionCache(Entity, CollisionCacheComponent)

public Entity WithCollisionCache(Entity e, CollisionCacheComponent component)

Adds or replaces the component of type CollisionCacheComponent.

Parameters
e Entity
component CollisionCacheComponent

Returns
Entity

WithCustomCollisionMask(Entity, CustomCollisionMask)

public Entity WithCustomCollisionMask(Entity e, CustomCollisionMask component)

Adds or replaces the component of type CustomCollisionMask.

Parameters
e Entity
component CustomCollisionMask

Returns
Entity

WithCustomDraw(Entity, CustomDrawComponent)

public Entity WithCustomDraw(Entity e, CustomDrawComponent component)

Adds or replaces the component of type CustomDrawComponent.

Parameters
e Entity
component CustomDrawComponent

Returns
Entity

WithCustomTargetSpriteBatch(Entity, CustomTargetSpriteBatchComponent)

public Entity WithCustomTargetSpriteBatch(Entity e, CustomTargetSpriteBatchComponent component)

Adds or replaces the component of type CustomTargetSpriteBatchComponent.

Parameters
e Entity
component CustomTargetSpriteBatchComponent

Returns
Entity

WithCutsceneAnchors(Entity, CutsceneAnchorsComponent)

public Entity WithCutsceneAnchors(Entity e, CutsceneAnchorsComponent component)

Adds or replaces the component of type CutsceneAnchorsComponent.

Parameters
e Entity
component CutsceneAnchorsComponent

Returns
Entity

WithCutsceneAnchorsEditor(Entity, CutsceneAnchorsEditorComponent)

public Entity WithCutsceneAnchorsEditor(Entity e, CutsceneAnchorsEditorComponent component)

Adds or replaces the component of type CutsceneAnchorsEditorComponent.

Parameters
e Entity
component CutsceneAnchorsEditorComponent

Returns
Entity

WithDestroyAtTime(Entity, DestroyAtTimeComponent)

public Entity WithDestroyAtTime(Entity e, DestroyAtTimeComponent component)

Adds or replaces the component of type DestroyAtTimeComponent.

Parameters
e Entity
component DestroyAtTimeComponent

Returns
Entity

WithDestroyOnAnimationComplete(Entity, DestroyOnAnimationCompleteComponent)

public Entity WithDestroyOnAnimationComplete(Entity e, DestroyOnAnimationCompleteComponent component)

Adds or replaces the component of type DestroyOnAnimationCompleteComponent.

Parameters
e Entity
component DestroyOnAnimationCompleteComponent

Returns
Entity

WithDestroyOnBlackboardCondition(Entity, DestroyOnBlackboardConditionComponent)

public Entity WithDestroyOnBlackboardCondition(Entity e, DestroyOnBlackboardConditionComponent component)

Adds or replaces the component of type DestroyOnBlackboardConditionComponent.

Parameters
e Entity
component DestroyOnBlackboardConditionComponent

Returns
Entity

WithDestroyOnCollision(Entity, DestroyOnCollisionComponent)

public Entity WithDestroyOnCollision(Entity e, DestroyOnCollisionComponent component)

Adds or replaces the component of type DestroyOnCollisionComponent.

Parameters
e Entity
component DestroyOnCollisionComponent

Returns
Entity

WithDisableAgent(Entity, DisableAgentComponent)

public Entity WithDisableAgent(Entity e, DisableAgentComponent component)

Adds or replaces the component of type DisableAgentComponent.

Parameters
e Entity
component DisableAgentComponent

Returns
Entity

WithDisableEntity(Entity, DisableEntityComponent)

public Entity WithDisableEntity(Entity e, DisableEntityComponent component)

Adds or replaces the component of type DisableEntityComponent.

Parameters
e Entity
component DisableEntityComponent

Returns
Entity

WithDisableParticleSystem(Entity, DisableParticleSystemComponent)

public Entity WithDisableParticleSystem(Entity e, DisableParticleSystemComponent component)

Adds or replaces the component of type DisableParticleSystemComponent.

Parameters
e Entity
component DisableParticleSystemComponent

Returns
Entity

WithDisableSceneTransitionEffects(Entity, DisableSceneTransitionEffectsComponent)

public Entity WithDisableSceneTransitionEffects(Entity e, DisableSceneTransitionEffectsComponent component)

Adds or replaces the component of type DisableSceneTransitionEffectsComponent.

Parameters
e Entity
component DisableSceneTransitionEffectsComponent

Returns
Entity

WithDoNotPause(Entity, DoNotPauseComponent)

public Entity WithDoNotPause(Entity e, DoNotPauseComponent component)

Adds or replaces the component of type DoNotPauseComponent.

Parameters
e Entity
component DoNotPauseComponent

Returns
Entity

WithDoNotPersistEntityOnSave(Entity, DoNotPersistEntityOnSaveComponent)

public Entity WithDoNotPersistEntityOnSave(Entity e, DoNotPersistEntityOnSaveComponent component)

Adds or replaces the component of type DoNotPersistEntityOnSaveComponent.

Parameters
e Entity
component DoNotPersistEntityOnSaveComponent

Returns
Entity

WithDrawRectangle(Entity, DrawRectangleComponent)

public Entity WithDrawRectangle(Entity e, DrawRectangleComponent component)

Adds or replaces the component of type DrawRectangleComponent.

Parameters
e Entity
component DrawRectangleComponent

Returns
Entity

WithEntityTracker(Entity, EntityTrackerComponent)

public Entity WithEntityTracker(Entity e, EntityTrackerComponent component)

Adds or replaces the component of type EntityTrackerComponent.

Parameters
e Entity
component EntityTrackerComponent

Returns
Entity

WithEventListener(Entity, EventListenerComponent)

public Entity WithEventListener(Entity e, EventListenerComponent component)

Adds or replaces the component of type EventListenerComponent.

Parameters
e Entity
component EventListenerComponent

Returns
Entity

WithEventListenerEditor(Entity, EventListenerEditorComponent)

public Entity WithEventListenerEditor(Entity e, EventListenerEditorComponent component)

Adds or replaces the component of type EventListenerEditorComponent.

Parameters
e Entity
component EventListenerEditorComponent

Returns
Entity

WithFacing(Entity, FacingComponent)

public Entity WithFacing(Entity e, FacingComponent component)

Adds or replaces the component of type FacingComponent.

Parameters
e Entity
component FacingComponent

Returns
Entity

WithFadeScreen(Entity, FadeScreenComponent)

public Entity WithFadeScreen(Entity e, FadeScreenComponent component)

Adds or replaces the component of type FadeScreenComponent.

Parameters
e Entity
component FadeScreenComponent

Returns
Entity

WithFadeTransition(Entity, FadeTransitionComponent)

public Entity WithFadeTransition(Entity e, FadeTransitionComponent component)

Adds or replaces the component of type FadeTransitionComponent.

Parameters
e Entity
component FadeTransitionComponent

Returns
Entity

WithFadeWhenInArea(Entity, FadeWhenInAreaComponent)

public Entity WithFadeWhenInArea(Entity e, FadeWhenInAreaComponent component)

Adds or replaces the component of type FadeWhenInAreaComponent.

Parameters
e Entity
component FadeWhenInAreaComponent

Returns
Entity

WithFadeWhenInCutscene(Entity, FadeWhenInCutsceneComponent)

public Entity WithFadeWhenInCutscene(Entity e, FadeWhenInCutsceneComponent component)

Adds or replaces the component of type FadeWhenInCutsceneComponent.

Parameters
e Entity
component FadeWhenInCutsceneComponent

Returns
Entity

WithFlashSprite(Entity, FlashSpriteComponent)

public Entity WithFlashSprite(Entity e, FlashSpriteComponent component)

Adds or replaces the component of type FlashSpriteComponent.

Parameters
e Entity
component FlashSpriteComponent

Returns
Entity

WithFreeMovement(Entity, FreeMovementComponent)

public Entity WithFreeMovement(Entity e, FreeMovementComponent component)

Adds or replaces the component of type FreeMovementComponent.

Parameters
e Entity
component FreeMovementComponent

Returns
Entity

WithFreezeWorld(Entity, FreezeWorldComponent)

public Entity WithFreezeWorld(Entity e, FreezeWorldComponent component)

Adds or replaces the component of type FreezeWorldComponent.

Parameters
e Entity
component FreezeWorldComponent

Returns
Entity

WithFriction(Entity, FrictionComponent)

public Entity WithFriction(Entity e, FrictionComponent component)

Adds or replaces the component of type FrictionComponent.

Parameters
e Entity
component FrictionComponent

Returns
Entity

WithGlobalShader(Entity, GlobalShaderComponent)

public Entity WithGlobalShader(Entity e, GlobalShaderComponent component)

Adds or replaces the component of type GlobalShaderComponent.

Parameters
e Entity
component GlobalShaderComponent

Returns
Entity

WithGuidToIdTarget(Entity, GuidToIdTargetComponent)

public Entity WithGuidToIdTarget(Entity e, GuidToIdTargetComponent component)

Adds or replaces the component of type GuidToIdTargetComponent.

Parameters
e Entity
component GuidToIdTargetComponent

Returns
Entity

WithGuidToIdTargetCollection(Entity, GuidToIdTargetCollectionComponent)

public Entity WithGuidToIdTargetCollection(Entity e, GuidToIdTargetCollectionComponent component)

Adds or replaces the component of type GuidToIdTargetCollectionComponent.

Parameters
e Entity
component GuidToIdTargetCollectionComponent

Returns
Entity

WithHAAStarPathfind(Entity, HAAStarPathfindComponent)

public Entity WithHAAStarPathfind(Entity e, HAAStarPathfindComponent component)

Adds or replaces the component of type HAAStarPathfindComponent.

Parameters
e Entity
component HAAStarPathfindComponent

Returns
Entity

WithHasVision(Entity, HasVisionComponent)

public Entity WithHasVision(Entity e, HasVisionComponent component)

Adds or replaces the component of type HasVisionComponent.

Parameters
e Entity
component HasVisionComponent

Returns
Entity

WithHighlightOnChildren(Entity, HighlightOnChildrenComponent)

public Entity WithHighlightOnChildren(Entity e, HighlightOnChildrenComponent component)

Adds or replaces the component of type HighlightOnChildrenComponent.

Parameters
e Entity
component HighlightOnChildrenComponent

Returns
Entity

WithHighlightSprite(Entity, HighlightSpriteComponent)

public Entity WithHighlightSprite(Entity e, HighlightSpriteComponent component)

Adds or replaces the component of type HighlightSpriteComponent.

Parameters
e Entity
component HighlightSpriteComponent

Returns
Entity

WithIdTarget(Entity, IdTargetComponent)

public Entity WithIdTarget(Entity e, IdTargetComponent component)

Adds or replaces the component of type IdTargetComponent.

Parameters
e Entity
component IdTargetComponent

Returns
Entity

WithIdTargetCollection(Entity, IdTargetCollectionComponent)

public Entity WithIdTargetCollection(Entity e, IdTargetCollectionComponent component)

Adds or replaces the component of type IdTargetCollectionComponent.

Parameters
e Entity
component IdTargetCollectionComponent

Returns
Entity

WithIgnoreTriggersUntil(Entity, IgnoreTriggersUntilComponent)

public Entity WithIgnoreTriggersUntil(Entity e, IgnoreTriggersUntilComponent component)

Adds or replaces the component of type IgnoreTriggersUntilComponent.

Parameters
e Entity
component IgnoreTriggersUntilComponent

Returns
Entity

WithInCamera(Entity, InCameraComponent)

public Entity WithInCamera(Entity e, InCameraComponent component)

Adds or replaces the component of type InCameraComponent.

Parameters
e Entity
component InCameraComponent

Returns
Entity

WithIndestructible(Entity, IndestructibleComponent)

public Entity WithIndestructible(Entity e, IndestructibleComponent component)

Adds or replaces the component of type IndestructibleComponent.

Parameters
e Entity
component IndestructibleComponent

Returns
Entity

WithInsideMovementModArea(Entity, InsideMovementModAreaComponent)

public Entity WithInsideMovementModArea(Entity e, InsideMovementModAreaComponent component)

Adds or replaces the component of type InsideMovementModAreaComponent.

Parameters
e Entity
component InsideMovementModAreaComponent

Returns
Entity

WithInstanceToEntityLookup(Entity, InstanceToEntityLookupComponent)

public Entity WithInstanceToEntityLookup(Entity e, InstanceToEntityLookupComponent component)

Adds or replaces the component of type InstanceToEntityLookupComponent.

Parameters
e Entity
component InstanceToEntityLookupComponent

Returns
Entity

WithInteractOnCollision(Entity, InteractOnCollisionComponent)

public Entity WithInteractOnCollision(Entity e, InteractOnCollisionComponent component)

Adds or replaces the component of type InteractOnCollisionComponent.

Parameters
e Entity
component InteractOnCollisionComponent

Returns
Entity

WithInteractOnRuleMatch(Entity, InteractOnRuleMatchComponent)

public Entity WithInteractOnRuleMatch(Entity e, InteractOnRuleMatchComponent component)

Adds or replaces the component of type InteractOnRuleMatchComponent.

Parameters
e Entity
component InteractOnRuleMatchComponent

Returns
Entity

WithInteractOnRuleMatchCollection(Entity, InteractOnRuleMatchCollectionComponent)

public Entity WithInteractOnRuleMatchCollection(Entity e, InteractOnRuleMatchCollectionComponent component)

Adds or replaces the component of type InteractOnRuleMatchCollectionComponent.

Parameters
e Entity
component InteractOnRuleMatchCollectionComponent

Returns
Entity

WithInteractOnStart(Entity, InteractOnStartComponent)

public Entity WithInteractOnStart(Entity e, InteractOnStartComponent component)

Adds or replaces the component of type InteractOnStartComponent.

Parameters
e Entity
component InteractOnStartComponent

Returns
Entity

WithInteractor(Entity, InteractorComponent)

public Entity WithInteractor(Entity e, InteractorComponent component)

Adds or replaces the component of type InteractorComponent.

Parameters
e Entity
component InteractorComponent

Returns
Entity

WithInvisible(Entity, InvisibleComponent)

public Entity WithInvisible(Entity e, InvisibleComponent component)

Adds or replaces the component of type InvisibleComponent.

Parameters
e Entity
component InvisibleComponent

Returns
Entity

WithLine(Entity, LineComponent)

public Entity WithLine(Entity e, LineComponent component)

Adds or replaces the component of type LineComponent.

Parameters
e Entity
component LineComponent

Returns
Entity

WithMap(Entity, MapComponent)

public Entity WithMap(Entity e, MapComponent component)

Adds or replaces the component of type MapComponent.

Parameters
e Entity
component MapComponent

Returns
Entity

WithMovementModArea(Entity, MovementModAreaComponent)

public Entity WithMovementModArea(Entity e, MovementModAreaComponent component)

Adds or replaces the component of type MovementModAreaComponent.

Parameters
e Entity
component MovementModAreaComponent

Returns
Entity

WithMoveTo(Entity, MoveToComponent)

public Entity WithMoveTo(Entity e, MoveToComponent component)

Adds or replaces the component of type MoveToComponent.

Parameters
e Entity
component MoveToComponent

Returns
Entity

WithMoveToPerfect(Entity, MoveToPerfectComponent)

public Entity WithMoveToPerfect(Entity e, MoveToPerfectComponent component)

Adds or replaces the component of type MoveToPerfectComponent.

Parameters
e Entity
component MoveToPerfectComponent

Returns
Entity

WithMusic(Entity, MusicComponent)

public Entity WithMusic(Entity e, MusicComponent component)

Adds or replaces the component of type MusicComponent.

Parameters
e Entity
component MusicComponent

Returns
Entity

WithMuteEvents(Entity, MuteEventsComponent)

public Entity WithMuteEvents(Entity e, MuteEventsComponent component)

Adds or replaces the component of type MuteEventsComponent.

Parameters
e Entity
component MuteEventsComponent

Returns
Entity

WithNineSlice(Entity, NineSliceComponent)

public Entity WithNineSlice(Entity e, NineSliceComponent component)

Adds or replaces the component of type NineSliceComponent.

Parameters
e Entity
component NineSliceComponent

Returns
Entity

WithOnEnterOnExit(Entity, OnEnterOnExitComponent)

public Entity WithOnEnterOnExit(Entity e, OnEnterOnExitComponent component)

Adds or replaces the component of type OnEnterOnExitComponent.

Parameters
e Entity
component OnEnterOnExitComponent

Returns
Entity

WithParallax(Entity, ParallaxComponent)

public Entity WithParallax(Entity e, ParallaxComponent component)

Adds or replaces the component of type ParallaxComponent.

Parameters
e Entity
component ParallaxComponent

Returns
Entity

WithParticleSystem(Entity, ParticleSystemComponent)

public Entity WithParticleSystem(Entity e, ParticleSystemComponent component)

Adds or replaces the component of type ParticleSystemComponent.

Parameters
e Entity
component ParticleSystemComponent

Returns
Entity

WithParticleSystemWorldTracker(Entity, ParticleSystemWorldTrackerComponent)

public Entity WithParticleSystemWorldTracker(Entity e, ParticleSystemWorldTrackerComponent component)

Adds or replaces the component of type ParticleSystemWorldTrackerComponent.

Parameters
e Entity
component ParticleSystemWorldTrackerComponent

Returns
Entity

WithPathfind(Entity, PathfindComponent)

public Entity WithPathfind(Entity e, PathfindComponent component)

Adds or replaces the component of type PathfindComponent.

Parameters
e Entity
component PathfindComponent

Returns
Entity

WithPauseAnimation(Entity, PauseAnimationComponent)

public Entity WithPauseAnimation(Entity e, PauseAnimationComponent component)

Adds or replaces the component of type PauseAnimationComponent.

Parameters
e Entity
component PauseAnimationComponent

Returns
Entity

WithPickEntityToAddOnStart(Entity, PickEntityToAddOnStartComponent)

public Entity WithPickEntityToAddOnStart(Entity e, PickEntityToAddOnStartComponent component)

Adds or replaces the component of type PickEntityToAddOnStartComponent.

Parameters
e Entity
component PickEntityToAddOnStartComponent

Returns
Entity

WithPlayAnimationOnRule(Entity, PlayAnimationOnRuleComponent)

public Entity WithPlayAnimationOnRule(Entity e, PlayAnimationOnRuleComponent component)

Adds or replaces the component of type PlayAnimationOnRuleComponent.

Parameters
e Entity
component PlayAnimationOnRuleComponent

Returns
Entity

WithPolygonSprite(Entity, PolygonSpriteComponent)

public Entity WithPolygonSprite(Entity e, PolygonSpriteComponent component)

Adds or replaces the component of type PolygonSpriteComponent.

Parameters
e Entity
component PolygonSpriteComponent

Returns
Entity

WithPosition(Entity, PositionComponent)

public Entity WithPosition(Entity e, PositionComponent component)

Adds or replaces the component of type PositionComponent.

Parameters
e Entity
component PositionComponent

Returns
Entity

WithPrefabRef(Entity, PrefabRefComponent)

public Entity WithPrefabRef(Entity e, PrefabRefComponent component)

Adds or replaces the component of type PrefabRefComponent.

Parameters
e Entity
component PrefabRefComponent

Returns
Entity

WithPushAway(Entity, PushAwayComponent)

public Entity WithPushAway(Entity e, PushAwayComponent component)

Adds or replaces the component of type PushAwayComponent.

Parameters
e Entity
component PushAwayComponent

Returns
Entity

WithQuadtree(Entity, QuadtreeComponent)

public Entity WithQuadtree(Entity e, QuadtreeComponent component)

Adds or replaces the component of type QuadtreeComponent.

Parameters
e Entity
component QuadtreeComponent

Returns
Entity

WithQuestTracker(Entity, QuestTrackerComponent)

public Entity WithQuestTracker(Entity e, QuestTrackerComponent component)

Adds or replaces the component of type QuestTrackerComponent.

Parameters
e Entity
component QuestTrackerComponent

Returns
Entity

WithQuestTrackerRuntime(Entity, QuestTrackerRuntimeComponent)

public Entity WithQuestTrackerRuntime(Entity e, QuestTrackerRuntimeComponent component)

Adds or replaces the component of type QuestTrackerRuntimeComponent.

Parameters
e Entity
component QuestTrackerRuntimeComponent

Returns
Entity

WithRandomizeSprite(Entity, RandomizeSpriteComponent)

public Entity WithRandomizeSprite(Entity e, RandomizeSpriteComponent component)

Adds or replaces the component of type RandomizeSpriteComponent.

Parameters
e Entity
component RandomizeSpriteComponent

Returns
Entity

WithRectPosition(Entity, RectPositionComponent)

public Entity WithRectPosition(Entity e, RectPositionComponent component)

Adds or replaces the component of type RectPositionComponent.

Parameters
e Entity
component RectPositionComponent

Returns
Entity

WithReflection(Entity, ReflectionComponent)

public Entity WithReflection(Entity e, ReflectionComponent component)

Adds or replaces the component of type ReflectionComponent.

Parameters
e Entity
component ReflectionComponent

Returns
Entity

WithRemoveColliderWhenStopped(Entity, RemoveColliderWhenStoppedComponent)

public Entity WithRemoveColliderWhenStopped(Entity e, RemoveColliderWhenStoppedComponent component)

Adds or replaces the component of type RemoveColliderWhenStoppedComponent.

Parameters
e Entity
component RemoveColliderWhenStoppedComponent

Returns
Entity

WithRemoveEntityOnRuleMatchAtLoad(Entity, RemoveEntityOnRuleMatchAtLoadComponent)

public Entity WithRemoveEntityOnRuleMatchAtLoad(Entity e, RemoveEntityOnRuleMatchAtLoadComponent component)

Adds or replaces the component of type RemoveEntityOnRuleMatchAtLoadComponent.

Parameters
e Entity
component RemoveEntityOnRuleMatchAtLoadComponent

Returns
Entity

WithRenderedSpriteCache(Entity, RenderedSpriteCacheComponent)

public Entity WithRenderedSpriteCache(Entity e, RenderedSpriteCacheComponent component)

Adds or replaces the component of type RenderedSpriteCacheComponent.

Parameters
e Entity
component RenderedSpriteCacheComponent

Returns
Entity

WithRequiresVision(Entity, RequiresVisionComponent)

public Entity WithRequiresVision(Entity e, RequiresVisionComponent component)

Adds or replaces the component of type RequiresVisionComponent.

Parameters
e Entity
component RequiresVisionComponent

Returns
Entity

WithRoom(Entity, RoomComponent)

public Entity WithRoom(Entity e, RoomComponent component)

Adds or replaces the component of type RoomComponent.

Parameters
e Entity
component RoomComponent

Returns
Entity

WithRotation(Entity, RotationComponent)

public Entity WithRotation(Entity e, RotationComponent component)

Adds or replaces the component of type RotationComponent.

Parameters
e Entity
component RotationComponent

Returns
Entity

WithRoute(Entity, RouteComponent)

public Entity WithRoute(Entity e, RouteComponent component)

Adds or replaces the component of type RouteComponent.

Parameters
e Entity
component RouteComponent

Returns
Entity

WithRuleWatcher(Entity, RuleWatcherComponent)

public Entity WithRuleWatcher(Entity e, RuleWatcherComponent component)

Adds or replaces the component of type RuleWatcherComponent.

Parameters
e Entity
component RuleWatcherComponent

Returns
Entity

WithScale(Entity, ScaleComponent)

public Entity WithScale(Entity e, ScaleComponent component)

Adds or replaces the component of type ScaleComponent.

Parameters
e Entity
component ScaleComponent

Returns
Entity

WithSituation(Entity, SituationComponent)

public Entity WithSituation(Entity e, SituationComponent component)

Adds or replaces the component of type SituationComponent.

Parameters
e Entity
component SituationComponent

Returns
Entity

WithSound(Entity, SoundComponent)

public Entity WithSound(Entity e, SoundComponent component)

Adds or replaces the component of type SoundComponent.

Parameters
e Entity
component SoundComponent

Returns
Entity

WithSoundEventPositionTracker(Entity, SoundEventPositionTrackerComponent)

public Entity WithSoundEventPositionTracker(Entity e, SoundEventPositionTrackerComponent component)

Adds or replaces the component of type SoundEventPositionTrackerComponent.

Parameters
e Entity
component SoundEventPositionTrackerComponent

Returns
Entity

WithSoundParameter(Entity, SoundParameterComponent)

public Entity WithSoundParameter(Entity e, SoundParameterComponent component)

Adds or replaces the component of type SoundParameterComponent.

Parameters
e Entity
component SoundParameterComponent

Returns
Entity

WithSoundWatcher(Entity, SoundWatcherComponent)

public Entity WithSoundWatcher(Entity e, SoundWatcherComponent component)

Adds or replaces the component of type SoundWatcherComponent.

Parameters
e Entity
component SoundWatcherComponent

Returns
Entity

WithSpeaker(Entity, SpeakerComponent)

public Entity WithSpeaker(Entity e, SpeakerComponent component)

Adds or replaces the component of type SpeakerComponent.

Parameters
e Entity
component SpeakerComponent

Returns
Entity

WithSprite(Entity, SpriteComponent)

public Entity WithSprite(Entity e, SpriteComponent component)

Adds or replaces the component of type SpriteComponent.

Parameters
e Entity
component SpriteComponent

Returns
Entity

WithSquish(Entity, SquishComponent)

public Entity WithSquish(Entity e, SquishComponent component)

Adds or replaces the component of type SquishComponent.

Parameters
e Entity
component SquishComponent

Returns
Entity

WithStateWatcher(Entity, StateWatcherComponent)

public Entity WithStateWatcher(Entity e, StateWatcherComponent component)

Adds or replaces the component of type StateWatcherComponent.

Parameters
e Entity
component StateWatcherComponent

Returns
Entity

WithStatic(Entity, StaticComponent)

public Entity WithStatic(Entity e, StaticComponent component)

Adds or replaces the component of type StaticComponent.

Parameters
e Entity
component StaticComponent

Returns
Entity

WithStrafing(Entity, StrafingComponent)

public Entity WithStrafing(Entity e, StrafingComponent component)

Adds or replaces the component of type StrafingComponent.

Parameters
e Entity
component StrafingComponent

Returns
Entity

WithTags(Entity, TagsComponent)

public Entity WithTags(Entity e, TagsComponent component)

Adds or replaces the component of type TagsComponent.

Parameters
e Entity
component TagsComponent

Returns
Entity

WithTexture(Entity, TextureComponent)

public Entity WithTexture(Entity e, TextureComponent component)

Adds or replaces the component of type TextureComponent.

Parameters
e Entity
component TextureComponent

Returns
Entity

WithThreeSlice(Entity, ThreeSliceComponent)

public Entity WithThreeSlice(Entity e, ThreeSliceComponent component)

Adds or replaces the component of type ThreeSliceComponent.

Parameters
e Entity
component ThreeSliceComponent

Returns
Entity

WithTileGrid(Entity, TileGridComponent)

public Entity WithTileGrid(Entity e, TileGridComponent component)

Adds or replaces the component of type TileGridComponent.

Parameters
e Entity
component TileGridComponent

Returns
Entity

WithTileset(Entity, TilesetComponent)

public Entity WithTileset(Entity e, TilesetComponent component)

Adds or replaces the component of type TilesetComponent.

Parameters
e Entity
component TilesetComponent

Returns
Entity

WithTint(Entity, TintComponent)

public Entity WithTint(Entity e, TintComponent component)

Adds or replaces the component of type TintComponent.

Parameters
e Entity
component TintComponent

Returns
Entity

WithUiDisplay(Entity, UiDisplayComponent)

public Entity WithUiDisplay(Entity e, UiDisplayComponent component)

Adds or replaces the component of type UiDisplayComponent.

Parameters
e Entity
component UiDisplayComponent

Returns
Entity

WithUnscaledDeltaTime(Entity, UnscaledDeltaTimeComponent)

public Entity WithUnscaledDeltaTime(Entity e, UnscaledDeltaTimeComponent component)

Adds or replaces the component of type UnscaledDeltaTimeComponent.

Parameters
e Entity
component UnscaledDeltaTimeComponent

Returns
Entity

WithVelocity(Entity, VelocityComponent)

public Entity WithVelocity(Entity e, VelocityComponent component)

Adds or replaces the component of type VelocityComponent.

Parameters
e Entity
component VelocityComponent

Returns
Entity

WithVerticalPosition(Entity, VerticalPositionComponent)

public Entity WithVerticalPosition(Entity e, VerticalPositionComponent component)

Adds or replaces the component of type VerticalPositionComponent.

Parameters
e Entity
component VerticalPositionComponent

Returns
Entity

WithWaitForVacancy(Entity, WaitForVacancyComponent)

public Entity WithWaitForVacancy(Entity e, WaitForVacancyComponent component)

Adds or replaces the component of type WaitForVacancyComponent.

Parameters
e Entity
component WaitForVacancyComponent

Returns
Entity

WithWindowRefreshTracker(Entity, WindowRefreshTrackerComponent)

public Entity WithWindowRefreshTracker(Entity e, WindowRefreshTrackerComponent component)

Adds or replaces the component of type WindowRefreshTrackerComponent.

Parameters
e Entity
component WindowRefreshTrackerComponent

Returns
Entity

GetEntityTracker(Entity)

public EntityTrackerComponent GetEntityTracker(Entity e)

Gets a component of type EntityTrackerComponent.

Parameters
e Entity

Returns
EntityTrackerComponent

GetEventListener(Entity)

public EventListenerComponent GetEventListener(Entity e)

Gets a component of type EventListenerComponent.

Parameters
e Entity

Returns
EventListenerComponent

GetEventListenerEditor(Entity)

public EventListenerEditorComponent GetEventListenerEditor(Entity e)

Gets a component of type EventListenerEditorComponent.

Parameters
e Entity

Returns
EventListenerEditorComponent

GetFacing(Entity)

public FacingComponent GetFacing(Entity e)

Gets a component of type FacingComponent.

Parameters
e Entity

Returns
FacingComponent

GetFadeScreen(Entity)

public FadeScreenComponent GetFadeScreen(Entity e)

Gets a component of type FadeScreenComponent.

Parameters
e Entity

Returns
FadeScreenComponent

GetFadeTransition(Entity)

public FadeTransitionComponent GetFadeTransition(Entity e)

Gets a component of type FadeTransitionComponent.

Parameters
e Entity

Returns
FadeTransitionComponent

GetFadeWhenInArea(Entity)

public FadeWhenInAreaComponent GetFadeWhenInArea(Entity e)

Gets a component of type FadeWhenInAreaComponent.

Parameters
e Entity

Returns
FadeWhenInAreaComponent

GetFadeWhenInCutscene(Entity)

public FadeWhenInCutsceneComponent GetFadeWhenInCutscene(Entity e)

Gets a component of type FadeWhenInCutsceneComponent.

Parameters
e Entity

Returns
FadeWhenInCutsceneComponent

GetFlashSprite(Entity)

public FlashSpriteComponent GetFlashSprite(Entity e)

Gets a component of type FlashSpriteComponent.

Parameters
e Entity

Returns
FlashSpriteComponent

GetFreeMovement(Entity)

public FreeMovementComponent GetFreeMovement(Entity e)

Gets a component of type FreeMovementComponent.

Parameters
e Entity

Returns
FreeMovementComponent

GetFreezeWorld(Entity)

public FreezeWorldComponent GetFreezeWorld(Entity e)

Gets a component of type FreezeWorldComponent.

Parameters
e Entity

Returns
FreezeWorldComponent

GetFriction(Entity)

public FrictionComponent GetFriction(Entity e)

Gets a component of type FrictionComponent.

Parameters
e Entity

Returns
FrictionComponent

GetGlobalShader(Entity)

public GlobalShaderComponent GetGlobalShader(Entity e)

Gets a component of type GlobalShaderComponent.

Parameters
e Entity

Returns
GlobalShaderComponent

GetGuidToIdTargetCollection(Entity)

public GuidToIdTargetCollectionComponent GetGuidToIdTargetCollection(Entity e)

Gets a component of type GuidToIdTargetCollectionComponent.

Parameters
e Entity

Returns
GuidToIdTargetCollectionComponent

GetGuidToIdTarget(Entity)

public GuidToIdTargetComponent GetGuidToIdTarget(Entity e)

Gets a component of type GuidToIdTargetComponent.

Parameters
e Entity

Returns
GuidToIdTargetComponent

GetHAAStarPathfind(Entity)

public HAAStarPathfindComponent GetHAAStarPathfind(Entity e)

Gets a component of type HAAStarPathfindComponent.

Parameters
e Entity

Returns
HAAStarPathfindComponent

GetHasVision(Entity)

public HasVisionComponent GetHasVision(Entity e)

Gets a component of type HasVisionComponent.

Parameters
e Entity

Returns
HasVisionComponent

GetHighlightOnChildren(Entity)

public HighlightOnChildrenComponent GetHighlightOnChildren(Entity e)

Gets a component of type HighlightOnChildrenComponent.

Parameters
e Entity

Returns
HighlightOnChildrenComponent

GetHighlightSprite(Entity)

public HighlightSpriteComponent GetHighlightSprite(Entity e)

Gets a component of type HighlightSpriteComponent.

Parameters
e Entity

Returns
HighlightSpriteComponent

GetIdTargetCollection(Entity)

public IdTargetCollectionComponent GetIdTargetCollection(Entity e)

Gets a component of type IdTargetCollectionComponent.

Parameters
e Entity

Returns
IdTargetCollectionComponent

GetIdTarget(Entity)

public IdTargetComponent GetIdTarget(Entity e)

Gets a component of type IdTargetComponent.

Parameters
e Entity

Returns
IdTargetComponent

GetIgnoreTriggersUntil(Entity)

public IgnoreTriggersUntilComponent GetIgnoreTriggersUntil(Entity e)

Gets a component of type IgnoreTriggersUntilComponent.

Parameters
e Entity

Returns
IgnoreTriggersUntilComponent

GetInCamera(Entity)

public InCameraComponent GetInCamera(Entity e)

Gets a component of type InCameraComponent.

Parameters
e Entity

Returns
InCameraComponent

GetIndestructible(Entity)

public IndestructibleComponent GetIndestructible(Entity e)

Gets a component of type IndestructibleComponent.

Parameters
e Entity

Returns
IndestructibleComponent

GetInsideMovementModArea(Entity)

public InsideMovementModAreaComponent GetInsideMovementModArea(Entity e)

Gets a component of type InsideMovementModAreaComponent.

Parameters
e Entity

Returns
InsideMovementModAreaComponent

GetInstanceToEntityLookup(Entity)

public InstanceToEntityLookupComponent GetInstanceToEntityLookup(Entity e)

Gets a component of type InstanceToEntityLookupComponent.

Parameters
e Entity

Returns
InstanceToEntityLookupComponent

GetInteractOnCollision(Entity)

public InteractOnCollisionComponent GetInteractOnCollision(Entity e)

Gets a component of type InteractOnCollisionComponent.

Parameters
e Entity

Returns
InteractOnCollisionComponent

GetInteractOnRuleMatchCollection(Entity)

public InteractOnRuleMatchCollectionComponent GetInteractOnRuleMatchCollection(Entity e)

Gets a component of type InteractOnRuleMatchCollectionComponent.

Parameters
e Entity

Returns
InteractOnRuleMatchCollectionComponent

GetInteractOnRuleMatch(Entity)

public InteractOnRuleMatchComponent GetInteractOnRuleMatch(Entity e)

Gets a component of type InteractOnRuleMatchComponent.

Parameters
e Entity

Returns
InteractOnRuleMatchComponent

GetInteractOnStart(Entity)

public InteractOnStartComponent GetInteractOnStart(Entity e)

Gets a component of type InteractOnStartComponent.

Parameters
e Entity

Returns
InteractOnStartComponent

GetInteractor(Entity)

public InteractorComponent GetInteractor(Entity e)

Gets a component of type InteractorComponent.

Parameters
e Entity

Returns
InteractorComponent

GetInvisible(Entity)

public InvisibleComponent GetInvisible(Entity e)

Gets a component of type InvisibleComponent.

Parameters
e Entity

Returns
InvisibleComponent

GetLine(Entity)

public LineComponent GetLine(Entity e)

Gets a component of type LineComponent.

Parameters
e Entity

Returns
LineComponent

GetMap(Entity)

public MapComponent GetMap(Entity e)

Gets a component of type MapComponent.

Parameters
e Entity

Returns
MapComponent

GetMovementModArea(Entity)

public MovementModAreaComponent GetMovementModArea(Entity e)

Gets a component of type MovementModAreaComponent.

Parameters
e Entity

Returns
MovementModAreaComponent

GetMoveTo(Entity)

public MoveToComponent GetMoveTo(Entity e)

Gets a component of type MoveToComponent.

Parameters
e Entity

Returns
MoveToComponent

GetMoveToPerfect(Entity)

public MoveToPerfectComponent GetMoveToPerfect(Entity e)

Gets a component of type MoveToPerfectComponent.

Parameters
e Entity

Returns
MoveToPerfectComponent

GetMusic(Entity)

public MusicComponent GetMusic(Entity e)

Gets a component of type MusicComponent.

Parameters
e Entity

Returns
MusicComponent

GetMuteEvents(Entity)

public MuteEventsComponent GetMuteEvents(Entity e)

Gets a component of type MuteEventsComponent.

Parameters
e Entity

Returns
MuteEventsComponent

GetNineSlice(Entity)

public NineSliceComponent GetNineSlice(Entity e)

Gets a component of type NineSliceComponent.

Parameters
e Entity

Returns
NineSliceComponent

GetOnEnterOnExit(Entity)

public OnEnterOnExitComponent GetOnEnterOnExit(Entity e)

Gets a component of type OnEnterOnExitComponent.

Parameters
e Entity

Returns
OnEnterOnExitComponent

GetParallax(Entity)

public ParallaxComponent GetParallax(Entity e)

Gets a component of type ParallaxComponent.

Parameters
e Entity

Returns
ParallaxComponent

GetParticleSystem(Entity)

public ParticleSystemComponent GetParticleSystem(Entity e)

Gets a component of type ParticleSystemComponent.

Parameters
e Entity

Returns
ParticleSystemComponent

GetParticleSystemWorldTracker(Entity)

public ParticleSystemWorldTrackerComponent GetParticleSystemWorldTracker(Entity e)

Gets a component of type ParticleSystemWorldTrackerComponent.

Parameters
e Entity

Returns
ParticleSystemWorldTrackerComponent

GetPathfind(Entity)

public PathfindComponent GetPathfind(Entity e)

Gets a component of type PathfindComponent.

Parameters
e Entity

Returns
PathfindComponent

GetPauseAnimation(Entity)

public PauseAnimationComponent GetPauseAnimation(Entity e)

Gets a component of type PauseAnimationComponent.

Parameters
e Entity

Returns
PauseAnimationComponent

GetPickEntityToAddOnStart(Entity)

public PickEntityToAddOnStartComponent GetPickEntityToAddOnStart(Entity e)

Gets a component of type PickEntityToAddOnStartComponent.

Parameters
e Entity

Returns
PickEntityToAddOnStartComponent

GetPlayAnimationOnRule(Entity)

public PlayAnimationOnRuleComponent GetPlayAnimationOnRule(Entity e)

Gets a component of type PlayAnimationOnRuleComponent.

Parameters
e Entity

Returns
PlayAnimationOnRuleComponent

GetPolygonSprite(Entity)

public PolygonSpriteComponent GetPolygonSprite(Entity e)

Gets a component of type PolygonSpriteComponent.

Parameters
e Entity

Returns
PolygonSpriteComponent

GetPosition(Entity)

public PositionComponent GetPosition(Entity e)

Gets a component of type PositionComponent.

Parameters
e Entity

Returns
PositionComponent

GetPrefabRef(Entity)

public PrefabRefComponent GetPrefabRef(Entity e)

Gets a component of type PrefabRefComponent.

Parameters
e Entity

Returns
PrefabRefComponent

GetPushAway(Entity)

public PushAwayComponent GetPushAway(Entity e)

Gets a component of type PushAwayComponent.

Parameters
e Entity

Returns
PushAwayComponent

GetQuadtree(Entity)

public QuadtreeComponent GetQuadtree(Entity e)

Gets a component of type QuadtreeComponent.

Parameters
e Entity

Returns
QuadtreeComponent

GetQuestTracker(Entity)

public QuestTrackerComponent GetQuestTracker(Entity e)

Gets a component of type QuestTrackerComponent.

Parameters
e Entity

Returns
QuestTrackerComponent

GetQuestTrackerRuntime(Entity)

public QuestTrackerRuntimeComponent GetQuestTrackerRuntime(Entity e)

Gets a component of type QuestTrackerRuntimeComponent.

Parameters
e Entity

Returns
QuestTrackerRuntimeComponent

GetRandomizeSprite(Entity)

public RandomizeSpriteComponent GetRandomizeSprite(Entity e)

Gets a component of type RandomizeSpriteComponent.

Parameters
e Entity

Returns
RandomizeSpriteComponent

GetRectPosition(Entity)

public RectPositionComponent GetRectPosition(Entity e)

Gets a component of type RectPositionComponent.

Parameters
e Entity

Returns
RectPositionComponent

GetReflection(Entity)

public ReflectionComponent GetReflection(Entity e)

Gets a component of type ReflectionComponent.

Parameters
e Entity

Returns
ReflectionComponent

GetRemoveColliderWhenStopped(Entity)

public RemoveColliderWhenStoppedComponent GetRemoveColliderWhenStopped(Entity e)

Gets a component of type RemoveColliderWhenStoppedComponent.

Parameters
e Entity

Returns
RemoveColliderWhenStoppedComponent

GetRemoveEntityOnRuleMatchAtLoad(Entity)

public RemoveEntityOnRuleMatchAtLoadComponent GetRemoveEntityOnRuleMatchAtLoad(Entity e)

Gets a component of type RemoveEntityOnRuleMatchAtLoadComponent.

Parameters
e Entity

Returns
RemoveEntityOnRuleMatchAtLoadComponent

GetRenderedSpriteCache(Entity)

public RenderedSpriteCacheComponent GetRenderedSpriteCache(Entity e)

Gets a component of type RenderedSpriteCacheComponent.

Parameters
e Entity

Returns
RenderedSpriteCacheComponent

GetRequiresVision(Entity)

public RequiresVisionComponent GetRequiresVision(Entity e)

Gets a component of type RequiresVisionComponent.

Parameters
e Entity

Returns
RequiresVisionComponent

GetRoom(Entity)

public RoomComponent GetRoom(Entity e)

Gets a component of type RoomComponent.

Parameters
e Entity

Returns
RoomComponent

GetRotation(Entity)

public RotationComponent GetRotation(Entity e)

Gets a component of type RotationComponent.

Parameters
e Entity

Returns
RotationComponent

GetRoute(Entity)

public RouteComponent GetRoute(Entity e)

Gets a component of type RouteComponent.

Parameters
e Entity

Returns
RouteComponent

GetRuleWatcher(Entity)

public RuleWatcherComponent GetRuleWatcher(Entity e)

Gets a component of type RuleWatcherComponent.

Parameters
e Entity

Returns
RuleWatcherComponent

GetScale(Entity)

public ScaleComponent GetScale(Entity e)

Gets a component of type ScaleComponent.

Parameters
e Entity

Returns
ScaleComponent

GetSituation(Entity)

public SituationComponent GetSituation(Entity e)

Gets a component of type SituationComponent.

Parameters
e Entity

Returns
SituationComponent

GetSound(Entity)

public SoundComponent GetSound(Entity e)

Gets a component of type SoundComponent.

Parameters
e Entity

Returns
SoundComponent

GetSoundEventPositionTracker(Entity)

public SoundEventPositionTrackerComponent GetSoundEventPositionTracker(Entity e)

Gets a component of type SoundEventPositionTrackerComponent.

Parameters
e Entity

Returns
SoundEventPositionTrackerComponent

GetSoundParameter(Entity)

public SoundParameterComponent GetSoundParameter(Entity e)

Gets a component of type SoundParameterComponent.

Parameters
e Entity

Returns
SoundParameterComponent

GetSoundWatcher(Entity)

public SoundWatcherComponent GetSoundWatcher(Entity e)

Gets a component of type SoundWatcherComponent.

Parameters
e Entity

Returns
SoundWatcherComponent

GetSpeaker(Entity)

public SpeakerComponent GetSpeaker(Entity e)

Gets a component of type SpeakerComponent.

Parameters
e Entity

Returns
SpeakerComponent

GetSprite(Entity)

public SpriteComponent GetSprite(Entity e)

Gets a component of type SpriteComponent.

Parameters
e Entity

Returns
SpriteComponent

GetSquish(Entity)

public SquishComponent GetSquish(Entity e)

Gets a component of type SquishComponent.

Parameters
e Entity

Returns
SquishComponent

GetStateWatcher(Entity)

public StateWatcherComponent GetStateWatcher(Entity e)

Gets a component of type StateWatcherComponent.

Parameters
e Entity

Returns
StateWatcherComponent

GetStatic(Entity)

public StaticComponent GetStatic(Entity e)

Gets a component of type StaticComponent.

Parameters
e Entity

Returns
StaticComponent

GetStrafing(Entity)

public StrafingComponent GetStrafing(Entity e)

Gets a component of type StrafingComponent.

Parameters
e Entity

Returns
StrafingComponent

TryGetAdvancedCollision(Entity)

public T? TryGetAdvancedCollision(Entity e)

Gets a AdvancedCollisionComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetAgent(Entity)

public T? TryGetAgent(Entity e)

Gets a AgentComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetAgentImpulse(Entity)

public T? TryGetAgentImpulse(Entity e)

Gets a AgentImpulseComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetAgentSpeedMultiplier(Entity)

public T? TryGetAgentSpeedMultiplier(Entity e)

Gets a AgentSpeedMultiplier if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetAgentSpeedOverride(Entity)

public T? TryGetAgentSpeedOverride(Entity e)

Gets a AgentSpeedOverride if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetAgentSprite(Entity)

public T? TryGetAgentSprite(Entity e)

Gets a AgentSpriteComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetAlpha(Entity)

public T? TryGetAlpha(Entity e)

Gets a AlphaComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetAnimationComplete(Entity)

public T? TryGetAnimationComplete(Entity e)

Gets a AnimationCompleteComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetAnimationEventBroadcaster(Entity)

public T? TryGetAnimationEventBroadcaster(Entity e)

Gets a AnimationEventBroadcasterComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetAnimationOverload(Entity)

public T? TryGetAnimationOverload(Entity e)

Gets a AnimationOverloadComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetAnimationRuleMatched(Entity)

public T? TryGetAnimationRuleMatched(Entity e)

Gets a AnimationRuleMatchedComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetAnimationSpeedOverload(Entity)

public T? TryGetAnimationSpeedOverload(Entity e)

Gets a AnimationSpeedOverload if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetAttackMultiplier(Entity)

public T? TryGetAttackMultiplier(Entity e)

Gets a AttackMultiplier if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetBounceAmount(Entity)

public T? TryGetBounceAmount(Entity e)

Gets a BounceAmountComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetCameraFollow(Entity)

public T? TryGetCameraFollow(Entity e)

Gets a CameraFollowComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetCarve(Entity)

public T? TryGetCarve(Entity e)

Gets a CarveComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetChoice(Entity)

public T? TryGetChoice(Entity e)

Gets a ChoiceComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetCollider(Entity)

public T? TryGetCollider(Entity e)

Gets a ColliderComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetCollisionCache(Entity)

public T? TryGetCollisionCache(Entity e)

Gets a CollisionCacheComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetCustomCollisionMask(Entity)

public T? TryGetCustomCollisionMask(Entity e)

Gets a CustomCollisionMask if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetCustomDraw(Entity)

public T? TryGetCustomDraw(Entity e)

Gets a CustomDrawComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetCustomTargetSpriteBatch(Entity)

public T? TryGetCustomTargetSpriteBatch(Entity e)

Gets a CustomTargetSpriteBatchComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetCutsceneAnchors(Entity)

public T? TryGetCutsceneAnchors(Entity e)

Gets a CutsceneAnchorsComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetCutsceneAnchorsEditor(Entity)

public T? TryGetCutsceneAnchorsEditor(Entity e)

Gets a CutsceneAnchorsEditorComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetDestroyAtTime(Entity)

public T? TryGetDestroyAtTime(Entity e)

Gets a DestroyAtTimeComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetDestroyOnAnimationComplete(Entity)

public T? TryGetDestroyOnAnimationComplete(Entity e)

Gets a DestroyOnAnimationCompleteComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetDestroyOnBlackboardCondition(Entity)

public T? TryGetDestroyOnBlackboardCondition(Entity e)

Gets a DestroyOnBlackboardConditionComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetDestroyOnCollision(Entity)

public T? TryGetDestroyOnCollision(Entity e)

Gets a DestroyOnCollisionComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetDisableAgent(Entity)

public T? TryGetDisableAgent(Entity e)

Gets a DisableAgentComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetDisableEntity(Entity)

public T? TryGetDisableEntity(Entity e)

Gets a DisableEntityComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetDisableParticleSystem(Entity)

public T? TryGetDisableParticleSystem(Entity e)

Gets a DisableParticleSystemComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetDisableSceneTransitionEffects(Entity)

public T? TryGetDisableSceneTransitionEffects(Entity e)

Gets a DisableSceneTransitionEffectsComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetDoNotPause(Entity)

public T? TryGetDoNotPause(Entity e)

Gets a DoNotPauseComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetDoNotPersistEntityOnSave(Entity)

public T? TryGetDoNotPersistEntityOnSave(Entity e)

Gets a DoNotPersistEntityOnSaveComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetDrawRectangle(Entity)

public T? TryGetDrawRectangle(Entity e)

Gets a DrawRectangleComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetEntityTracker(Entity)

public T? TryGetEntityTracker(Entity e)

Gets a EntityTrackerComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetEventListener(Entity)

public T? TryGetEventListener(Entity e)

Gets a EventListenerComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetEventListenerEditor(Entity)

public T? TryGetEventListenerEditor(Entity e)

Gets a EventListenerEditorComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetFacing(Entity)

public T? TryGetFacing(Entity e)

Gets a FacingComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetFadeScreen(Entity)

public T? TryGetFadeScreen(Entity e)

Gets a FadeScreenComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetFadeTransition(Entity)

public T? TryGetFadeTransition(Entity e)

Gets a FadeTransitionComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetFadeWhenInArea(Entity)

public T? TryGetFadeWhenInArea(Entity e)

Gets a FadeWhenInAreaComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetFadeWhenInCutscene(Entity)

public T? TryGetFadeWhenInCutscene(Entity e)

Gets a FadeWhenInCutsceneComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetFlashSprite(Entity)

public T? TryGetFlashSprite(Entity e)

Gets a FlashSpriteComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetFreeMovement(Entity)

public T? TryGetFreeMovement(Entity e)

Gets a FreeMovementComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetFreezeWorld(Entity)

public T? TryGetFreezeWorld(Entity e)

Gets a FreezeWorldComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetFriction(Entity)

public T? TryGetFriction(Entity e)

Gets a FrictionComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetGlobalShader(Entity)

public T? TryGetGlobalShader(Entity e)

Gets a GlobalShaderComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetGuidToIdTarget(Entity)

public T? TryGetGuidToIdTarget(Entity e)

Gets a GuidToIdTargetComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetGuidToIdTargetCollection(Entity)

public T? TryGetGuidToIdTargetCollection(Entity e)

Gets a GuidToIdTargetCollectionComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetHAAStarPathfind(Entity)

public T? TryGetHAAStarPathfind(Entity e)

Gets a HAAStarPathfindComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetHasVision(Entity)

public T? TryGetHasVision(Entity e)

Gets a HasVisionComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetHighlightOnChildren(Entity)

public T? TryGetHighlightOnChildren(Entity e)

Gets a HighlightOnChildrenComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetHighlightSprite(Entity)

public T? TryGetHighlightSprite(Entity e)

Gets a HighlightSpriteComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetIdTarget(Entity)

public T? TryGetIdTarget(Entity e)

Gets a IdTargetComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetIdTargetCollection(Entity)

public T? TryGetIdTargetCollection(Entity e)

Gets a IdTargetCollectionComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetIgnoreTriggersUntil(Entity)

public T? TryGetIgnoreTriggersUntil(Entity e)

Gets a IgnoreTriggersUntilComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetInCamera(Entity)

public T? TryGetInCamera(Entity e)

Gets a InCameraComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetIndestructible(Entity)

public T? TryGetIndestructible(Entity e)

Gets a IndestructibleComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetInsideMovementModArea(Entity)

public T? TryGetInsideMovementModArea(Entity e)

Gets a InsideMovementModAreaComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetInstanceToEntityLookup(Entity)

public T? TryGetInstanceToEntityLookup(Entity e)

Gets a InstanceToEntityLookupComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetInteractOnCollision(Entity)

public T? TryGetInteractOnCollision(Entity e)

Gets a InteractOnCollisionComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetInteractOnRuleMatch(Entity)

public T? TryGetInteractOnRuleMatch(Entity e)

Gets a InteractOnRuleMatchComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetInteractOnRuleMatchCollection(Entity)

public T? TryGetInteractOnRuleMatchCollection(Entity e)

Gets a InteractOnRuleMatchCollectionComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetInteractOnStart(Entity)

public T? TryGetInteractOnStart(Entity e)

Gets a InteractOnStartComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetInteractor(Entity)

public T? TryGetInteractor(Entity e)

Gets a InteractorComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetInvisible(Entity)

public T? TryGetInvisible(Entity e)

Gets a InvisibleComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetLine(Entity)

public T? TryGetLine(Entity e)

Gets a LineComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetMap(Entity)

public T? TryGetMap(Entity e)

Gets a MapComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetMovementModArea(Entity)

public T? TryGetMovementModArea(Entity e)

Gets a MovementModAreaComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetMoveTo(Entity)

public T? TryGetMoveTo(Entity e)

Gets a MoveToComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetMoveToPerfect(Entity)

public T? TryGetMoveToPerfect(Entity e)

Gets a MoveToPerfectComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetMusic(Entity)

public T? TryGetMusic(Entity e)

Gets a MusicComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetMuteEvents(Entity)

public T? TryGetMuteEvents(Entity e)

Gets a MuteEventsComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetNineSlice(Entity)

public T? TryGetNineSlice(Entity e)

Gets a NineSliceComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetOnEnterOnExit(Entity)

public T? TryGetOnEnterOnExit(Entity e)

Gets a OnEnterOnExitComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetParallax(Entity)

public T? TryGetParallax(Entity e)

Gets a ParallaxComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetParticleSystem(Entity)

public T? TryGetParticleSystem(Entity e)

Gets a ParticleSystemComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetParticleSystemWorldTracker(Entity)

public T? TryGetParticleSystemWorldTracker(Entity e)

Gets a ParticleSystemWorldTrackerComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetPathfind(Entity)

public T? TryGetPathfind(Entity e)

Gets a PathfindComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetPauseAnimation(Entity)

public T? TryGetPauseAnimation(Entity e)

Gets a PauseAnimationComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetPickEntityToAddOnStart(Entity)

public T? TryGetPickEntityToAddOnStart(Entity e)

Gets a PickEntityToAddOnStartComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetPlayAnimationOnRule(Entity)

public T? TryGetPlayAnimationOnRule(Entity e)

Gets a PlayAnimationOnRuleComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetPolygonSprite(Entity)

public T? TryGetPolygonSprite(Entity e)

Gets a PolygonSpriteComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetPosition(Entity)

public T? TryGetPosition(Entity e)

Gets a PositionComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetPrefabRef(Entity)

public T? TryGetPrefabRef(Entity e)

Gets a PrefabRefComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetPushAway(Entity)

public T? TryGetPushAway(Entity e)

Gets a PushAwayComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetQuadtree(Entity)

public T? TryGetQuadtree(Entity e)

Gets a QuadtreeComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetQuestTracker(Entity)

public T? TryGetQuestTracker(Entity e)

Gets a QuestTrackerComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetQuestTrackerRuntime(Entity)

public T? TryGetQuestTrackerRuntime(Entity e)

Gets a QuestTrackerRuntimeComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetRandomizeSprite(Entity)

public T? TryGetRandomizeSprite(Entity e)

Gets a RandomizeSpriteComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetRectPosition(Entity)

public T? TryGetRectPosition(Entity e)

Gets a RectPositionComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetReflection(Entity)

public T? TryGetReflection(Entity e)

Gets a ReflectionComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetRemoveColliderWhenStopped(Entity)

public T? TryGetRemoveColliderWhenStopped(Entity e)

Gets a RemoveColliderWhenStoppedComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetRemoveEntityOnRuleMatchAtLoad(Entity)

public T? TryGetRemoveEntityOnRuleMatchAtLoad(Entity e)

Gets a RemoveEntityOnRuleMatchAtLoadComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetRenderedSpriteCache(Entity)

public T? TryGetRenderedSpriteCache(Entity e)

Gets a RenderedSpriteCacheComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetRequiresVision(Entity)

public T? TryGetRequiresVision(Entity e)

Gets a RequiresVisionComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetRoom(Entity)

public T? TryGetRoom(Entity e)

Gets a RoomComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetRotation(Entity)

public T? TryGetRotation(Entity e)

Gets a RotationComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetRoute(Entity)

public T? TryGetRoute(Entity e)

Gets a RouteComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetRuleWatcher(Entity)

public T? TryGetRuleWatcher(Entity e)

Gets a RuleWatcherComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetScale(Entity)

public T? TryGetScale(Entity e)

Gets a ScaleComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetSituation(Entity)

public T? TryGetSituation(Entity e)

Gets a SituationComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetSound(Entity)

public T? TryGetSound(Entity e)

Gets a SoundComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetSoundEventPositionTracker(Entity)

public T? TryGetSoundEventPositionTracker(Entity e)

Gets a SoundEventPositionTrackerComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetSoundParameter(Entity)

public T? TryGetSoundParameter(Entity e)

Gets a SoundParameterComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetSoundWatcher(Entity)

public T? TryGetSoundWatcher(Entity e)

Gets a SoundWatcherComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetSpeaker(Entity)

public T? TryGetSpeaker(Entity e)

Gets a SpeakerComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetSprite(Entity)

public T? TryGetSprite(Entity e)

Gets a SpriteComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetSquish(Entity)

public T? TryGetSquish(Entity e)

Gets a SquishComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetStateWatcher(Entity)

public T? TryGetStateWatcher(Entity e)

Gets a StateWatcherComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetStatic(Entity)

public T? TryGetStatic(Entity e)

Gets a StaticComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetStrafing(Entity)

public T? TryGetStrafing(Entity e)

Gets a StrafingComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetTags(Entity)

public T? TryGetTags(Entity e)

Gets a TagsComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetTexture(Entity)

public T? TryGetTexture(Entity e)

Gets a TextureComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetThreeSlice(Entity)

public T? TryGetThreeSlice(Entity e)

Gets a ThreeSliceComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetTileGrid(Entity)

public T? TryGetTileGrid(Entity e)

Gets a TileGridComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetTileset(Entity)

public T? TryGetTileset(Entity e)

Gets a TilesetComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetTint(Entity)

public T? TryGetTint(Entity e)

Gets a TintComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetUiDisplay(Entity)

public T? TryGetUiDisplay(Entity e)

Gets a UiDisplayComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetUnscaledDeltaTime(Entity)

public T? TryGetUnscaledDeltaTime(Entity e)

Gets a UnscaledDeltaTimeComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetVelocity(Entity)

public T? TryGetVelocity(Entity e)

Gets a VelocityComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetVerticalPosition(Entity)

public T? TryGetVerticalPosition(Entity e)

Gets a VerticalPositionComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetWaitForVacancy(Entity)

public T? TryGetWaitForVacancy(Entity e)

Gets a WaitForVacancyComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

TryGetWindowRefreshTracker(Entity)

public T? TryGetWindowRefreshTracker(Entity e)

Gets a WindowRefreshTrackerComponent if the entity has one, otherwise returns null.

Parameters
e Entity

Returns
T?

GetTags(Entity)

public TagsComponent GetTags(Entity e)

Gets a component of type TagsComponent.

Parameters
e Entity

Returns
TagsComponent

GetTexture(Entity)

public TextureComponent GetTexture(Entity e)

Gets a component of type TextureComponent.

Parameters
e Entity

Returns
TextureComponent

GetThreeSlice(Entity)

public ThreeSliceComponent GetThreeSlice(Entity e)

Gets a component of type ThreeSliceComponent.

Parameters
e Entity

Returns
ThreeSliceComponent

GetTileGrid(Entity)

public TileGridComponent GetTileGrid(Entity e)

Gets a component of type TileGridComponent.

Parameters
e Entity

Returns
TileGridComponent

GetTileset(Entity)

public TilesetComponent GetTileset(Entity e)

Gets a component of type TilesetComponent.

Parameters
e Entity

Returns
TilesetComponent

GetTint(Entity)

public TintComponent GetTint(Entity e)

Gets a component of type TintComponent.

Parameters
e Entity

Returns
TintComponent

GetUiDisplay(Entity)

public UiDisplayComponent GetUiDisplay(Entity e)

Gets a component of type UiDisplayComponent.

Parameters
e Entity

Returns
UiDisplayComponent

GetUnscaledDeltaTime(Entity)

public UnscaledDeltaTimeComponent GetUnscaledDeltaTime(Entity e)

Gets a component of type UnscaledDeltaTimeComponent.

Parameters
e Entity

Returns
UnscaledDeltaTimeComponent

GetVelocity(Entity)

public VelocityComponent GetVelocity(Entity e)

Gets a component of type VelocityComponent.

Parameters
e Entity

Returns
VelocityComponent

GetVerticalPosition(Entity)

public VerticalPositionComponent GetVerticalPosition(Entity e)

Gets a component of type VerticalPositionComponent.

Parameters
e Entity

Returns
VerticalPositionComponent

SendAnimationCompleteMessage(Entity, AnimationCompleteMessage)

public void SendAnimationCompleteMessage(Entity e, AnimationCompleteMessage message)

Send a message of type AnimationCompleteMessage.

Parameters
e Entity
message AnimationCompleteMessage

SendAnimationCompleteMessage(Entity)

public void SendAnimationCompleteMessage(Entity e)

Send a message of type AnimationCompleteMessage.

Parameters
e Entity

SendAnimationEventMessage(Entity, AnimationEventMessage)

public void SendAnimationEventMessage(Entity e, AnimationEventMessage message)

Send a message of type AnimationEventMessage.

Parameters
e Entity
message AnimationEventMessage

SendAnimationEventMessage(Entity, string)

public void SendAnimationEventMessage(Entity e, string eventId)

Send a message of type AnimationEventMessage.

Parameters
e Entity
eventId string

SendAnimationEventMessage(Entity)

public void SendAnimationEventMessage(Entity e)

Send a message of type AnimationEventMessage.

Parameters
e Entity

SendCollidedWithMessage(Entity, CollidedWithMessage)

public void SendCollidedWithMessage(Entity e, CollidedWithMessage message)

Send a message of type CollidedWithMessage.

Parameters
e Entity
message CollidedWithMessage

SendCollidedWithMessage(Entity, int, int)

public void SendCollidedWithMessage(Entity e, int entityId, int layer)

Send a message of type CollidedWithMessage.

Parameters
e Entity
entityId int
layer int

SendCollidedWithMessage(Entity)

public void SendCollidedWithMessage(Entity e)

Send a message of type CollidedWithMessage.

Parameters
e Entity

SendFatalDamageMessage(Entity, FatalDamageMessage)

public void SendFatalDamageMessage(Entity e, FatalDamageMessage message)

Send a message of type FatalDamageMessage.

Parameters
e Entity
message FatalDamageMessage

SendFatalDamageMessage(Entity, Vector2, int)

public void SendFatalDamageMessage(Entity e, Vector2 fromPosition, int damageAmount)

Send a message of type FatalDamageMessage.

Parameters
e Entity
fromPosition Vector2
damageAmount int

SendFatalDamageMessage(Entity)

public void SendFatalDamageMessage(Entity e)

Send a message of type FatalDamageMessage.

Parameters
e Entity

SendHighlightMessage(Entity, HighlightMessage)

public void SendHighlightMessage(Entity e, HighlightMessage message)

Send a message of type HighlightMessage.

Parameters
e Entity
message HighlightMessage

SendHighlightMessage(Entity)

public void SendHighlightMessage(Entity e)

Send a message of type HighlightMessage.

Parameters
e Entity

SendInteractMessage(Entity, Entity)

public void SendInteractMessage(Entity e, Entity interactor)

Send a message of type InteractMessage.

Parameters
e Entity
interactor Entity

SendInteractMessage(Entity, InteractMessage)

public void SendInteractMessage(Entity e, InteractMessage message)

Send a message of type InteractMessage.

Parameters
e Entity
message InteractMessage

SendInteractMessage(Entity)

public void SendInteractMessage(Entity e)

Send a message of type InteractMessage.

Parameters
e Entity

SendIsInsideOfMessage(Entity, IsInsideOfMessage)

public void SendIsInsideOfMessage(Entity e, IsInsideOfMessage message)

Send a message of type IsInsideOfMessage.

Parameters
e Entity
message IsInsideOfMessage

SendIsInsideOfMessage(Entity, int)

public void SendIsInsideOfMessage(Entity e, int insideOf)

Send a message of type IsInsideOfMessage.

Parameters
e Entity
insideOf int

SendIsInsideOfMessage(Entity)

public void SendIsInsideOfMessage(Entity e)

Send a message of type IsInsideOfMessage.

Parameters
e Entity

SendNextDialogMessage(Entity, NextDialogMessage)

public void SendNextDialogMessage(Entity e, NextDialogMessage message)

Send a message of type NextDialogMessage.

Parameters
e Entity
message NextDialogMessage

SendNextDialogMessage(Entity)

public void SendNextDialogMessage(Entity e)

Send a message of type NextDialogMessage.

Parameters
e Entity

SendOnActorEnteredOrExitedMessage(Entity, OnActorEnteredOrExitedMessage)

public void SendOnActorEnteredOrExitedMessage(Entity e, OnActorEnteredOrExitedMessage message)

Send a message of type OnActorEnteredOrExitedMessage.

Parameters
e Entity
message OnActorEnteredOrExitedMessage

SendOnActorEnteredOrExitedMessage(Entity, int, CollisionDirection)

public void SendOnActorEnteredOrExitedMessage(Entity e, int actorId, CollisionDirection movement)

Send a message of type OnActorEnteredOrExitedMessage.

Parameters
e Entity
actorId int
movement CollisionDirection

SendOnActorEnteredOrExitedMessage(Entity)

public void SendOnActorEnteredOrExitedMessage(Entity e)

Send a message of type OnActorEnteredOrExitedMessage.

Parameters
e Entity

SendOnInteractExitMessage(Entity, OnInteractExitMessage)

public void SendOnInteractExitMessage(Entity e, OnInteractExitMessage message)

Send a message of type OnInteractExitMessage.

Parameters
e Entity
message OnInteractExitMessage

SendOnInteractExitMessage(Entity)

public void SendOnInteractExitMessage(Entity e)

Send a message of type OnInteractExitMessage.

Parameters
e Entity

SendOnTriggerEnteredMessage(Entity, OnTriggerEnteredMessage)

public void SendOnTriggerEnteredMessage(Entity e, OnTriggerEnteredMessage message)

Send a message of type OnTriggerEnteredMessage.

Parameters
e Entity
message OnTriggerEnteredMessage

SendOnTriggerEnteredMessage(Entity, int, CollisionDirection)

public void SendOnTriggerEnteredMessage(Entity e, int triggerId, CollisionDirection movement)

Send a message of type OnTriggerEnteredMessage.

Parameters
e Entity
triggerId int
movement CollisionDirection

SendOnTriggerEnteredMessage(Entity)

public void SendOnTriggerEnteredMessage(Entity e)

Send a message of type OnTriggerEnteredMessage.

Parameters
e Entity

SendPathNotPossibleMessage(Entity, PathNotPossibleMessage)

public void SendPathNotPossibleMessage(Entity e, PathNotPossibleMessage message)

Send a message of type PathNotPossibleMessage.

Parameters
e Entity
message PathNotPossibleMessage

SendPathNotPossibleMessage(Entity)

public void SendPathNotPossibleMessage(Entity e)

Send a message of type PathNotPossibleMessage.

Parameters
e Entity

SendPickChoiceMessage(Entity, PickChoiceMessage)

public void SendPickChoiceMessage(Entity e, PickChoiceMessage message)

Send a message of type PickChoiceMessage.

Parameters
e Entity
message PickChoiceMessage

SendPickChoiceMessage(Entity, bool)

public void SendPickChoiceMessage(Entity e, bool cancel)

Send a message of type PickChoiceMessage.

Parameters
e Entity
cancel bool

SendPickChoiceMessage(Entity, int)

public void SendPickChoiceMessage(Entity e, int choice)

Send a message of type PickChoiceMessage.

Parameters
e Entity
choice int

SendPickChoiceMessage(Entity)

public void SendPickChoiceMessage(Entity e)

Send a message of type PickChoiceMessage.

Parameters
e Entity

SendTouchedGroundMessage(Entity, TouchedGroundMessage)

public void SendTouchedGroundMessage(Entity e, TouchedGroundMessage message)

Send a message of type TouchedGroundMessage.

Parameters
e Entity
message TouchedGroundMessage

SendTouchedGroundMessage(Entity)

public void SendTouchedGroundMessage(Entity e)

Send a message of type TouchedGroundMessage.

Parameters
e Entity

SetAdvancedCollision(Entity, AdvancedCollisionComponent)

public void SetAdvancedCollision(Entity e, AdvancedCollisionComponent component)

Adds or replaces the component of type AdvancedCollisionComponent.

Parameters
e Entity
component AdvancedCollisionComponent

SetAdvancedCollision(Entity)

public void SetAdvancedCollision(Entity e)

Adds or replaces the component of type AdvancedCollisionComponent.

Parameters
e Entity

SetAgent(Entity, AgentComponent)

public void SetAgent(Entity e, AgentComponent component)

Adds or replaces the component of type AgentComponent.

Parameters
e Entity
component AgentComponent

SetAgent(Entity, float, float, float)

public void SetAgent(Entity e, float speed, float acceleration, float friction)

Adds or replaces the component of type AgentComponent.

Parameters
e Entity
speed float
acceleration float
friction float

SetAgent(Entity)

public void SetAgent(Entity e)

Adds or replaces the component of type AgentComponent.

Parameters
e Entity

SetAgentImpulse(Entity, AgentImpulseComponent)

public void SetAgentImpulse(Entity e, AgentImpulseComponent component)

Adds or replaces the component of type AgentImpulseComponent.

Parameters
e Entity
component AgentImpulseComponent

SetAgentImpulse(Entity, Vector2, T?)

public void SetAgentImpulse(Entity e, Vector2 impulse, T? direction)

Adds or replaces the component of type AgentImpulseComponent.

Parameters
e Entity
impulse Vector2
direction T?

SetAgentImpulse(Entity, Vector2)

public void SetAgentImpulse(Entity e, Vector2 impulse)

Adds or replaces the component of type AgentImpulseComponent.

Parameters
e Entity
impulse Vector2

SetAgentImpulse(Entity)

public void SetAgentImpulse(Entity e)

Adds or replaces the component of type AgentImpulseComponent.

Parameters
e Entity

SetAgentSpeedMultiplier(Entity, AgentSpeedMultiplier)

public void SetAgentSpeedMultiplier(Entity e, AgentSpeedMultiplier component)

Adds or replaces the component of type AgentSpeedMultiplier.

Parameters
e Entity
component AgentSpeedMultiplier

SetAgentSpeedMultiplier(Entity, float)

public void SetAgentSpeedMultiplier(Entity e, float speedMultiplier)

Adds or replaces the component of type AgentSpeedMultiplier.

Parameters
e Entity
speedMultiplier float

SetAgentSpeedMultiplier(Entity)

public void SetAgentSpeedMultiplier(Entity e)

Adds or replaces the component of type AgentSpeedMultiplier.

Parameters
e Entity

SetAgentSpeedOverride(Entity, AgentSpeedOverride)

public void SetAgentSpeedOverride(Entity e, AgentSpeedOverride component)

Adds or replaces the component of type AgentSpeedOverride.

Parameters
e Entity
component AgentSpeedOverride

SetAgentSpeedOverride(Entity, float, float)

public void SetAgentSpeedOverride(Entity e, float maxSpeed, float acceleration)

Adds or replaces the component of type AgentSpeedOverride.

Parameters
e Entity
maxSpeed float
acceleration float

SetAgentSpeedOverride(Entity)

public void SetAgentSpeedOverride(Entity e)

Adds or replaces the component of type AgentSpeedOverride.

Parameters
e Entity

SetAgentSprite(Entity, AgentSpriteComponent)

public void SetAgentSprite(Entity e, AgentSpriteComponent component)

Adds or replaces the component of type AgentSpriteComponent.

Parameters
e Entity
component AgentSpriteComponent

SetAgentSprite(Entity)

public void SetAgentSprite(Entity e)

Adds or replaces the component of type AgentSpriteComponent.

Parameters
e Entity

SetAlpha(Entity, AlphaComponent)

public void SetAlpha(Entity e, AlphaComponent component)

Adds or replaces the component of type AlphaComponent.

Parameters
e Entity
component AlphaComponent

SetAlpha(Entity, AlphaSources, float)

public void SetAlpha(Entity e, AlphaSources source, float amount)

Adds or replaces the component of type AlphaComponent.

Parameters
e Entity
source AlphaSources
amount float

SetAlpha(Entity, Single[])

public void SetAlpha(Entity e, Single[] sources)

Adds or replaces the component of type AlphaComponent.

Parameters
e Entity
sources float[]

SetAlpha(Entity)

public void SetAlpha(Entity e)

Adds or replaces the component of type AlphaComponent.

Parameters
e Entity

SetAnimationComplete(Entity, AnimationCompleteComponent)

public void SetAnimationComplete(Entity e, AnimationCompleteComponent component)

Adds or replaces the component of type AnimationCompleteComponent.

Parameters
e Entity
component AnimationCompleteComponent

SetAnimationComplete(Entity)

public void SetAnimationComplete(Entity e)

Adds or replaces the component of type AnimationCompleteComponent.

Parameters
e Entity

SetAnimationEventBroadcaster(Entity, AnimationEventBroadcasterComponent)

public void SetAnimationEventBroadcaster(Entity e, AnimationEventBroadcasterComponent component)

Adds or replaces the component of type AnimationEventBroadcasterComponent.

Parameters
e Entity
component AnimationEventBroadcasterComponent

SetAnimationEventBroadcaster(Entity, ImmutableHashSet)

public void SetAnimationEventBroadcaster(Entity e, ImmutableHashSet<T> broadcastTo)

Adds or replaces the component of type AnimationEventBroadcasterComponent.

Parameters
e Entity
broadcastTo ImmutableHashSet<T>

SetAnimationEventBroadcaster(Entity)

public void SetAnimationEventBroadcaster(Entity e)

Adds or replaces the component of type AnimationEventBroadcasterComponent.

Parameters
e Entity

SetAnimationOverload(Entity, AnimationOverloadComponent)

public void SetAnimationOverload(Entity e, AnimationOverloadComponent component)

Adds or replaces the component of type AnimationOverloadComponent.

Parameters
e Entity
component AnimationOverloadComponent

SetAnimationOverload(Entity, ImmutableArray, Guid, float, bool, bool)

public void SetAnimationOverload(Entity e, ImmutableArray<T> animationId, Guid customSprite, float start, bool loop, bool ignoreFacing)

Parameters
e Entity
animationId ImmutableArray<T>
customSprite Guid
start float
loop bool
ignoreFacing bool

SetAnimationOverload(Entity, ImmutableArray, float, bool, bool, int, float, Guid, float)

public void SetAnimationOverload(Entity e, ImmutableArray<T> animations, float duration, bool loop, bool ignoreFacing, int current, float sortOffset, Guid customSprite, float start)

Parameters
e Entity
animations ImmutableArray<T>
duration float
loop bool
ignoreFacing bool
current int
sortOffset float
customSprite Guid
start float

SetAnimationOverload(Entity, ImmutableArray, float, bool, bool, int, float, Guid)

public void SetAnimationOverload(Entity e, ImmutableArray<T> animations, float duration, bool loop, bool ignoreFacing, int current, float sortOffset, Guid customSprite)

Parameters
e Entity
animations ImmutableArray<T>
duration float
loop bool
ignoreFacing bool
current int
sortOffset float
customSprite Guid

SetAnimationOverload(Entity, string, bool, bool, float)

public void SetAnimationOverload(Entity e, string animationId, bool loop, bool ignoreFacing, float startTime)

Adds or replaces the component of type AnimationOverloadComponent.

Parameters
e Entity
animationId string
loop bool
ignoreFacing bool
startTime float

SetAnimationOverload(Entity, string, bool, bool)

public void SetAnimationOverload(Entity e, string animationId, bool loop, bool ignoreFacing)

Adds or replaces the component of type AnimationOverloadComponent.

Parameters
e Entity
animationId string
loop bool
ignoreFacing bool

SetAnimationOverload(Entity, string, float, bool, bool, float)

public void SetAnimationOverload(Entity e, string animationId, float duration, bool loop, bool ignoreFacing, float startTime)

Adds or replaces the component of type AnimationOverloadComponent.

Parameters
e Entity
animationId string
duration float
loop bool
ignoreFacing bool
startTime float

SetAnimationOverload(Entity, string, float, bool, bool, int, float, Guid)

public void SetAnimationOverload(Entity e, string animationId, float duration, bool loop, bool ignoreFacing, int current, float sortOffset, Guid customSprite)

Adds or replaces the component of type AnimationOverloadComponent.

Parameters
e Entity
animationId string
duration float
loop bool
ignoreFacing bool
current int
sortOffset float
customSprite Guid

SetAnimationOverload(Entity, string, float, bool, bool)

public void SetAnimationOverload(Entity e, string animationId, float duration, bool loop, bool ignoreFacing)

Adds or replaces the component of type AnimationOverloadComponent.

Parameters
e Entity
animationId string
duration float
loop bool
ignoreFacing bool

SetAnimationOverload(Entity, string, Guid, float, bool, bool)

public void SetAnimationOverload(Entity e, string animationId, Guid customSprite, float start, bool loop, bool ignoreFacing)

Adds or replaces the component of type AnimationOverloadComponent.

Parameters
e Entity
animationId string
customSprite Guid
start float
loop bool
ignoreFacing bool

SetAnimationOverload(Entity)

public void SetAnimationOverload(Entity e)

Adds or replaces the component of type AnimationOverloadComponent.

Parameters
e Entity

SetAnimationRuleMatched(Entity, AnimationRuleMatchedComponent)

public void SetAnimationRuleMatched(Entity e, AnimationRuleMatchedComponent component)

Adds or replaces the component of type AnimationRuleMatchedComponent.

Parameters
e Entity
component AnimationRuleMatchedComponent

SetAnimationRuleMatched(Entity, int)

public void SetAnimationRuleMatched(Entity e, int ruleIndex)

Adds or replaces the component of type AnimationRuleMatchedComponent.

Parameters
e Entity
ruleIndex int

SetAnimationRuleMatched(Entity)

public void SetAnimationRuleMatched(Entity e)

Adds or replaces the component of type AnimationRuleMatchedComponent.

Parameters
e Entity

SetAnimationSpeedOverload(Entity, AnimationSpeedOverload)

public void SetAnimationSpeedOverload(Entity e, AnimationSpeedOverload component)

Adds or replaces the component of type AnimationSpeedOverload.

Parameters
e Entity
component AnimationSpeedOverload

SetAnimationSpeedOverload(Entity, float, bool)

public void SetAnimationSpeedOverload(Entity e, float rate, bool persist)

Adds or replaces the component of type AnimationSpeedOverload.

Parameters
e Entity
rate float
persist bool

SetAnimationSpeedOverload(Entity)

public void SetAnimationSpeedOverload(Entity e)

Adds or replaces the component of type AnimationSpeedOverload.

Parameters
e Entity

SetAttackMultiplier(Entity, AttackMultiplier)

public void SetAttackMultiplier(Entity e, AttackMultiplier component)

Adds or replaces the component of type AttackMultiplier.

Parameters
e Entity
component AttackMultiplier

SetAttackMultiplier(Entity, float)

public void SetAttackMultiplier(Entity e, float multiplier)

Adds or replaces the component of type AttackMultiplier.

Parameters
e Entity
multiplier float

SetAttackMultiplier(Entity)

public void SetAttackMultiplier(Entity e)

Adds or replaces the component of type AttackMultiplier.

Parameters
e Entity

SetBounceAmount(Entity, BounceAmountComponent)

public void SetBounceAmount(Entity e, BounceAmountComponent component)

Adds or replaces the component of type BounceAmountComponent.

Parameters
e Entity
component BounceAmountComponent

SetBounceAmount(Entity, float, float)

public void SetBounceAmount(Entity e, float bounciness, float gravity)

Adds or replaces the component of type BounceAmountComponent.

Parameters
e Entity
bounciness float
gravity float

SetBounceAmount(Entity)

public void SetBounceAmount(Entity e)

Adds or replaces the component of type BounceAmountComponent.

Parameters
e Entity

SetCameraFollow(Entity, CameraFollowComponent)

public void SetCameraFollow(Entity e, CameraFollowComponent component)

Adds or replaces the component of type CameraFollowComponent.

Parameters
e Entity
component CameraFollowComponent

SetCameraFollow(Entity, Point)

public void SetCameraFollow(Entity e, Point targetPosition)

Adds or replaces the component of type CameraFollowComponent.

Parameters
e Entity
targetPosition Point

SetCameraFollow(Entity, bool, Entity)

public void SetCameraFollow(Entity e, bool enabled, Entity secondaryTarget)

Adds or replaces the component of type CameraFollowComponent.

Parameters
e Entity
enabled bool
secondaryTarget Entity

SetCameraFollow(Entity, bool, CameraStyle)

public void SetCameraFollow(Entity e, bool enabled, CameraStyle style)

Adds or replaces the component of type CameraFollowComponent.

Parameters
e Entity
enabled bool
style CameraStyle

SetCameraFollow(Entity, bool)

public void SetCameraFollow(Entity e, bool enabled)

Adds or replaces the component of type CameraFollowComponent.

Parameters
e Entity
enabled bool

SetCameraFollow(Entity)

public void SetCameraFollow(Entity e)

Adds or replaces the component of type CameraFollowComponent.

Parameters
e Entity

SetCarve(Entity, CarveComponent)

public void SetCarve(Entity e, CarveComponent component)

Adds or replaces the component of type CarveComponent.

Parameters
e Entity
component CarveComponent

SetCarve(Entity, bool, bool, bool, int)

public void SetCarve(Entity e, bool blockVision, bool obstacle, bool clearPath, int weight)

Adds or replaces the component of type CarveComponent.

Parameters
e Entity
blockVision bool
obstacle bool
clearPath bool
weight int

SetCarve(Entity)

public void SetCarve(Entity e)

Adds or replaces the component of type CarveComponent.

Parameters
e Entity

SetChoice(Entity, ChoiceComponent)

public void SetChoice(Entity e, ChoiceComponent component)

Adds or replaces the component of type ChoiceComponent.

Parameters
e Entity
component ChoiceComponent

SetChoice(Entity, ChoiceLine)

public void SetChoice(Entity e, ChoiceLine choice)

Adds or replaces the component of type ChoiceComponent.

Parameters
e Entity
choice ChoiceLine

SetChoice(Entity)

public void SetChoice(Entity e)

Adds or replaces the component of type ChoiceComponent.

Parameters
e Entity

SetCollider(Entity, ColliderComponent)

public void SetCollider(Entity e, ColliderComponent component)

Adds or replaces the component of type ColliderComponent.

Parameters
e Entity
component ColliderComponent

SetCollider(Entity, IShape, int, Color)

public void SetCollider(Entity e, IShape shape, int layer, Color color)

Adds or replaces the component of type ColliderComponent.

Parameters
e Entity
shape IShape
layer int
color Color

SetCollider(Entity, ImmutableArray, int, Color)

public void SetCollider(Entity e, ImmutableArray<T> shapes, int layer, Color color)

Parameters
e Entity
shapes ImmutableArray<T>
layer int
color Color

SetCollider(Entity)

public void SetCollider(Entity e)

Adds or replaces the component of type ColliderComponent.

Parameters
e Entity

SetCollisionCache(Entity, CollisionCacheComponent)

public void SetCollisionCache(Entity e, CollisionCacheComponent component)

Adds or replaces the component of type CollisionCacheComponent.

Parameters
e Entity
component CollisionCacheComponent

SetCollisionCache(Entity, ImmutableHashSet)

public void SetCollisionCache(Entity e, ImmutableHashSet<T> idList)

Adds or replaces the component of type CollisionCacheComponent.

Parameters
e Entity
idList ImmutableHashSet<T>

SetCollisionCache(Entity, int)

public void SetCollisionCache(Entity e, int id)

Adds or replaces the component of type CollisionCacheComponent.

Parameters
e Entity
id int

SetCollisionCache(Entity)

public void SetCollisionCache(Entity e)

Adds or replaces the component of type CollisionCacheComponent.

Parameters
e Entity

SetCustomCollisionMask(Entity, CustomCollisionMask)

public void SetCustomCollisionMask(Entity e, CustomCollisionMask component)

Adds or replaces the component of type CustomCollisionMask.

Parameters
e Entity
component CustomCollisionMask

SetCustomCollisionMask(Entity, int)

public void SetCustomCollisionMask(Entity e, int collisionMask)

Adds or replaces the component of type CustomCollisionMask.

Parameters
e Entity
collisionMask int

SetCustomCollisionMask(Entity)

public void SetCustomCollisionMask(Entity e)

Adds or replaces the component of type CustomCollisionMask.

Parameters
e Entity

SetCustomDraw(Entity, CustomDrawComponent)

public void SetCustomDraw(Entity e, CustomDrawComponent component)

Adds or replaces the component of type CustomDrawComponent.

Parameters
e Entity
component CustomDrawComponent

SetCustomDraw(Entity, Action)

public void SetCustomDraw(Entity e, Action<T> draw)

Adds or replaces the component of type CustomDrawComponent.

Parameters
e Entity
draw Action<T>

SetCustomDraw(Entity)

public void SetCustomDraw(Entity e)

Adds or replaces the component of type CustomDrawComponent.

Parameters
e Entity

SetCustomTargetSpriteBatch(Entity, CustomTargetSpriteBatchComponent)

public void SetCustomTargetSpriteBatch(Entity e, CustomTargetSpriteBatchComponent component)

Adds or replaces the component of type CustomTargetSpriteBatchComponent.

Parameters
e Entity
component CustomTargetSpriteBatchComponent

SetCustomTargetSpriteBatch(Entity, int)

public void SetCustomTargetSpriteBatch(Entity e, int targetBatch)

Adds or replaces the component of type CustomTargetSpriteBatchComponent.

Parameters
e Entity
targetBatch int

SetCustomTargetSpriteBatch(Entity)

public void SetCustomTargetSpriteBatch(Entity e)

Adds or replaces the component of type CustomTargetSpriteBatchComponent.

Parameters
e Entity

SetCutsceneAnchors(Entity, CutsceneAnchorsComponent)

public void SetCutsceneAnchors(Entity e, CutsceneAnchorsComponent component)

Adds or replaces the component of type CutsceneAnchorsComponent.

Parameters
e Entity
component CutsceneAnchorsComponent

SetCutsceneAnchors(Entity, ImmutableDictionary<TKey, TValue>)

public void SetCutsceneAnchors(Entity e, ImmutableDictionary<TKey, TValue> anchors)

Parameters
e Entity
anchors ImmutableDictionary<TKey, TValue>

SetCutsceneAnchors(Entity)

public void SetCutsceneAnchors(Entity e)

Adds or replaces the component of type CutsceneAnchorsComponent.

Parameters
e Entity

SetCutsceneAnchorsEditor(Entity, CutsceneAnchorsEditorComponent)

public void SetCutsceneAnchorsEditor(Entity e, CutsceneAnchorsEditorComponent component)

Adds or replaces the component of type CutsceneAnchorsEditorComponent.

Parameters
e Entity
component CutsceneAnchorsEditorComponent

SetCutsceneAnchorsEditor(Entity, ImmutableArray)

public void SetCutsceneAnchorsEditor(Entity e, ImmutableArray<T> anchors)

Parameters
e Entity
anchors ImmutableArray<T>

SetCutsceneAnchorsEditor(Entity)

public void SetCutsceneAnchorsEditor(Entity e)

Adds or replaces the component of type CutsceneAnchorsEditorComponent.

Parameters
e Entity

SetDestroyAtTime(Entity, DestroyAtTimeComponent)

public void SetDestroyAtTime(Entity e, DestroyAtTimeComponent component)

Adds or replaces the component of type DestroyAtTimeComponent.

Parameters
e Entity
component DestroyAtTimeComponent

SetDestroyAtTime(Entity, RemoveStyle, float)

public void SetDestroyAtTime(Entity e, RemoveStyle style, float timeToDestroy)

Adds or replaces the component of type DestroyAtTimeComponent.

Parameters
e Entity
style RemoveStyle
timeToDestroy float

SetDestroyAtTime(Entity, float)

public void SetDestroyAtTime(Entity e, float timeToDestroy)

Adds or replaces the component of type DestroyAtTimeComponent.

Parameters
e Entity
timeToDestroy float

SetDestroyAtTime(Entity)

public void SetDestroyAtTime(Entity e)

Adds or replaces the component of type DestroyAtTimeComponent.

Parameters
e Entity

SetDestroyOnAnimationComplete(Entity, DestroyOnAnimationCompleteComponent)

public void SetDestroyOnAnimationComplete(Entity e, DestroyOnAnimationCompleteComponent component)

Adds or replaces the component of type DestroyOnAnimationCompleteComponent.

Parameters
e Entity
component DestroyOnAnimationCompleteComponent

SetDestroyOnAnimationComplete(Entity, bool)

public void SetDestroyOnAnimationComplete(Entity e, bool deactivateOnComplete)

Adds or replaces the component of type DestroyOnAnimationCompleteComponent.

Parameters
e Entity
deactivateOnComplete bool

SetDestroyOnAnimationComplete(Entity)

public void SetDestroyOnAnimationComplete(Entity e)

Adds or replaces the component of type DestroyOnAnimationCompleteComponent.

Parameters
e Entity

SetDestroyOnBlackboardCondition(Entity, DestroyOnBlackboardConditionComponent)

public void SetDestroyOnBlackboardCondition(Entity e, DestroyOnBlackboardConditionComponent component)

Adds or replaces the component of type DestroyOnBlackboardConditionComponent.

Parameters
e Entity
component DestroyOnBlackboardConditionComponent

SetDestroyOnBlackboardCondition(Entity)

public void SetDestroyOnBlackboardCondition(Entity e)

Adds or replaces the component of type DestroyOnBlackboardConditionComponent.

Parameters
e Entity

SetDestroyOnCollision(Entity, DestroyOnCollisionComponent)

public void SetDestroyOnCollision(Entity e, DestroyOnCollisionComponent component)

Adds or replaces the component of type DestroyOnCollisionComponent.

Parameters
e Entity
component DestroyOnCollisionComponent

SetDestroyOnCollision(Entity)

public void SetDestroyOnCollision(Entity e)

Adds or replaces the component of type DestroyOnCollisionComponent.

Parameters
e Entity

SetDisableAgent(Entity, DisableAgentComponent)

public void SetDisableAgent(Entity e, DisableAgentComponent component)

Adds or replaces the component of type DisableAgentComponent.

Parameters
e Entity
component DisableAgentComponent

SetDisableAgent(Entity)

public void SetDisableAgent(Entity e)

Adds or replaces the component of type DisableAgentComponent.

Parameters
e Entity

SetDisableEntity(Entity, DisableEntityComponent)

public void SetDisableEntity(Entity e, DisableEntityComponent component)

Adds or replaces the component of type DisableEntityComponent.

Parameters
e Entity
component DisableEntityComponent

SetDisableEntity(Entity)

public void SetDisableEntity(Entity e)

Adds or replaces the component of type DisableEntityComponent.

Parameters
e Entity

SetDisableParticleSystem(Entity, DisableParticleSystemComponent)

public void SetDisableParticleSystem(Entity e, DisableParticleSystemComponent component)

Adds or replaces the component of type DisableParticleSystemComponent.

Parameters
e Entity
component DisableParticleSystemComponent

SetDisableParticleSystem(Entity)

public void SetDisableParticleSystem(Entity e)

Adds or replaces the component of type DisableParticleSystemComponent.

Parameters
e Entity

SetDisableSceneTransitionEffects(Entity, DisableSceneTransitionEffectsComponent)

public void SetDisableSceneTransitionEffects(Entity e, DisableSceneTransitionEffectsComponent component)

Adds or replaces the component of type DisableSceneTransitionEffectsComponent.

Parameters
e Entity
component DisableSceneTransitionEffectsComponent

SetDisableSceneTransitionEffects(Entity, Vector2)

public void SetDisableSceneTransitionEffects(Entity e, Vector2 bounds)

Adds or replaces the component of type DisableSceneTransitionEffectsComponent.

Parameters
e Entity
bounds Vector2

SetDisableSceneTransitionEffects(Entity)

public void SetDisableSceneTransitionEffects(Entity e)

Adds or replaces the component of type DisableSceneTransitionEffectsComponent.

Parameters
e Entity

SetDoNotPause(Entity, DoNotPauseComponent)

public void SetDoNotPause(Entity e, DoNotPauseComponent component)

Adds or replaces the component of type DoNotPauseComponent.

Parameters
e Entity
component DoNotPauseComponent

SetDoNotPause(Entity)

public void SetDoNotPause(Entity e)

Adds or replaces the component of type DoNotPauseComponent.

Parameters
e Entity

SetDoNotPersistEntityOnSave(Entity, DoNotPersistEntityOnSaveComponent)

public void SetDoNotPersistEntityOnSave(Entity e, DoNotPersistEntityOnSaveComponent component)

Adds or replaces the component of type DoNotPersistEntityOnSaveComponent.

Parameters
e Entity
component DoNotPersistEntityOnSaveComponent

SetDoNotPersistEntityOnSave(Entity)

public void SetDoNotPersistEntityOnSave(Entity e)

Adds or replaces the component of type DoNotPersistEntityOnSaveComponent.

Parameters
e Entity

SetDrawRectangle(Entity, DrawRectangleComponent)

public void SetDrawRectangle(Entity e, DrawRectangleComponent component)

Adds or replaces the component of type DrawRectangleComponent.

Parameters
e Entity
component DrawRectangleComponent

SetDrawRectangle(Entity)

public void SetDrawRectangle(Entity e)

Adds or replaces the component of type DrawRectangleComponent.

Parameters
e Entity

SetEntityTracker(Entity, EntityTrackerComponent)

public void SetEntityTracker(Entity e, EntityTrackerComponent component)

Adds or replaces the component of type EntityTrackerComponent.

Parameters
e Entity
component EntityTrackerComponent

SetEntityTracker(Entity, int)

public void SetEntityTracker(Entity e, int target)

Adds or replaces the component of type EntityTrackerComponent.

Parameters
e Entity
target int

SetEntityTracker(Entity)

public void SetEntityTracker(Entity e)

Adds or replaces the component of type EntityTrackerComponent.

Parameters
e Entity

SetEventListener(Entity, EventListenerComponent)

public void SetEventListener(Entity e, EventListenerComponent component)

Adds or replaces the component of type EventListenerComponent.

Parameters
e Entity
component EventListenerComponent

SetEventListener(Entity, ImmutableDictionary<TKey, TValue>)

public void SetEventListener(Entity e, ImmutableDictionary<TKey, TValue> events)

Parameters
e Entity
events ImmutableDictionary<TKey, TValue>

SetEventListener(Entity)

public void SetEventListener(Entity e)

Adds or replaces the component of type EventListenerComponent.

Parameters
e Entity

SetEventListenerEditor(Entity, EventListenerEditorComponent)

public void SetEventListenerEditor(Entity e, EventListenerEditorComponent component)

Adds or replaces the component of type EventListenerEditorComponent.

Parameters
e Entity
component EventListenerEditorComponent

SetEventListenerEditor(Entity)

public void SetEventListenerEditor(Entity e)

Adds or replaces the component of type EventListenerEditorComponent.

Parameters
e Entity

SetFacing(Entity, FacingComponent)

public void SetFacing(Entity e, FacingComponent component)

Adds or replaces the component of type FacingComponent.

Parameters
e Entity
component FacingComponent

SetFacing(Entity, Direction)

public void SetFacing(Entity e, Direction direction)

Adds or replaces the component of type FacingComponent.

Parameters
e Entity
direction Direction

SetFacing(Entity)

public void SetFacing(Entity e)

Adds or replaces the component of type FacingComponent.

Parameters
e Entity

SetFadeScreen(Entity, FadeScreenComponent)

public void SetFadeScreen(Entity e, FadeScreenComponent component)

Adds or replaces the component of type FadeScreenComponent.

Parameters
e Entity
component FadeScreenComponent

SetFadeScreen(Entity, FadeType, float, float, Color, string, float, int)

public void SetFadeScreen(Entity e, FadeType fade, float startedTime, float duration, Color color, string customTexture, float sorting, int bufferFrames)

Adds or replaces the component of type FadeScreenComponent.

Parameters
e Entity
fade FadeType
startedTime float
duration float
color Color
customTexture string
sorting float
bufferFrames int

SetFadeScreen(Entity)

public void SetFadeScreen(Entity e)

Adds or replaces the component of type FadeScreenComponent.

Parameters
e Entity

SetFadeTransition(Entity, FadeTransitionComponent)

public void SetFadeTransition(Entity e, FadeTransitionComponent component)

Adds or replaces the component of type FadeTransitionComponent.

Parameters
e Entity
component FadeTransitionComponent

SetFadeTransition(Entity, float, float, float, bool)

public void SetFadeTransition(Entity e, float duration, float startAlpha, float targetAlpha, bool destroyOnEnd)

Adds or replaces the component of type FadeTransitionComponent.

Parameters
e Entity
duration float
startAlpha float
targetAlpha float
destroyOnEnd bool

SetFadeTransition(Entity, float, float, float)

public void SetFadeTransition(Entity e, float duration, float startAlpha, float targetAlpha)

Adds or replaces the component of type FadeTransitionComponent.

Parameters
e Entity
duration float
startAlpha float
targetAlpha float

SetFadeTransition(Entity)

public void SetFadeTransition(Entity e)

Adds or replaces the component of type FadeTransitionComponent.

Parameters
e Entity

SetFadeWhenInArea(Entity, FadeWhenInAreaComponent)

public void SetFadeWhenInArea(Entity e, FadeWhenInAreaComponent component)

Adds or replaces the component of type FadeWhenInAreaComponent.

Parameters
e Entity
component FadeWhenInAreaComponent

SetFadeWhenInArea(Entity)

public void SetFadeWhenInArea(Entity e)

Adds or replaces the component of type FadeWhenInAreaComponent.

Parameters
e Entity

SetFadeWhenInCutscene(Entity, FadeWhenInCutsceneComponent)

public void SetFadeWhenInCutscene(Entity e, FadeWhenInCutsceneComponent component)

Adds or replaces the component of type FadeWhenInCutsceneComponent.

Parameters
e Entity
component FadeWhenInCutsceneComponent

SetFadeWhenInCutscene(Entity, float, float)

public void SetFadeWhenInCutscene(Entity e, float duration, float previousAlpha)

Adds or replaces the component of type FadeWhenInCutsceneComponent.

Parameters
e Entity
duration float
previousAlpha float

SetFadeWhenInCutscene(Entity)

public void SetFadeWhenInCutscene(Entity e)

Adds or replaces the component of type FadeWhenInCutsceneComponent.

Parameters
e Entity

SetFlashSprite(Entity, FlashSpriteComponent)

public void SetFlashSprite(Entity e, FlashSpriteComponent component)

Adds or replaces the component of type FlashSpriteComponent.

Parameters
e Entity
component FlashSpriteComponent

SetFlashSprite(Entity, float)

public void SetFlashSprite(Entity e, float destroyTimer)

Adds or replaces the component of type FlashSpriteComponent.

Parameters
e Entity
destroyTimer float

SetFlashSprite(Entity)

public void SetFlashSprite(Entity e)

Adds or replaces the component of type FlashSpriteComponent.

Parameters
e Entity

SetFreeMovement(Entity, FreeMovementComponent)

public void SetFreeMovement(Entity e, FreeMovementComponent component)

Adds or replaces the component of type FreeMovementComponent.

Parameters
e Entity
component FreeMovementComponent

SetFreeMovement(Entity)

public void SetFreeMovement(Entity e)

Adds or replaces the component of type FreeMovementComponent.

Parameters
e Entity

SetFreezeWorld(Entity, FreezeWorldComponent)

public void SetFreezeWorld(Entity e, FreezeWorldComponent component)

Adds or replaces the component of type FreezeWorldComponent.

Parameters
e Entity
component FreezeWorldComponent

SetFreezeWorld(Entity, int)

public void SetFreezeWorld(Entity e, int count)

Adds or replaces the component of type FreezeWorldComponent.

Parameters
e Entity
count int

SetFreezeWorld(Entity)

public void SetFreezeWorld(Entity e)

Adds or replaces the component of type FreezeWorldComponent.

Parameters
e Entity

SetFriction(Entity, FrictionComponent)

public void SetFriction(Entity e, FrictionComponent component)

Adds or replaces the component of type FrictionComponent.

Parameters
e Entity
component FrictionComponent

SetFriction(Entity, float)

public void SetFriction(Entity e, float amount)

Adds or replaces the component of type FrictionComponent.

Parameters
e Entity
amount float

SetFriction(Entity)

public void SetFriction(Entity e)

Adds or replaces the component of type FrictionComponent.

Parameters
e Entity

SetGlobalShader(Entity, GlobalShaderComponent)

public void SetGlobalShader(Entity e, GlobalShaderComponent component)

Adds or replaces the component of type GlobalShaderComponent.

Parameters
e Entity
component GlobalShaderComponent

SetGlobalShader(Entity)

public void SetGlobalShader(Entity e)

Adds or replaces the component of type GlobalShaderComponent.

Parameters
e Entity

SetGuidToIdTarget(Entity, GuidToIdTargetComponent)

public void SetGuidToIdTarget(Entity e, GuidToIdTargetComponent component)

Adds or replaces the component of type GuidToIdTargetComponent.

Parameters
e Entity
component GuidToIdTargetComponent

SetGuidToIdTarget(Entity, Guid)

public void SetGuidToIdTarget(Entity e, Guid target)

Adds or replaces the component of type GuidToIdTargetComponent.

Parameters
e Entity
target Guid

SetGuidToIdTarget(Entity)

public void SetGuidToIdTarget(Entity e)

Adds or replaces the component of type GuidToIdTargetComponent.

Parameters
e Entity

SetGuidToIdTargetCollection(Entity, GuidToIdTargetCollectionComponent)

public void SetGuidToIdTargetCollection(Entity e, GuidToIdTargetCollectionComponent component)

Adds or replaces the component of type GuidToIdTargetCollectionComponent.

Parameters
e Entity
component GuidToIdTargetCollectionComponent

SetGuidToIdTargetCollection(Entity)

public void SetGuidToIdTargetCollection(Entity e)

Adds or replaces the component of type GuidToIdTargetCollectionComponent.

Parameters
e Entity

SetHAAStarPathfind(Entity, HAAStarPathfindComponent)

public void SetHAAStarPathfind(Entity e, HAAStarPathfindComponent component)

Adds or replaces the component of type HAAStarPathfindComponent.

Parameters
e Entity
component HAAStarPathfindComponent

SetHAAStarPathfind(Entity, int, int)

public void SetHAAStarPathfind(Entity e, int width, int height)

Adds or replaces the component of type HAAStarPathfindComponent.

Parameters
e Entity
width int
height int

SetHAAStarPathfind(Entity)

public void SetHAAStarPathfind(Entity e)

Adds or replaces the component of type HAAStarPathfindComponent.

Parameters
e Entity

SetHasVision(Entity, HasVisionComponent)

public void SetHasVision(Entity e, HasVisionComponent component)

Adds or replaces the component of type HasVisionComponent.

Parameters
e Entity
component HasVisionComponent

SetHasVision(Entity)

public void SetHasVision(Entity e)

Adds or replaces the component of type HasVisionComponent.

Parameters
e Entity

SetHighlightOnChildren(Entity, HighlightOnChildrenComponent)

public void SetHighlightOnChildren(Entity e, HighlightOnChildrenComponent component)

Adds or replaces the component of type HighlightOnChildrenComponent.

Parameters
e Entity
component HighlightOnChildrenComponent

SetHighlightOnChildren(Entity)

public void SetHighlightOnChildren(Entity e)

Adds or replaces the component of type HighlightOnChildrenComponent.

Parameters
e Entity

SetHighlightSprite(Entity, HighlightSpriteComponent)

public void SetHighlightSprite(Entity e, HighlightSpriteComponent component)

Adds or replaces the component of type HighlightSpriteComponent.

Parameters
e Entity
component HighlightSpriteComponent

SetHighlightSprite(Entity, Color)

public void SetHighlightSprite(Entity e, Color color)

Adds or replaces the component of type HighlightSpriteComponent.

Parameters
e Entity
color Color

SetHighlightSprite(Entity)

public void SetHighlightSprite(Entity e)

Adds or replaces the component of type HighlightSpriteComponent.

Parameters
e Entity

SetIdTarget(Entity, IdTargetComponent)

public void SetIdTarget(Entity e, IdTargetComponent component)

Adds or replaces the component of type IdTargetComponent.

Parameters
e Entity
component IdTargetComponent

SetIdTarget(Entity, int)

public void SetIdTarget(Entity e, int target)

Adds or replaces the component of type IdTargetComponent.

Parameters
e Entity
target int

SetIdTarget(Entity)

public void SetIdTarget(Entity e)

Adds or replaces the component of type IdTargetComponent.

Parameters
e Entity

SetIdTargetCollection(Entity, IdTargetCollectionComponent)

public void SetIdTargetCollection(Entity e, IdTargetCollectionComponent component)

Adds or replaces the component of type IdTargetCollectionComponent.

Parameters
e Entity
component IdTargetCollectionComponent

SetIdTargetCollection(Entity, ImmutableDictionary<TKey, TValue>)

public void SetIdTargetCollection(Entity e, ImmutableDictionary<TKey, TValue> targets)

Parameters
e Entity
targets ImmutableDictionary<TKey, TValue>

SetIdTargetCollection(Entity)

public void SetIdTargetCollection(Entity e)

Adds or replaces the component of type IdTargetCollectionComponent.

Parameters
e Entity

SetIgnoreTriggersUntil(Entity, IgnoreTriggersUntilComponent)

public void SetIgnoreTriggersUntil(Entity e, IgnoreTriggersUntilComponent component)

Adds or replaces the component of type IgnoreTriggersUntilComponent.

Parameters
e Entity
component IgnoreTriggersUntilComponent

SetIgnoreTriggersUntil(Entity, float)

public void SetIgnoreTriggersUntil(Entity e, float until)

Adds or replaces the component of type IgnoreTriggersUntilComponent.

Parameters
e Entity
until float

SetIgnoreTriggersUntil(Entity)

public void SetIgnoreTriggersUntil(Entity e)

Adds or replaces the component of type IgnoreTriggersUntilComponent.

Parameters
e Entity

SetInCamera(Entity, InCameraComponent)

public void SetInCamera(Entity e, InCameraComponent component)

Adds or replaces the component of type InCameraComponent.

Parameters
e Entity
component InCameraComponent

SetInCamera(Entity, Vector2)

public void SetInCamera(Entity e, Vector2 renderPosition)

Adds or replaces the component of type InCameraComponent.

Parameters
e Entity
renderPosition Vector2

SetInCamera(Entity)

public void SetInCamera(Entity e)

Adds or replaces the component of type InCameraComponent.

Parameters
e Entity

SetIndestructible(Entity, IndestructibleComponent)

public void SetIndestructible(Entity e, IndestructibleComponent component)

Adds or replaces the component of type IndestructibleComponent.

Parameters
e Entity
component IndestructibleComponent

SetIndestructible(Entity)

public void SetIndestructible(Entity e)

Adds or replaces the component of type IndestructibleComponent.

Parameters
e Entity

SetInsideMovementModArea(Entity, InsideMovementModAreaComponent)

public void SetInsideMovementModArea(Entity e, InsideMovementModAreaComponent component)

Adds or replaces the component of type InsideMovementModAreaComponent.

Parameters
e Entity
component InsideMovementModAreaComponent

SetInsideMovementModArea(Entity, MovementModAreaComponent)

public void SetInsideMovementModArea(Entity e, MovementModAreaComponent area)

Adds or replaces the component of type InsideMovementModAreaComponent.

Parameters
e Entity
area MovementModAreaComponent

SetInsideMovementModArea(Entity)

public void SetInsideMovementModArea(Entity e)

Adds or replaces the component of type InsideMovementModAreaComponent.

Parameters
e Entity

SetInstanceToEntityLookup(Entity, InstanceToEntityLookupComponent)

public void SetInstanceToEntityLookup(Entity e, InstanceToEntityLookupComponent component)

Adds or replaces the component of type InstanceToEntityLookupComponent.

Parameters
e Entity
component InstanceToEntityLookupComponent

SetInstanceToEntityLookup(Entity, IDictionary<TKey, TValue>)

public void SetInstanceToEntityLookup(Entity e, IDictionary<TKey, TValue> instancesToEntities)

Adds or replaces the component of type InstanceToEntityLookupComponent.

Parameters
e Entity
instancesToEntities IDictionary<TKey, TValue>

SetInstanceToEntityLookup(Entity)

public void SetInstanceToEntityLookup(Entity e)

Adds or replaces the component of type InstanceToEntityLookupComponent.

Parameters
e Entity

SetInteractOnCollision(Entity, InteractOnCollisionComponent)

public void SetInteractOnCollision(Entity e, InteractOnCollisionComponent component)

Adds or replaces the component of type InteractOnCollisionComponent.

Parameters
e Entity
component InteractOnCollisionComponent

SetInteractOnCollision(Entity, bool, bool)

public void SetInteractOnCollision(Entity e, bool playerOnly, bool sendMessageOnExit)

Adds or replaces the component of type InteractOnCollisionComponent.

Parameters
e Entity
playerOnly bool
sendMessageOnExit bool

SetInteractOnCollision(Entity, bool)

public void SetInteractOnCollision(Entity e, bool playerOnly)

Adds or replaces the component of type InteractOnCollisionComponent.

Parameters
e Entity
playerOnly bool

SetInteractOnCollision(Entity)

public void SetInteractOnCollision(Entity e)

Adds or replaces the component of type InteractOnCollisionComponent.

Parameters
e Entity

SetInteractOnRuleMatch(Entity, AfterInteractRule, bool, ImmutableArray)

public void SetInteractOnRuleMatch(Entity e, AfterInteractRule after, bool triggered, ImmutableArray<T> requirements)

Parameters
e Entity
after AfterInteractRule
triggered bool
requirements ImmutableArray<T>

SetInteractOnRuleMatch(Entity, InteractOn, AfterInteractRule, ImmutableArray)

public void SetInteractOnRuleMatch(Entity e, InteractOn interactOn, AfterInteractRule after, ImmutableArray<T> requirements)

Parameters
e Entity
interactOn InteractOn
after AfterInteractRule
requirements ImmutableArray<T>

SetInteractOnRuleMatch(Entity, InteractOnRuleMatchComponent)

public void SetInteractOnRuleMatch(Entity e, InteractOnRuleMatchComponent component)

Adds or replaces the component of type InteractOnRuleMatchComponent.

Parameters
e Entity
component InteractOnRuleMatchComponent

SetInteractOnRuleMatch(Entity, CriterionNode[])

public void SetInteractOnRuleMatch(Entity e, CriterionNode[] criteria)

Adds or replaces the component of type InteractOnRuleMatchComponent.

Parameters
e Entity
criteria CriterionNode[]

SetInteractOnRuleMatch(Entity)

public void SetInteractOnRuleMatch(Entity e)

Adds or replaces the component of type InteractOnRuleMatchComponent.

Parameters
e Entity

SetInteractOnRuleMatchCollection(Entity, InteractOnRuleMatchCollectionComponent)

public void SetInteractOnRuleMatchCollection(Entity e, InteractOnRuleMatchCollectionComponent component)

Adds or replaces the component of type InteractOnRuleMatchCollectionComponent.

Parameters
e Entity
component InteractOnRuleMatchCollectionComponent

SetInteractOnRuleMatchCollection(Entity, ImmutableArray)

public void SetInteractOnRuleMatchCollection(Entity e, ImmutableArray<T> requirements)

Parameters
e Entity
requirements ImmutableArray<T>

SetInteractOnRuleMatchCollection(Entity)

public void SetInteractOnRuleMatchCollection(Entity e)

Adds or replaces the component of type InteractOnRuleMatchCollectionComponent.

Parameters
e Entity

SetInteractOnStart(Entity, InteractOnStartComponent)

public void SetInteractOnStart(Entity e, InteractOnStartComponent component)

Adds or replaces the component of type InteractOnStartComponent.

Parameters
e Entity
component InteractOnStartComponent

SetInteractOnStart(Entity)

public void SetInteractOnStart(Entity e)

Adds or replaces the component of type InteractOnStartComponent.

Parameters
e Entity

SetInteractor(Entity, InteractorComponent)

public void SetInteractor(Entity e, InteractorComponent component)

Adds or replaces the component of type InteractorComponent.

Parameters
e Entity
component InteractorComponent

SetInteractor(Entity)

public void SetInteractor(Entity e)

Adds or replaces the component of type InteractorComponent.

Parameters
e Entity

SetInvisible(Entity, InvisibleComponent)

public void SetInvisible(Entity e, InvisibleComponent component)

Adds or replaces the component of type InvisibleComponent.

Parameters
e Entity
component InvisibleComponent

SetInvisible(Entity)

public void SetInvisible(Entity e)

Adds or replaces the component of type InvisibleComponent.

Parameters
e Entity

SetLine(Entity, LineComponent)

public void SetLine(Entity e, LineComponent component)

Adds or replaces the component of type LineComponent.

Parameters
e Entity
component LineComponent

SetLine(Entity, Line, float)

public void SetLine(Entity e, Line line, float start)

Adds or replaces the component of type LineComponent.

Parameters
e Entity
line Line
start float

SetLine(Entity)

public void SetLine(Entity e)

Adds or replaces the component of type LineComponent.

Parameters
e Entity

SetMap(Entity, MapComponent)

public void SetMap(Entity e, MapComponent component)

Adds or replaces the component of type MapComponent.

Parameters
e Entity
component MapComponent

SetMap(Entity, int, int)

public void SetMap(Entity e, int width, int height)

Adds or replaces the component of type MapComponent.

Parameters
e Entity
width int
height int

SetMap(Entity)

public void SetMap(Entity e)

Adds or replaces the component of type MapComponent.

Parameters
e Entity

SetMovementModArea(Entity, MovementModAreaComponent)

public void SetMovementModArea(Entity e, MovementModAreaComponent component)

Adds or replaces the component of type MovementModAreaComponent.

Parameters
e Entity
component MovementModAreaComponent

SetMovementModArea(Entity)

public void SetMovementModArea(Entity e)

Adds or replaces the component of type MovementModAreaComponent.

Parameters
e Entity

SetMoveTo(Entity, MoveToComponent)

public void SetMoveTo(Entity e, MoveToComponent component)

Adds or replaces the component of type MoveToComponent.

Parameters
e Entity
component MoveToComponent

SetMoveTo(Entity, Vector2, float, float)

public void SetMoveTo(Entity e, Vector2 target, float minDistance, float slowDownDistance)

Adds or replaces the component of type MoveToComponent.

Parameters
e Entity
target Vector2
minDistance float
slowDownDistance float

SetMoveTo(Entity, Vector2)

public void SetMoveTo(Entity e, Vector2 target)

Adds or replaces the component of type MoveToComponent.

Parameters
e Entity
target Vector2

SetMoveTo(Entity)

public void SetMoveTo(Entity e)

Adds or replaces the component of type MoveToComponent.

Parameters
e Entity

SetMoveToPerfect(Entity, MoveToPerfectComponent)

public void SetMoveToPerfect(Entity e, MoveToPerfectComponent component)

Adds or replaces the component of type MoveToPerfectComponent.

Parameters
e Entity
component MoveToPerfectComponent

SetMoveToPerfect(Entity, Vector2, float, EaseKind)

public void SetMoveToPerfect(Entity e, Vector2 target, float duration, EaseKind ease)

Adds or replaces the component of type MoveToPerfectComponent.

Parameters
e Entity
target Vector2
duration float
ease EaseKind

SetMoveToPerfect(Entity)

public void SetMoveToPerfect(Entity e)

Adds or replaces the component of type MoveToPerfectComponent.

Parameters
e Entity

SetMusic(Entity, MusicComponent)

public void SetMusic(Entity e, MusicComponent component)

Adds or replaces the component of type MusicComponent.

Parameters
e Entity
component MusicComponent

SetMusic(Entity, SoundEventId)

public void SetMusic(Entity e, SoundEventId id)

Adds or replaces the component of type MusicComponent.

Parameters
e Entity
id SoundEventId

SetMusic(Entity)

public void SetMusic(Entity e)

Adds or replaces the component of type MusicComponent.

Parameters
e Entity

SetMuteEvents(Entity, MuteEventsComponent)

public void SetMuteEvents(Entity e, MuteEventsComponent component)

Adds or replaces the component of type MuteEventsComponent.

Parameters
e Entity
component MuteEventsComponent

SetMuteEvents(Entity)

public void SetMuteEvents(Entity e)

Adds or replaces the component of type MuteEventsComponent.

Parameters
e Entity

SetNineSlice(Entity, NineSliceComponent)

public void SetNineSlice(Entity e, NineSliceComponent component)

Adds or replaces the component of type NineSliceComponent.

Parameters
e Entity
component NineSliceComponent

SetNineSlice(Entity)

public void SetNineSlice(Entity e)

Adds or replaces the component of type NineSliceComponent.

Parameters
e Entity

SetOnEnterOnExit(Entity, IInteractiveComponent, IInteractiveComponent)

public void SetOnEnterOnExit(Entity e, IInteractiveComponent onEnter, IInteractiveComponent onExit)

Adds or replaces the component of type OnEnterOnExitComponent.

Parameters
e Entity
onEnter IInteractiveComponent
onExit IInteractiveComponent

SetOnEnterOnExit(Entity, OnEnterOnExitComponent)

public void SetOnEnterOnExit(Entity e, OnEnterOnExitComponent component)

Adds or replaces the component of type OnEnterOnExitComponent.

Parameters
e Entity
component OnEnterOnExitComponent

SetOnEnterOnExit(Entity)

public void SetOnEnterOnExit(Entity e)

Adds or replaces the component of type OnEnterOnExitComponent.

Parameters
e Entity

SetParallax(Entity, ParallaxComponent)

public void SetParallax(Entity e, ParallaxComponent component)

Adds or replaces the component of type ParallaxComponent.

Parameters
e Entity
component ParallaxComponent

SetParallax(Entity)

public void SetParallax(Entity e)

Adds or replaces the component of type ParallaxComponent.

Parameters
e Entity

SetParticleSystem(Entity, ParticleSystemComponent)

public void SetParticleSystem(Entity e, ParticleSystemComponent component)

Adds or replaces the component of type ParticleSystemComponent.

Parameters
e Entity
component ParticleSystemComponent

SetParticleSystem(Entity, Guid, bool)

public void SetParticleSystem(Entity e, Guid asset, bool destroy)

Adds or replaces the component of type ParticleSystemComponent.

Parameters
e Entity
asset Guid
destroy bool

SetParticleSystem(Entity)

public void SetParticleSystem(Entity e)

Adds or replaces the component of type ParticleSystemComponent.

Parameters
e Entity

SetParticleSystemWorldTracker(Entity, ParticleSystemWorldTrackerComponent)

public void SetParticleSystemWorldTracker(Entity e, ParticleSystemWorldTrackerComponent component)

Adds or replaces the component of type ParticleSystemWorldTrackerComponent.

Parameters
e Entity
component ParticleSystemWorldTrackerComponent

SetParticleSystemWorldTracker(Entity)

public void SetParticleSystemWorldTracker(Entity e)

Adds or replaces the component of type ParticleSystemWorldTrackerComponent.

Parameters
e Entity

SetPathfind(Entity, PathfindComponent)

public void SetPathfind(Entity e, PathfindComponent component)

Adds or replaces the component of type PathfindComponent.

Parameters
e Entity
component PathfindComponent

SetPathfind(Entity, Vector2, PathfindAlgorithmKind)

public void SetPathfind(Entity e, Vector2 target, PathfindAlgorithmKind algorithm)

Adds or replaces the component of type PathfindComponent.

Parameters
e Entity
target Vector2
algorithm PathfindAlgorithmKind

SetPathfind(Entity)

public void SetPathfind(Entity e)

Adds or replaces the component of type PathfindComponent.

Parameters
e Entity

SetPauseAnimation(Entity, PauseAnimationComponent)

public void SetPauseAnimation(Entity e, PauseAnimationComponent component)

Adds or replaces the component of type PauseAnimationComponent.

Parameters
e Entity
component PauseAnimationComponent

SetPauseAnimation(Entity)

public void SetPauseAnimation(Entity e)

Adds or replaces the component of type PauseAnimationComponent.

Parameters
e Entity

SetPickEntityToAddOnStart(Entity, PickEntityToAddOnStartComponent)

public void SetPickEntityToAddOnStart(Entity e, PickEntityToAddOnStartComponent component)

Adds or replaces the component of type PickEntityToAddOnStartComponent.

Parameters
e Entity
component PickEntityToAddOnStartComponent

SetPickEntityToAddOnStart(Entity)

public void SetPickEntityToAddOnStart(Entity e)

Adds or replaces the component of type PickEntityToAddOnStartComponent.

Parameters
e Entity

SetPlayAnimationOnRule(Entity, PlayAnimationOnRuleComponent)

public void SetPlayAnimationOnRule(Entity e, PlayAnimationOnRuleComponent component)

Adds or replaces the component of type PlayAnimationOnRuleComponent.

Parameters
e Entity
component PlayAnimationOnRuleComponent

SetPlayAnimationOnRule(Entity)

public void SetPlayAnimationOnRule(Entity e)

Adds or replaces the component of type PlayAnimationOnRuleComponent.

Parameters
e Entity

SetPolygonSprite(Entity, PolygonSpriteComponent)

public void SetPolygonSprite(Entity e, PolygonSpriteComponent component)

Adds or replaces the component of type PolygonSpriteComponent.

Parameters
e Entity
component PolygonSpriteComponent

SetPolygonSprite(Entity)

public void SetPolygonSprite(Entity e)

Adds or replaces the component of type PolygonSpriteComponent.

Parameters
e Entity

SetPosition(Entity, PositionComponent)

public void SetPosition(Entity e, PositionComponent component)

Adds or replaces the component of type PositionComponent.

Parameters
e Entity
component PositionComponent

SetPosition(Entity, Point)

public void SetPosition(Entity e, Point p)

Adds or replaces the component of type PositionComponent.

Parameters
e Entity
p Point

SetPosition(Entity, float, float, IMurderTransformComponent)

public void SetPosition(Entity e, float x, float y, IMurderTransformComponent parent)

Adds or replaces the component of type PositionComponent.

Parameters
e Entity
x float
y float
parent IMurderTransformComponent

SetPosition(Entity, Vector2)

public void SetPosition(Entity e, Vector2 v)

Adds or replaces the component of type PositionComponent.

Parameters
e Entity
v Vector2

SetPosition(Entity)

public void SetPosition(Entity e)

Adds or replaces the component of type PositionComponent.

Parameters
e Entity

SetPrefabRef(Entity, PrefabRefComponent)

public void SetPrefabRef(Entity e, PrefabRefComponent component)

Adds or replaces the component of type PrefabRefComponent.

Parameters
e Entity
component PrefabRefComponent

SetPrefabRef(Entity, Guid)

public void SetPrefabRef(Entity e, Guid assetGui)

Adds or replaces the component of type PrefabRefComponent.

Parameters
e Entity
assetGui Guid

SetPrefabRef(Entity)

public void SetPrefabRef(Entity e)

Adds or replaces the component of type PrefabRefComponent.

Parameters
e Entity

SetPushAway(Entity, PushAwayComponent)

public void SetPushAway(Entity e, PushAwayComponent component)

Adds or replaces the component of type PushAwayComponent.

Parameters
e Entity
component PushAwayComponent

SetPushAway(Entity, int, int)

public void SetPushAway(Entity e, int size, int strength)

Adds or replaces the component of type PushAwayComponent.

Parameters
e Entity
size int
strength int

SetPushAway(Entity)

public void SetPushAway(Entity e)

Adds or replaces the component of type PushAwayComponent.

Parameters
e Entity

SetQuadtree(Entity, QuadtreeComponent)

public void SetQuadtree(Entity e, QuadtreeComponent component)

Adds or replaces the component of type QuadtreeComponent.

Parameters
e Entity
component QuadtreeComponent

SetQuadtree(Entity, Rectangle)

public void SetQuadtree(Entity e, Rectangle size)

Adds or replaces the component of type QuadtreeComponent.

Parameters
e Entity
size Rectangle

SetQuadtree(Entity)

public void SetQuadtree(Entity e)

Adds or replaces the component of type QuadtreeComponent.

Parameters
e Entity

SetQuestTracker(Entity, QuestTrackerComponent)

public void SetQuestTracker(Entity e, QuestTrackerComponent component)

Adds or replaces the component of type QuestTrackerComponent.

Parameters
e Entity
component QuestTrackerComponent

SetQuestTracker(Entity)

public void SetQuestTracker(Entity e)

Adds or replaces the component of type QuestTrackerComponent.

Parameters
e Entity

SetQuestTrackerRuntime(Entity, QuestTrackerRuntimeComponent)

public void SetQuestTrackerRuntime(Entity e, QuestTrackerRuntimeComponent component)

Adds or replaces the component of type QuestTrackerRuntimeComponent.

Parameters
e Entity
component QuestTrackerRuntimeComponent

SetQuestTrackerRuntime(Entity, ImmutableArray)

public void SetQuestTrackerRuntime(Entity e, ImmutableArray<T> questStages)

Parameters
e Entity
questStages ImmutableArray<T>

SetQuestTrackerRuntime(Entity)

public void SetQuestTrackerRuntime(Entity e)

Adds or replaces the component of type QuestTrackerRuntimeComponent.

Parameters
e Entity

SetRandomizeSprite(Entity, RandomizeSpriteComponent)

public void SetRandomizeSprite(Entity e, RandomizeSpriteComponent component)

Adds or replaces the component of type RandomizeSpriteComponent.

Parameters
e Entity
component RandomizeSpriteComponent

SetRandomizeSprite(Entity)

public void SetRandomizeSprite(Entity e)

Adds or replaces the component of type RandomizeSpriteComponent.

Parameters
e Entity

SetRectPosition(Entity, RectPositionComponent)

public void SetRectPosition(Entity e, RectPositionComponent component)

Adds or replaces the component of type RectPositionComponent.

Parameters
e Entity
component RectPositionComponent

SetRectPosition(Entity, float, float, float, float, Vector2, Vector2, IComponent)

public void SetRectPosition(Entity e, float top, float left, float bottom, float right, Vector2 size, Vector2 origin, IComponent parent)

Adds or replaces the component of type RectPositionComponent.

Parameters
e Entity
top float
left float
bottom float
right float
size Vector2
origin Vector2
parent IComponent

SetRectPosition(Entity)

public void SetRectPosition(Entity e)

Adds or replaces the component of type RectPositionComponent.

Parameters
e Entity

SetReflection(Entity, ReflectionComponent)

public void SetReflection(Entity e, ReflectionComponent component)

Adds or replaces the component of type ReflectionComponent.

Parameters
e Entity
component ReflectionComponent

SetReflection(Entity)

public void SetReflection(Entity e)

Adds or replaces the component of type ReflectionComponent.

Parameters
e Entity

SetRemoveColliderWhenStopped(Entity, RemoveColliderWhenStoppedComponent)

public void SetRemoveColliderWhenStopped(Entity e, RemoveColliderWhenStoppedComponent component)

Adds or replaces the component of type RemoveColliderWhenStoppedComponent.

Parameters
e Entity
component RemoveColliderWhenStoppedComponent

SetRemoveColliderWhenStopped(Entity)

public void SetRemoveColliderWhenStopped(Entity e)

Adds or replaces the component of type RemoveColliderWhenStoppedComponent.

Parameters
e Entity

SetRemoveEntityOnRuleMatchAtLoad(Entity, RemoveEntityOnRuleMatchAtLoadComponent)

public void SetRemoveEntityOnRuleMatchAtLoad(Entity e, RemoveEntityOnRuleMatchAtLoadComponent component)

Adds or replaces the component of type RemoveEntityOnRuleMatchAtLoadComponent.

Parameters
e Entity
component RemoveEntityOnRuleMatchAtLoadComponent

SetRemoveEntityOnRuleMatchAtLoad(Entity)

public void SetRemoveEntityOnRuleMatchAtLoad(Entity e)

Adds or replaces the component of type RemoveEntityOnRuleMatchAtLoadComponent.

Parameters
e Entity

SetRenderedSpriteCache(Entity, RenderedSpriteCacheComponent)

public void SetRenderedSpriteCache(Entity e, RenderedSpriteCacheComponent component)

Adds or replaces the component of type RenderedSpriteCacheComponent.

Parameters
e Entity
component RenderedSpriteCacheComponent

SetRenderedSpriteCache(Entity)

public void SetRenderedSpriteCache(Entity e)

Adds or replaces the component of type RenderedSpriteCacheComponent.

Parameters
e Entity

SetRequiresVision(Entity, RequiresVisionComponent)

public void SetRequiresVision(Entity e, RequiresVisionComponent component)

Adds or replaces the component of type RequiresVisionComponent.

Parameters
e Entity
component RequiresVisionComponent

SetRequiresVision(Entity)

public void SetRequiresVision(Entity e)

Adds or replaces the component of type RequiresVisionComponent.

Parameters
e Entity

SetRoom(Entity, RoomComponent)

public void SetRoom(Entity e, RoomComponent component)

Adds or replaces the component of type RoomComponent.

Parameters
e Entity
component RoomComponent

SetRoom(Entity, Guid)

public void SetRoom(Entity e, Guid floor)

Adds or replaces the component of type RoomComponent.

Parameters
e Entity
floor Guid

SetRoom(Entity)

public void SetRoom(Entity e)

Adds or replaces the component of type RoomComponent.

Parameters
e Entity

SetRotation(Entity, RotationComponent)

public void SetRotation(Entity e, RotationComponent component)

Adds or replaces the component of type RotationComponent.

Parameters
e Entity
component RotationComponent

SetRotation(Entity, float)

public void SetRotation(Entity e, float rotation)

Adds or replaces the component of type RotationComponent.

Parameters
e Entity
rotation float

SetRotation(Entity)

public void SetRotation(Entity e)

Adds or replaces the component of type RotationComponent.

Parameters
e Entity

SetRoute(Entity, RouteComponent)

public void SetRoute(Entity e, RouteComponent component)

Adds or replaces the component of type RouteComponent.

Parameters
e Entity
component RouteComponent

SetRoute(Entity, ImmutableDictionary<TKey, TValue>, Point, Point)

public void SetRoute(Entity e, ImmutableDictionary<TKey, TValue> route, Point initial, Point target)

Adds or replaces the component of type RouteComponent.

Parameters
e Entity
route ImmutableDictionary<TKey, TValue>
initial Point
target Point

SetRoute(Entity)

public void SetRoute(Entity e)

Adds or replaces the component of type RouteComponent.

Parameters
e Entity

SetRuleWatcher(Entity, RuleWatcherComponent)

public void SetRuleWatcher(Entity e, RuleWatcherComponent component)

Adds or replaces the component of type RuleWatcherComponent.

Parameters
e Entity
component RuleWatcherComponent

SetRuleWatcher(Entity)

public void SetRuleWatcher(Entity e)

Adds or replaces the component of type RuleWatcherComponent.

Parameters
e Entity

SetScale(Entity, ScaleComponent)

public void SetScale(Entity e, ScaleComponent component)

Adds or replaces the component of type ScaleComponent.

Parameters
e Entity
component ScaleComponent

SetScale(Entity, float, float)

public void SetScale(Entity e, float scaleX, float scaleY)

Adds or replaces the component of type ScaleComponent.

Parameters
e Entity
scaleX float
scaleY float

SetScale(Entity, Vector2)

public void SetScale(Entity e, Vector2 scale)

Adds or replaces the component of type ScaleComponent.

Parameters
e Entity
scale Vector2

SetScale(Entity)

public void SetScale(Entity e)

Adds or replaces the component of type ScaleComponent.

Parameters
e Entity

SetSituation(Entity, SituationComponent)

public void SetSituation(Entity e, SituationComponent component)

Adds or replaces the component of type SituationComponent.

Parameters
e Entity
component SituationComponent

SetSituation(Entity, Guid, int)

public void SetSituation(Entity e, Guid character, int situation)

Adds or replaces the component of type SituationComponent.

Parameters
e Entity
character Guid
situation int

SetSituation(Entity)

public void SetSituation(Entity e)

Adds or replaces the component of type SituationComponent.

Parameters
e Entity

SetSound(Entity, SoundComponent)

public void SetSound(Entity e, SoundComponent component)

Adds or replaces the component of type SoundComponent.

Parameters
e Entity
component SoundComponent

SetSound(Entity, SoundEventId, bool)

public void SetSound(Entity e, SoundEventId sound, bool destroyEntity)

Adds or replaces the component of type SoundComponent.

Parameters
e Entity
sound SoundEventId
destroyEntity bool

SetSound(Entity)

public void SetSound(Entity e)

Adds or replaces the component of type SoundComponent.

Parameters
e Entity

SetSoundEventPositionTracker(Entity, SoundEventPositionTrackerComponent)

public void SetSoundEventPositionTracker(Entity e, SoundEventPositionTrackerComponent component)

Adds or replaces the component of type SoundEventPositionTrackerComponent.

Parameters
e Entity
component SoundEventPositionTrackerComponent

SetSoundEventPositionTracker(Entity, SoundEventId)

public void SetSoundEventPositionTracker(Entity e, SoundEventId sound)

Adds or replaces the component of type SoundEventPositionTrackerComponent.

Parameters
e Entity
sound SoundEventId

SetSoundEventPositionTracker(Entity)

public void SetSoundEventPositionTracker(Entity e)

Adds or replaces the component of type SoundEventPositionTrackerComponent.

Parameters
e Entity

SetSoundParameter(Entity, SoundParameterComponent)

public void SetSoundParameter(Entity e, SoundParameterComponent component)

Adds or replaces the component of type SoundParameterComponent.

Parameters
e Entity
component SoundParameterComponent

SetSoundParameter(Entity)

public void SetSoundParameter(Entity e)

Adds or replaces the component of type SoundParameterComponent.

Parameters
e Entity

SetSoundWatcher(Entity, SoundWatcherComponent)

public void SetSoundWatcher(Entity e, SoundWatcherComponent component)

Adds or replaces the component of type SoundWatcherComponent.

Parameters
e Entity
component SoundWatcherComponent

SetSoundWatcher(Entity)

public void SetSoundWatcher(Entity e)

Adds or replaces the component of type SoundWatcherComponent.

Parameters
e Entity

SetSpeaker(Entity, SpeakerComponent)

public void SetSpeaker(Entity e, SpeakerComponent component)

Adds or replaces the component of type SpeakerComponent.

Parameters
e Entity
component SpeakerComponent

SetSpeaker(Entity, Guid)

public void SetSpeaker(Entity e, Guid speaker)

Adds or replaces the component of type SpeakerComponent.

Parameters
e Entity
speaker Guid

SetSpeaker(Entity)

public void SetSpeaker(Entity e)

Adds or replaces the component of type SpeakerComponent.

Parameters
e Entity

SetSprite(Entity, SpriteComponent)

public void SetSprite(Entity e, SpriteComponent component)

Adds or replaces the component of type SpriteComponent.

Parameters
e Entity
component SpriteComponent

SetSprite(Entity, Portrait)

public void SetSprite(Entity e, Portrait portrait)

Adds or replaces the component of type SpriteComponent.

Parameters
e Entity
portrait Portrait

SetSprite(Entity, Guid, Vector2, ImmutableArray, int, bool, bool, OutlineStyle, float, int)

public void SetSprite(Entity e, Guid guid, Vector2 offset, ImmutableArray<T> id, int ySortOffset, bool rotate, bool flip, OutlineStyle highlightStyle, float startTime, int targetSpriteBatch)

Parameters
e Entity
guid Guid
offset Vector2
id ImmutableArray<T>
ySortOffset int
rotate bool
flip bool
highlightStyle OutlineStyle
startTime float
targetSpriteBatch int

SetSprite(Entity)

public void SetSprite(Entity e)

Adds or replaces the component of type SpriteComponent.

Parameters
e Entity

SetSquish(Entity, SquishComponent)

public void SetSquish(Entity e, SquishComponent component)

Adds or replaces the component of type SquishComponent.

Parameters
e Entity
component SquishComponent

SetSquish(Entity, EaseKind, EaseKind, float, float, float)

public void SetSquish(Entity e, EaseKind easeIn, EaseKind easeOut, float start, float duration, float amount)

Adds or replaces the component of type SquishComponent.

Parameters
e Entity
easeIn EaseKind
easeOut EaseKind
start float
duration float
amount float

SetSquish(Entity, EaseKind, float, float, float)

public void SetSquish(Entity e, EaseKind easeOut, float start, float duration, float amount)

Adds or replaces the component of type SquishComponent.

Parameters
e Entity
easeOut EaseKind
start float
duration float
amount float

SetSquish(Entity)

public void SetSquish(Entity e)

Adds or replaces the component of type SquishComponent.

Parameters
e Entity

SetStateWatcher(Entity, StateWatcherComponent)

public void SetStateWatcher(Entity e, StateWatcherComponent component)

Adds or replaces the component of type StateWatcherComponent.

Parameters
e Entity
component StateWatcherComponent

SetStateWatcher(Entity)

public void SetStateWatcher(Entity e)

Adds or replaces the component of type StateWatcherComponent.

Parameters
e Entity

SetStatic(Entity, StaticComponent)

public void SetStatic(Entity e, StaticComponent component)

Adds or replaces the component of type StaticComponent.

Parameters
e Entity
component StaticComponent

SetStatic(Entity)

public void SetStatic(Entity e)

Adds or replaces the component of type StaticComponent.

Parameters
e Entity

SetStrafing(Entity, StrafingComponent)

public void SetStrafing(Entity e, StrafingComponent component)

Adds or replaces the component of type StrafingComponent.

Parameters
e Entity
component StrafingComponent

SetStrafing(Entity)

public void SetStrafing(Entity e)

Adds or replaces the component of type StrafingComponent.

Parameters
e Entity

SetTags(Entity, TagsComponent)

public void SetTags(Entity e, TagsComponent component)

Adds or replaces the component of type TagsComponent.

Parameters
e Entity
component TagsComponent

SetTags(Entity)

public void SetTags(Entity e)

Adds or replaces the component of type TagsComponent.

Parameters
e Entity

SetTexture(Entity, Texture2D, int)

public void SetTexture(Entity e, Texture2D texture, int targetSpriteBatch)

Adds or replaces the component of type TextureComponent.

Parameters
e Entity
texture Texture2D
targetSpriteBatch int

SetTexture(Entity, TextureComponent)

public void SetTexture(Entity e, TextureComponent component)

Adds or replaces the component of type TextureComponent.

Parameters
e Entity
component TextureComponent

SetTexture(Entity)

public void SetTexture(Entity e)

Adds or replaces the component of type TextureComponent.

Parameters
e Entity

SetThreeSlice(Entity, ThreeSliceComponent)

public void SetThreeSlice(Entity e, ThreeSliceComponent component)

Adds or replaces the component of type ThreeSliceComponent.

Parameters
e Entity
component ThreeSliceComponent

SetThreeSlice(Entity)

public void SetThreeSlice(Entity e)

Adds or replaces the component of type ThreeSliceComponent.

Parameters
e Entity

SetTileGrid(Entity, TileGridComponent)

public void SetTileGrid(Entity e, TileGridComponent component)

Adds or replaces the component of type TileGridComponent.

Parameters
e Entity
component TileGridComponent

SetTileGrid(Entity, Point, int, int)

public void SetTileGrid(Entity e, Point origin, int width, int height)

Adds or replaces the component of type TileGridComponent.

Parameters
e Entity
origin Point
width int
height int

SetTileGrid(Entity, TileGrid)

public void SetTileGrid(Entity e, TileGrid grid)

Adds or replaces the component of type TileGridComponent.

Parameters
e Entity
grid TileGrid

SetTileGrid(Entity, int, int)

public void SetTileGrid(Entity e, int width, int height)

Adds or replaces the component of type TileGridComponent.

Parameters
e Entity
width int
height int

SetTileGrid(Entity)

public void SetTileGrid(Entity e)

Adds or replaces the component of type TileGridComponent.

Parameters
e Entity

SetTileset(Entity, TilesetComponent)

public void SetTileset(Entity e, TilesetComponent component)

Adds or replaces the component of type TilesetComponent.

Parameters
e Entity
component TilesetComponent

SetTileset(Entity, ImmutableArray)

public void SetTileset(Entity e, ImmutableArray<T> tilesets)

Adds or replaces the component of type TilesetComponent.

Parameters
e Entity
tilesets ImmutableArray<T>

SetTileset(Entity)

public void SetTileset(Entity e)

Adds or replaces the component of type TilesetComponent.

Parameters
e Entity

SetTint(Entity, TintComponent)

public void SetTint(Entity e, TintComponent component)

Adds or replaces the component of type TintComponent.

Parameters
e Entity
component TintComponent

SetTint(Entity, Color)

public void SetTint(Entity e, Color TintColor)

Adds or replaces the component of type TintComponent.

Parameters
e Entity
TintColor Color

SetTint(Entity)

public void SetTint(Entity e)

Adds or replaces the component of type TintComponent.

Parameters
e Entity

SetUiDisplay(Entity, UiDisplayComponent)

public void SetUiDisplay(Entity e, UiDisplayComponent component)

Adds or replaces the component of type UiDisplayComponent.

Parameters
e Entity
component UiDisplayComponent

SetUiDisplay(Entity)

public void SetUiDisplay(Entity e)

Adds or replaces the component of type UiDisplayComponent.

Parameters
e Entity

SetUnscaledDeltaTime(Entity, UnscaledDeltaTimeComponent)

public void SetUnscaledDeltaTime(Entity e, UnscaledDeltaTimeComponent component)

Adds or replaces the component of type UnscaledDeltaTimeComponent.

Parameters
e Entity
component UnscaledDeltaTimeComponent

SetUnscaledDeltaTime(Entity)

public void SetUnscaledDeltaTime(Entity e)

Adds or replaces the component of type UnscaledDeltaTimeComponent.

Parameters
e Entity

SetVelocity(Entity, VelocityComponent)

public void SetVelocity(Entity e, VelocityComponent component)

Adds or replaces the component of type VelocityComponent.

Parameters
e Entity
component VelocityComponent

SetVelocity(Entity, float, float)

public void SetVelocity(Entity e, float x, float y)

Adds or replaces the component of type VelocityComponent.

Parameters
e Entity
x float
y float

SetVelocity(Entity, Vector2)

public void SetVelocity(Entity e, Vector2 velocity)

Adds or replaces the component of type VelocityComponent.

Parameters
e Entity
velocity Vector2

SetVelocity(Entity)

public void SetVelocity(Entity e)

Adds or replaces the component of type VelocityComponent.

Parameters
e Entity

SetVerticalPosition(Entity, VerticalPositionComponent)

public void SetVerticalPosition(Entity e, VerticalPositionComponent component)

Adds or replaces the component of type VerticalPositionComponent.

Parameters
e Entity
component VerticalPositionComponent

SetVerticalPosition(Entity, float, float, bool)

public void SetVerticalPosition(Entity e, float z, float zVelocity, bool hasGravity)

Adds or replaces the component of type VerticalPositionComponent.

Parameters
e Entity
z float
zVelocity float
hasGravity bool

SetVerticalPosition(Entity)

public void SetVerticalPosition(Entity e)

Adds or replaces the component of type VerticalPositionComponent.

Parameters
e Entity

SetWaitForVacancy(Entity, WaitForVacancyComponent)

public void SetWaitForVacancy(Entity e, WaitForVacancyComponent component)

Adds or replaces the component of type WaitForVacancyComponent.

Parameters
e Entity
component WaitForVacancyComponent

SetWaitForVacancy(Entity, bool)

public void SetWaitForVacancy(Entity e, bool alertParent)

Adds or replaces the component of type WaitForVacancyComponent.

Parameters
e Entity
alertParent bool

SetWaitForVacancy(Entity)

public void SetWaitForVacancy(Entity e)

Adds or replaces the component of type WaitForVacancyComponent.

Parameters
e Entity

SetWindowRefreshTracker(Entity, WindowRefreshTrackerComponent)

public void SetWindowRefreshTracker(Entity e, WindowRefreshTrackerComponent component)

Adds or replaces the component of type WindowRefreshTrackerComponent.

Parameters
e Entity
component WindowRefreshTrackerComponent

SetWindowRefreshTracker(Entity)

public void SetWindowRefreshTracker(Entity e)

Adds or replaces the component of type WindowRefreshTrackerComponent.

Parameters
e Entity

GetWaitForVacancy(Entity)

public WaitForVacancyComponent GetWaitForVacancy(Entity e)

Gets a component of type WaitForVacancyComponent.

Parameters
e Entity

Returns
WaitForVacancyComponent

GetWindowRefreshTracker(Entity)

public WindowRefreshTrackerComponent GetWindowRefreshTracker(Entity e)

Gets a component of type WindowRefreshTrackerComponent.

Parameters
e Entity

Returns
WindowRefreshTrackerComponent

MurderMessageTypes

Namespace: Bang.Entities
Assembly: Murder.dll

public static class MurderMessageTypes

Collection of all ids for fetching components declared in this project.

⭐ Properties

AnimationCompleteMessage

public static int AnimationCompleteMessage { get; }

Unique Id used for the lookup of messages with type AnimationCompleteMessage.

Returns
int

AnimationEventMessage

public static int AnimationEventMessage { get; }

Unique Id used for the lookup of messages with type AnimationEventMessage.

Returns
int

CollidedWithMessage

public static int CollidedWithMessage { get; }

Unique Id used for the lookup of messages with type CollidedWithMessage.

Returns
int

FatalDamageMessage

public static int FatalDamageMessage { get; }

Unique Id used for the lookup of messages with type FatalDamageMessage.

Returns
int

HighlightMessage

public static int HighlightMessage { get; }

Unique Id used for the lookup of messages with type HighlightMessage.

Returns
int

InteractMessage

public static int InteractMessage { get; }

Unique Id used for the lookup of messages with type InteractMessage.

Returns
int

IsInsideOfMessage

public static int IsInsideOfMessage { get; }

Unique Id used for the lookup of messages with type IsInsideOfMessage.

Returns
int

NextDialogMessage

public static int NextDialogMessage { get; }

Unique Id used for the lookup of messages with type NextDialogMessage.

Returns
int

OnActorEnteredOrExitedMessage

public static int OnActorEnteredOrExitedMessage { get; }

Unique Id used for the lookup of messages with type OnActorEnteredOrExitedMessage.

Returns
int

OnInteractExitMessage

public static int OnInteractExitMessage { get; }

Unique Id used for the lookup of messages with type OnInteractExitMessage.

Returns
int

OnTriggerEnteredMessage

public static int OnTriggerEnteredMessage { get; }

Unique Id used for the lookup of messages with type OnTriggerEnteredMessage.

Returns
int

PathNotPossibleMessage

public static int PathNotPossibleMessage { get; }

Unique Id used for the lookup of messages with type PathNotPossibleMessage.

Returns
int

PickChoiceMessage

public static int PickChoiceMessage { get; }

Unique Id used for the lookup of messages with type PickChoiceMessage.

Returns
int

TouchedGroundMessage

public static int TouchedGroundMessage { get; }

Unique Id used for the lookup of messages with type TouchedGroundMessage.

Returns
int

IInteraction

Namespace: Bang.Interactions
Assembly: Bang.dll

public abstract IInteraction

An interaction is any logic which will be immediately sent to another entity.

⭐ Methods

Interact(World, Entity, Entity)

public abstract void Interact(World world, Entity interactor, Entity interacted)

Contract immediately performed once interacts with .

Parameters
world World
interactor Entity
interacted Entity

IInteractiveComponent

Namespace: Bang.Interactions
Assembly: Bang.dll

public abstract IInteractiveComponent : IComponent

Component that will interact with another entity.

Implements: IComponent

⭐ Methods

Interact(World, Entity, Entity)

public abstract void Interact(World world, Entity interactor, Entity interacted)

This is the logic which will be immediately called once the interacts with the .

Parameters
world World
interactor Entity
interacted Entity

InteractiveComponent<T>

Namespace: Bang.Interactions
Assembly: Bang.dll

public sealed struct InteractiveComponent<T> : IInteractiveComponent, IComponent, IModifiableComponent

Implements an interaction component which will be passed on to the entity.

Implements: IInteractiveComponent, IComponent, IModifiableComponent

⭐ Constructors

public InteractiveComponent<T>()

Default constructor, initializes a brand new interaction.

public InteractiveComponent<T>(T interaction)

Parameters
interaction T

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Calls the inner interaction component.

Parameters
world World
interactor Entity
interacted Entity

Subscribe(Action)

public virtual void Subscribe(Action notification)

Subscribe for notifications on this component.

Parameters
notification Action

Unsubscribe(Action)

public virtual void Unsubscribe(Action notification)

Stop listening to notifications on this component.

Parameters
notification Action

InteractorMessage

Namespace: Bang.Interactions
Assembly: Bang.dll

public sealed struct InteractorMessage : IMessage

A payload immediately fired once an event happens.

Implements: IMessage

IStateMachineComponent

Namespace: Bang.StateMachines
Assembly: Bang.dll

public abstract IStateMachineComponent : IComponent

See StateMachine for more details. This is the component implementation.

Implements: IComponent

⭐ Properties

State

public abstract virtual string State { get; }

Name of the state machine. This is mostly used to debug.

Returns
string

⭐ Methods

Tick(float)

public abstract bool Tick(float dt)

Tick a yield operation in the state machine. The next tick will be called according to the returned WaitKind.

Parameters
dt float

Returns
bool

Initialize(World, Entity)

public abstract void Initialize(World world, Entity e)

Initialize the state machine with the world knowledge. Called before any tick.

Parameters
world World
e Entity

OnDestroyed()

public abstract void OnDestroyed()

Called right before the component gets destroyed.

StateMachine

Namespace: Bang.StateMachines
Assembly: Bang.dll

public abstract class StateMachine

This is a basic state machine for an entity. It is sort-of anti-pattern of ECS at this point. This is a trade-off between adding content and using ECS at the core of the game.

⭐ Constructors

protected StateMachine()

⭐ Properties

Entity

protected Entity Entity;

Entity of the state machine. Initialized in StateMachine.Initialize(Bang.World,Bang.Entities.Entity).

Returns
Entity

Name

public string Name { get; private set; }

Name of the active state. Used for debug.

Returns
string

PersistStateOnSave

protected virtual bool PersistStateOnSave { get; }

Whether the state machine active state should be persisted on serialization.

Returns
bool

World

protected World World;

World of the state machine. Initialized in StateMachine.Initialize(Bang.World,Bang.Entities.Entity).

Returns
World

⭐ Methods

OnMessage(IMessage)

protected virtual void OnMessage(IMessage message)

Implemented by state machine implementations that want to listen to message notifications from outer systems.

Parameters
message IMessage

OnStart()

protected virtual void OnStart()

Initialize the state machine. Called before the first StateMachine.Tick(System.Single) call.

Transition(Func)

protected virtual void Transition(Func<TResult> routine)

Redirects the state machine to a new without doing a tick.

Parameters
routine Func<TResult>

GoTo(Func)

protected virtual Wait GoTo(Func<TResult> routine)

Redirects the state machine to a new .

Parameters
routine Func<TResult>

Returns
Wait

Reset()

protected void Reset()

This resets the current state of the state machine back to the beginning of that same state.

State(Func)

protected void State(Func<TResult> routine)

Set the current state of the state machine with .

Parameters
routine Func<TResult>

SwitchState(Func)

protected void SwitchState(Func<TResult> routine)

Redirects the state machine to a new without doing a tick.

Parameters
routine Func<TResult>

OnDestroyed()

public virtual void OnDestroyed()

Clean up right before the state machine gets cleaned up. Callers must call the base implementation.

StateMachineComponent<T>

Namespace: Bang.StateMachines
Assembly: Bang.dll

public sealed struct StateMachineComponent<T> : IStateMachineComponent, IComponent, IModifiableComponent

Implements a state machine component.

Implements: IStateMachineComponent, IComponent, IModifiableComponent

⭐ Constructors

public StateMachineComponent<T>()

Creates a new StateMachineComponent.

public StateMachineComponent<T>(T routine)

Parameters
routine T

⭐ Properties

State

public virtual string State { get; }

This will fire a notification whenever the state changes.

Returns
string

⭐ Methods

Tick(float)

public virtual bool Tick(float seconds)

Tick a yield operation in the state machine. The next tick will be called according to the returned WaitKind.

Parameters
seconds float

Returns
bool

Initialize(World, Entity)

public virtual void Initialize(World world, Entity e)

Initialize the state machine with the world knowledge. Called before any tick.

Parameters
world World
e Entity

OnDestroyed()

public virtual void OnDestroyed()

Called right before the component gets destroyed.

Subscribe(Action)

public virtual void Subscribe(Action notification)

Subscribe for notifications on this component.

Parameters
notification Action

Unsubscribe(Action)

public virtual void Unsubscribe(Action notification)

Stop listening to notifications on this component.

Parameters
notification Action

Wait

Namespace: Bang.StateMachines
Assembly: Bang.dll

public class Wait : IEquatable<T>

A message fired to communicate the current state of the state machine.

Implements: IEquatable<T>

⭐ Constructors

protected Wait(Wait original)

Parameters
original Wait

⭐ Properties

Component

public Type Component;

Used for WaitKind.Message.

Returns
Type

EqualityContract

protected virtual Type EqualityContract { get; }

Returns
Type

Kind

public readonly WaitKind Kind;

When should the state machine be called again.

Returns
WaitKind

NextFrame

public static Wait NextFrame { get; }

Wait until the next frame.

Returns
Wait

Routine

public IEnumerator<T> Routine;

Used for WaitKind.Routine.

Returns
IEnumerator<T>

Stop

public readonly static Wait Stop;

No longer execute the state machine.

Returns
Wait

Target

public Entity Target;

Used for WaitKind.Message when waiting on another entity that is not the owner of the state machine.

Returns
Entity

Value

public T? Value;

Integer value, if kind is WaitKind.Frames.

Returns
T?

⭐ Methods

PrintMembers(StringBuilder)

protected virtual bool PrintMembers(StringBuilder builder)

Parameters
builder StringBuilder

Returns
bool

Equals(Wait)

public virtual bool Equals(Wait other)

Parameters
other Wait

Returns
bool

Equals(Object)

public virtual bool Equals(Object obj)

Parameters
obj Object

Returns
bool

GetHashCode()

public virtual int GetHashCode()

Returns
int

ToString()

public virtual string ToString()

Returns
string

ForFrames(int)

public Wait ForFrames(int frames)

Wait until have occurred.

Parameters
frames int

Returns
Wait

ForMessage()

public Wait ForMessage()

Wait until message of type is fired.

Returns
Wait

ForMessage(Entity)

public Wait ForMessage(Entity target)

Wait until message of type is fired from .

Parameters
target Entity

Returns
Wait

ForMs(int)

public Wait ForMs(int ms)

Wait for .

Parameters
ms int

Returns
Wait

ForRoutine(IEnumerator)

public Wait ForRoutine(IEnumerator<T> routine)

Wait until finishes.

Parameters
routine IEnumerator<T>

Returns
Wait

ForSeconds(float)

public Wait ForSeconds(float seconds)

Wait for .

Parameters
seconds float

Returns
Wait

WaitKind

Namespace: Bang.StateMachines
Assembly: Bang.dll

public sealed enum WaitKind : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Wait between state machine calls.

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Frames

public static const WaitKind Frames;

Wait for 'x' frames.

Returns
WaitKind

Message

public static const WaitKind Message;

Wait for a message to be fired.

Returns
WaitKind

Ms

public static const WaitKind Ms;

Wait for 'x' ms.

Returns
WaitKind

Routine

public static const WaitKind Routine;

Redirect execution to another routine. This will resume once that's finished.

Returns
WaitKind

Stop

public static const WaitKind Stop;

Stops the state machine execution.

Returns
WaitKind

DoNotPauseAttribute

Namespace: Bang.Systems
Assembly: Bang.dll

public class DoNotPauseAttribute : Attribute

Indicates that a system will not be deactivated on pause.

Implements: Attribute

⭐ Constructors

public DoNotPauseAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

FilterAttribute

Namespace: Bang.Systems
Assembly: Bang.dll

public class FilterAttribute : Attribute

Indicates characteristics of a system that was implemented on our ECS system. This must be implemented by all the systems that inherits from ISystem.

Implements: Attribute

⭐ Constructors

public FilterAttribute(ContextAccessorFilter filter, ContextAccessorKind kind, Type[] types)

Creates a system filter with custom accessors.

Parameters
filter ContextAccessorFilter
kind ContextAccessorKind
types Type[]

public FilterAttribute(ContextAccessorFilter filter, Type[] types)

Create a system filter with default accessor of [FilterAttribute.Kind" /> for for <paramref name="types).

Parameters
filter ContextAccessorFilter
types Type[]

public FilterAttribute(ContextAccessorKind kind, Type[] types)

Create a system filter with default accessor of [FilterAttribute.Filter" /> for for <paramref name="types).

Parameters
kind ContextAccessorKind
types Type[]

public FilterAttribute(Type[] types)

Create a system filter with default accessors for .

Parameters
types Type[]

⭐ Properties

Filter

public ContextAccessorFilter Filter { get; public set; }

This is how the system will filter the entities. See ContextAccessorFilter.

Returns
ContextAccessorFilter

Kind

public ContextAccessorKind Kind { get; public set; }

This is the kind of accessor that will be made on this component. This can be leveraged once we parallelize update frames (which we don't yet), so don't bother with this just yet.

Returns
ContextAccessorKind

TypeId

public virtual Object TypeId { get; }

Returns
Object

Types

public Type[] Types { get; public set; }

System will target all the entities that has all this set of components.

Returns
Type[]

IExitSystem

Namespace: Bang.Systems
Assembly: Bang.dll

public abstract IExitSystem : ISystem

A system called when the world is shutting down.

Implements: ISystem

⭐ Methods

Exit(Context)

public abstract void Exit(Context context)

Called when everything is turning off (this is your last chance).

Parameters
context Context

IFixedUpdateSystem

Namespace: Bang.Systems
Assembly: Bang.dll

public abstract IFixedUpdateSystem : ISystem

A system called in fixed intervals.

Implements: ISystem

⭐ Methods

FixedUpdate(Context)

public abstract void FixedUpdate(Context context)

Update calls that will be called in fixed intervals.

Parameters
context Context

IMessagerSystem

Namespace: Bang.Systems
Assembly: Bang.dll

public abstract IMessagerSystem : ISystem

A reactive system that reacts to messages getting added to an entity.

Implements: ISystem

⭐ Methods

OnMessage(World, Entity, IMessage)

public abstract void OnMessage(World world, Entity entity, IMessage message)

Called once a message is fired from .

Parameters
world World
entity Entity
message IMessage

IReactiveSystem

Namespace: Bang.Systems
Assembly: Bang.dll

public abstract IReactiveSystem : ISystem

A reactive system that reacts to changes of certain components.

Implements: ISystem

⭐ Methods

OnAdded(World, ImmutableArray)

public abstract void OnAdded(World world, ImmutableArray<T> entities)

This is called at the end of the frame for all entities that were added one of the target. components. This is not called if the entity died.

Parameters
world World
entities ImmutableArray<T>

OnModified(World, ImmutableArray)

public abstract void OnModified(World world, ImmutableArray<T> entities)

This is called at the end of the frame for all entities that modified one of the target. components. This is not called if the entity died.

Parameters
world World
entities ImmutableArray<T>

OnRemoved(World, ImmutableArray)

public abstract void OnRemoved(World world, ImmutableArray<T> entities)

This is called at the end of the frame for all entities that removed one of the target. components.

Parameters
world World
entities ImmutableArray<T>

OnActivated(World, ImmutableArray)

public virtual void OnActivated(World world, ImmutableArray<T> entities)

[Optional] This is called when an entity gets enabled.

Parameters
world World
entities ImmutableArray<T>

OnDeactivated(World, ImmutableArray)

public virtual void OnDeactivated(World world, ImmutableArray<T> entities)

[Optional] This is called when an entity gets disabled. Called if an entity was previously disabled.

Parameters
world World
entities ImmutableArray<T>

IRenderSystem

Namespace: Bang.Systems
Assembly: Bang.dll

public abstract IRenderSystem : ISystem

A system that leverages the engine implementations of render functionality.

Implements: ISystem

IStartupSystem

Namespace: Bang.Systems
Assembly: Bang.dll

public abstract IStartupSystem : ISystem

A system only called once when the world starts.

Implements: ISystem

⭐ Methods

Start(Context)

public abstract void Start(Context context)

This is called before any [IUpdateSystem.Update(Bang.Contexts.Context)](../../Bang/Systems/IUpdateSystem.html#update(context) call.

Parameters
context Context

ISystem

Namespace: Bang.Systems
Assembly: Bang.dll

public abstract ISystem

A system will run through all entities that satisfy its filters at once.

IUpdateSystem

Namespace: Bang.Systems
Assembly: Bang.dll

public abstract IUpdateSystem : ISystem

A system that consists of a single update call.

Implements: ISystem

⭐ Methods

Update(Context)

public abstract void Update(Context context)

Update method. Called once each frame.

Parameters
context Context

MessagerAttribute

Namespace: Bang.Systems
Assembly: Bang.dll

public class MessagerAttribute : Attribute

Marks a messager attribute for a system. This must be implemented by all the systems that inherit IMessagerSystem.

Implements: Attribute

⭐ Constructors

public MessagerAttribute(Type[] types)

Creates a new MessagerAttribute.

Parameters
types Type[]

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

Types

public Type[] Types { get; }

System will target all the entities that has all this set of components.

Returns
Type[]

OnPauseAttribute

Namespace: Bang.Systems
Assembly: Bang.dll

public class OnPauseAttribute : Attribute

Indicates that a system will not be deactivated on pause.

Implements: Attribute

⭐ Constructors

public OnPauseAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

WatchAttribute

Namespace: Bang.Systems
Assembly: Bang.dll

public class WatchAttribute : Attribute

Indicates a watcher attribute for a system. This must be implemented by all the systems that inherit IReactiveSystem.

Implements: Attribute

⭐ Constructors

public WatchAttribute(Type[] types)

Creates a new WatchAttribute with a set of target types.

Parameters
types Type[]

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

Types

public Type[] Types { get; }

System will target all the entities that has all this set of components.

Returns
Type[]

ComponentsLookup

Namespace: Bang
Assembly: Bang.dll

public abstract class ComponentsLookup

Implemented by generators in order to provide a mapping of all the types to their respective id.

⭐ Constructors

protected ComponentsLookup()

⭐ Properties

ComponentsIndex

protected ImmutableDictionary<TKey, TValue> ComponentsIndex { get; protected set; }

Maps all the components to their unique id.

Returns
ImmutableDictionary<TKey, TValue>

MessagesIndex

protected ImmutableDictionary<TKey, TValue> MessagesIndex { get; protected set; }

Maps all the messages to their unique id.

Returns
ImmutableDictionary<TKey, TValue>

NextLookupId

public static const int NextLookupId;

Tracks the last id this particular implementation is tracking plus one.

Returns
int

RelativeComponents

public ImmutableHashSet<T> RelativeComponents { get; protected set; }

List of all the unique id of the components that inherit from IParentRelativeComponent.

Returns
ImmutableHashSet<T>

⭐ Methods

IsRelative(int)

public bool IsRelative(int id)

Returns whether a is relative to its parent.

Parameters
id int

Returns
bool

Id(Type)

public int Id(Type t)

Get the id for component type.

Parameters
t Type

Returns
int

MurderComponentsLookup

Namespace: Bang
Assembly: Murder.dll

public class MurderComponentsLookup : ComponentsLookup

Auto-generated implementation of ComponentsLookup for this project.

Implements: ComponentsLookup

⭐ Constructors

public MurderComponentsLookup()

Default constructor. This is only relevant for the internals of Bang, so you can ignore it.

⭐ Properties

ComponentsIndex

protected ImmutableDictionary<TKey, TValue> ComponentsIndex { get; protected set; }

Returns
ImmutableDictionary<TKey, TValue>

MessagesIndex

protected ImmutableDictionary<TKey, TValue> MessagesIndex { get; protected set; }

Returns
ImmutableDictionary<TKey, TValue>

MurderNextLookupId

public static int MurderNextLookupId { get; }

First lookup id a ComponentsLookup implementation that inherits from this class must use.

Returns
int

RelativeComponents

public ImmutableHashSet<T> RelativeComponents { get; protected set; }

Returns
ImmutableHashSet<T>

⭐ Methods

IsRelative(int)

public bool IsRelative(int id)

Parameters
id int

Returns
bool

Id(Type)

public int Id(Type t)

Parameters
t Type

Returns
int

MurderTransformComponentsLookup

Namespace: Bang
Assembly: Murder.dll

public class MurderTransformComponentsLookup : MurderComponentsLookup

Additional lookup class on top of the Bang generated one. Needed for adding IMurderTransformComponent to the relative component lookup table with the correct id.

Implements: MurderComponentsLookup

⭐ Constructors

public MurderTransformComponentsLookup()

⭐ Properties

ComponentsIndex

protected ImmutableDictionary<TKey, TValue> ComponentsIndex { get; protected set; }

Returns
ImmutableDictionary<TKey, TValue>

MessagesIndex

protected ImmutableDictionary<TKey, TValue> MessagesIndex { get; protected set; }

Returns
ImmutableDictionary<TKey, TValue>

MurderTransformNextLookupId

public readonly static int MurderTransformNextLookupId;

Returns
int

RelativeComponents

public ImmutableHashSet<T> RelativeComponents { get; protected set; }

Returns
ImmutableHashSet<T>

⭐ Methods

IsRelative(int)

public bool IsRelative(int id)

Parameters
id int

Returns
bool

Id(Type)

public int Id(Type t)

Parameters
t Type

Returns
int

World

Namespace: Bang
Assembly: Bang.dll

public class World : IDisposable

This is the internal representation of a world within ECS. A world has the knowledge of all the entities and all the systems that exist within the game. This handles dispatching information and handling disposal of entities.

Implements: IDisposable

⭐ Constructors

public World(IList<T> systems)

Initialize the world!

Parameters
systems IList<T>

Exceptions
ArgumentException

⭐ Properties

_cachedRenderSystems

protected readonly SortedList<TKey, TValue> _cachedRenderSystems;

This must be called by engine implementations of Bang to handle with rendering.

Returns
SortedList<TKey, TValue>

_overallStopwatch

protected readonly Stopwatch _overallStopwatch;

This is the stopwatch used on all systems when monitoring performance. Only used if World.DIAGNOSTICS_MODE is set.

Returns
Stopwatch

_stopwatch

protected readonly Stopwatch _stopwatch;

This is the stopwatch used per systems when monitoring performance. Only used if World.DIAGNOSTICS_MODE is set.

Returns
Stopwatch

Contexts

protected readonly Dictionary<TKey, TValue> Contexts;

Maps all the context IDs with the context. We might add new ones if a system calls for a new context filter.

Returns
Dictionary<TKey, TValue>

DIAGNOSTICS_MODE

public static bool DIAGNOSTICS_MODE;

Use this to set whether diagnostics should be pulled from the world run.

Returns
bool

EntityCount

public int EntityCount { get; }

Total of entities in the world. This is useful for displaying debug information.

Returns
int

FixedUpdateCounters

public readonly Dictionary<TKey, TValue> FixedUpdateCounters;

This has the duration of each fixed update system (id) to its corresponding time (in ms). See World.IdToSystem on how to fetch the actual system.

Returns
Dictionary<TKey, TValue>

IdToSystem

public readonly ImmutableDictionary<TKey, TValue> IdToSystem;

Used when fetching systems based on its unique identifier. Maps: System order id -> System instance.

Returns
ImmutableDictionary<TKey, TValue>

IsExiting

public bool IsExiting { get; private set; }

Whether the world is currently being exited, e.g. World.Exit was called.

Returns
bool

IsPaused

public bool IsPaused { get; private set; }

Whether the world has been queried to be on pause or not. See World.Pause.

Returns
bool

ReactiveCounters

public readonly Dictionary<TKey, TValue> ReactiveCounters;

This has the duration of each reactive system (id) to its corresponding time (in ms). See World.IdToSystem on how to fetch the actual system.

Returns
Dictionary<TKey, TValue>

UpdateCounters

public readonly Dictionary<TKey, TValue> UpdateCounters;

This has the duration of each update system (id) to its corresponding time (in ms). See World.IdToSystem on how to fetch the actual system.

Returns
Dictionary<TKey, TValue>

⭐ Methods

ClearDiagnosticsCountersForSystem(int)

protected virtual void ClearDiagnosticsCountersForSystem(int systemId)

Implemented by custom world in order to clear diagnostic information about the world.

Parameters
systemId int

InitializeDiagnosticsForSystem(int, ISystem)

protected virtual void InitializeDiagnosticsForSystem(int systemId, ISystem system)

Implemented by custom world in order to express diagnostic information about the world.

Parameters
systemId int
system ISystem

InitializeDiagnosticsCounters()

protected void InitializeDiagnosticsCounters()

Initialize the performance counters according to the systems present in the world.

ActivateSystem()

public bool ActivateSystem()

Activate a system within our world.

Returns
bool

ActivateSystem(Type)

public bool ActivateSystem(Type t)

Activate a system of type within our world.

Parameters
t Type

Returns
bool

DeactivateSystem(bool)

public bool DeactivateSystem(bool immediately)

Deactivate a system within our world.

Parameters
immediately bool

Returns
bool

DeactivateSystem(int, bool)

public bool DeactivateSystem(int id, bool immediately)

Deactivate a system within our world.

Parameters
id int
immediately bool

Returns
bool

DeactivateSystem(Type, bool)

public bool DeactivateSystem(Type t, bool immediately)

Deactivate a system within our world.

Parameters
t Type
immediately bool

Returns
bool

IsSystemActive(Type)

public bool IsSystemActive(Type t)

Whether a system is active within the world.

Parameters
t Type

Returns
bool

FindLookupImplementation()

public ComponentsLookup FindLookupImplementation()

Look for an implementation for the lookup table of components.

Returns
ComponentsLookup

AddEntity()

public Entity AddEntity()

Add a new empty entity to the world. This will map the instance to the world. Any components added after this entity has been created will be notified to any reactive systems.

Returns
Entity

AddEntity(IComponent[])

public Entity AddEntity(IComponent[] components)

Add a single entity to the world (e.g. collection of ). This will map the instance to the world.

Parameters
components IComponent[]

Returns
Entity

AddEntity(T?, IComponent[])

public Entity AddEntity(T? id, IComponent[] components)

Parameters
id T?
components IComponent[]

Returns
Entity

GetEntity(int)

public Entity GetEntity(int id)

Get an entity with the specific id.

Parameters
id int

Returns
Entity

GetUniqueEntity()

public Entity GetUniqueEntity()

Get an entity with the unique component .

Returns
Entity

TryGetEntity(int)

public Entity TryGetEntity(int id)

Tries to get an entity with the specific id. If the entity is no longer among us, return null.

Parameters
id int

Returns
Entity

TryGetUniqueEntity()

public Entity TryGetUniqueEntity()

Try to get a unique entity that owns .

Returns
Entity

GetAllEntities()

public ImmutableArray<T> GetAllEntities()

This should be used very cautiously! I hope you know what you are doing. It fetches all the entities within the world and return them.

Returns
ImmutableArray<T>

GetEntitiesWith(ContextAccessorFilter, Type[])

public ImmutableArray<T> GetEntitiesWith(ContextAccessorFilter filter, Type[] components)

Retrieve a context for the specified filter and components.

Parameters
filter ContextAccessorFilter
components Type[]

Returns
ImmutableArray<T>

GetEntitiesWith(Type[])

public ImmutableArray<T> GetEntitiesWith(Type[] components)

Retrieve a context for the specified filter and components.

Parameters
components Type[]

Returns
ImmutableArray<T>

GetUnique()

public T GetUnique()

Get the unique component within an entity .

Returns
T

TryGetUnique()

public T? TryGetUnique()

Try to get a unique entity that owns .

Returns
T?

Dispose()

public virtual void Dispose()

This will first call all IExitSystem to cleanup each system. It will then call Dispose on each of the entities on the world and clear all the collections.

Pause()

public virtual void Pause()

Pause all the set of systems that qualify in World.IsPauseSystem(Bang.Systems.ISystem). A paused system will no longer be called on any World.Update calls.

Resume()

public virtual void Resume()

This will resume all paused systems.

ActivateAllSystems()

public void ActivateAllSystems()

Activate all systems across the world.

DeactivateAllSystems(Type[])

public void DeactivateAllSystems(Type[] skip)

Deactivate all systems across the world.

Parameters
skip Type[]

Exit()

public void Exit()

Call to end all systems. This is called right before shutting down or switching scenes.

FixedUpdate()

public void FixedUpdate()

Calls update on all IFixedUpdateSystem systems. This will be called on fixed intervals.

Start()

public void Start()

Call start on all systems. This is called before any updates and will notify any reactive systems by the end of it.

Update()

public void Update()

Calls update on all IUpdateSystem systems. At the end of update, it will notify all reactive systems of any changes made to entities they were watching. Finally, it destroys all pending entities and clear all messages.

FloorAsset

Namespace: Murder.Assets.Graphics
Assembly: Murder.dll

public class FloorAsset : GameAsset

Implements: GameAsset

⭐ Constructors

public FloorAsset()

⭐ Properties

AlwaysDraw

public readonly bool AlwaysDraw;

Will always draw the floor tile, even if a tileset is occluding it.

Returns
bool

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

Icon

public virtual char Icon { get; }

Returns
char

Image

public readonly AssetRef<T> Image;

Returns
AssetRef<T>

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

Properties

public readonly ITileProperties Properties;

Returns
ITileProperties

Rename

public bool Rename { get; public set; }

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

⭐ Methods

OnModified()

protected virtual void OnModified()

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

AfterDeserialized()

public virtual void AfterDeserialized()

MakeGuid()

public void MakeGuid()

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid

FontAsset

Namespace: Murder.Assets.Graphics
Assembly: Murder.dll

public class FontAsset : GameAsset

Implements: GameAsset

⭐ Constructors

public FontAsset()
public FontAsset(int index, Dictionary<TKey, TValue> characters, ImmutableArray<T> kernings, int size, string texturePath, float baseline, Point offset)

Parameters
index int
characters Dictionary<TKey, TValue>
kernings ImmutableArray<T>
size int
texturePath string
baseline float
offset Point

⭐ Properties

Baseline

public float Baseline;

Returns
float

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

Characters

public readonly ImmutableDictionary<TKey, TValue> Characters;

Returns
ImmutableDictionary<TKey, TValue>

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

Icon

public virtual char Icon { get; }

Returns
char

Index

public int Index;

Returns
int

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

Kernings

public readonly ImmutableArray<T> Kernings;

Returns
ImmutableArray<T>

LineHeight

public int LineHeight;

Returns
int

Name

public string Name { get; public set; }

Returns
string

Offset

public Point Offset;

Returns
Point

Rename

public bool Rename { get; public set; }

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

TexturePath

public string TexturePath;

Returns
string

⭐ Methods

OnModified()

protected virtual void OnModified()

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

AfterDeserialized()

public virtual void AfterDeserialized()

MakeGuid()

public void MakeGuid()

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid

Kerning

Namespace: Murder.Assets.Graphics
Assembly: Murder.dll

public sealed struct Kerning

⭐ Constructors

public Kerning()

⭐ Properties

Amount

public int Amount { get; public set; }

Returns
int

First

public int First { get; public set; }

Returns
int

Second

public int Second { get; public set; }

Returns
int

ParticleSystemAsset

Namespace: Murder.Assets.Graphics
Assembly: Murder.dll

public class ParticleSystemAsset : GameAsset

Implements: GameAsset

⭐ Constructors

public ParticleSystemAsset()

⭐ Properties

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

Emitter

public readonly Emitter Emitter;

Returns
Emitter

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

Icon

public virtual char Icon { get; }

Returns
char

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

Particle

public readonly Particle Particle;

Returns
Particle

Rename

public bool Rename { get; public set; }

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

⭐ Methods

OnModified()

protected virtual void OnModified()

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

CreateAt(World, Vector2, bool)

public int CreateAt(World world, Vector2 position, bool destroy)

Create an instance of particle system.

Parameters
world World
position Vector2
destroy bool

Returns
int

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

GetTrackerComponent()

public ParticleSystemComponent GetTrackerComponent()

Returns
ParticleSystemComponent

ToInstanceAsAsset(string)

public PrefabAsset ToInstanceAsAsset(string name)

Parameters
name string

Returns
PrefabAsset

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

AfterDeserialized()

public virtual void AfterDeserialized()

MakeGuid()

public void MakeGuid()

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid

SpriteAsset

Namespace: Murder.Assets.Graphics
Assembly: Murder.dll

public class SpriteAsset : GameAsset, IPreview

Implements: GameAsset, IPreview

⭐ Constructors

public SpriteAsset()
public SpriteAsset(Guid guid, TextureAtlas atlas, string name, ImmutableArray<T> frames, ImmutableDictionary<TKey, TValue> animations, Point origin, Point size, Rectangle nineSlice)

Parameters
guid Guid
atlas TextureAtlas
name string
frames ImmutableArray<T>
animations ImmutableDictionary<TKey, TValue>
origin Point
size Point
nineSlice Rectangle

public SpriteAsset(Guid guid, AtlasId atlasId, string name, ImmutableArray<T> frames, ImmutableDictionary<TKey, TValue> animations, Point origin, Point size, Rectangle nineSlice)

Parameters
guid Guid
atlasId AtlasId
name string
frames ImmutableArray<T>
animations ImmutableDictionary<TKey, TValue>
origin Point
size Point
nineSlice Rectangle

⭐ Properties

Animations

public ImmutableDictionary<TKey, TValue> Animations { get; private set; }

Returns
ImmutableDictionary<TKey, TValue>

AsepriteFileInfo

public T? AsepriteFileInfo;

Returns
T?

Atlas

public readonly AtlasId Atlas;

Returns
AtlasId

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

Frames

public readonly ImmutableArray<T> Frames;

Returns
ImmutableArray<T>

Guid

public Guid Guid { get; protected set; }

Returns
Guid

Icon

public virtual char Icon { get; }

Returns
char

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

NineSlice

public readonly Rectangle NineSlice;

Returns
Rectangle

Origin

public readonly Point Origin;

Returns
Point

Rename

public bool Rename { get; public set; }

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

Size

public readonly Point Size;

Returns
Point

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

⭐ Methods

OnModified()

protected virtual void OnModified()

GetFrame(int)

public AtlasCoordinates GetFrame(int frame)

Parameters
frame int

Returns
AtlasCoordinates

AddMessageToAnimationFrame(string, int, string)

public bool AddMessageToAnimationFrame(string animationName, int frame, string message)

Parameters
animationName string
frame int
message string

Returns
bool

RemoveMessageFromAnimationFrame(string, int)

public bool RemoveMessageFromAnimationFrame(string animationName, int frame)

Parameters
animationName string
frame int

Returns
bool

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

GetPreviewId()

public virtual ValueTuple<T1, T2> GetPreviewId()

Returns
ValueTuple<T1, T2>

AfterDeserialized()

public virtual void AfterDeserialized()

AppendEditorPath(string)

public void AppendEditorPath(string prefix)

Set a directory prefix used for the editor folder.

Parameters
prefix string

MakeGuid()

public void MakeGuid()

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid

TilesetAsset

Namespace: Murder.Assets.Graphics
Assembly: Murder.dll

public class TilesetAsset : GameAsset

Implements: GameAsset

⭐ Constructors

public TilesetAsset()

⭐ Properties

AdditionalTiles

public readonly ImmutableArray<T> AdditionalTiles;

Returns
ImmutableArray<T>

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

CollisionLayer

public readonly int CollisionLayer;

Returns
int

ConsiderOutsideOccupied

public readonly bool ConsiderOutsideOccupied;

Returns
bool

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

Icon

public virtual char Icon { get; }

Returns
char

Image

public readonly Guid Image;

Returns
Guid

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

Offset

public readonly Point Offset;

Returns
Point

Order

public readonly int Order;

This is the order (or layer) which this tileset will be drawn into the screen.

Returns
int

Properties

public readonly ITileProperties Properties;

Returns
ITileProperties

Rename

public bool Rename { get; public set; }

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

Size

public readonly Point Size;

Returns
Point

Sort

public float Sort;

Returns
float

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

TargetBatch

public int TargetBatch;

Returns
int

YSortOffset

public readonly int YSortOffset;

Returns
int

⭐ Methods

OnModified()

protected virtual void OnModified()

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

GetProperties()

public T GetProperties()

Returns
T

CreatePreviewImage()

public Texture2D CreatePreviewImage()

Creates a new texture 2D from the graphics device.

Returns
Texture2D

AfterDeserialized()

public virtual void AfterDeserialized()

CalculateAndDrawAutoTile(RenderContext, int, int, bool, bool, bool, bool, float, Color, Vector3)

public void CalculateAndDrawAutoTile(RenderContext render, int x, int y, bool topLeft, bool topRight, bool botLeft, bool botRight, float alpha, Color color, Vector3 blend)

Parameters
render RenderContext
x int
y int
topLeft bool
topRight bool
botLeft bool
botRight bool
alpha float
color Color
blend Vector3

DrawTile(Batch2D, int, int, int, int, float, Color, Vector3, float)

public void DrawTile(Batch2D batch, int x, int y, int tileX, int tileY, float alpha, Color color, Vector3 blend, float sortAdjust)

Parameters
batch Batch2D
x int
y int
tileX int
tileY int
alpha float
color Color
blend Vector3
sortAdjust float

MakeGuid()

public void MakeGuid()

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid

LanguageId

Namespace: Murder.Assets.Localization
Assembly: Murder.dll

public sealed enum LanguageId : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

English

public static const LanguageId English;

Returns
LanguageId

Portuguese

public static const LanguageId Portuguese;

Returns
LanguageId

LanguageIdData

Namespace: Murder.Assets.Localization
Assembly: Murder.dll

public sealed struct LanguageIdData

⭐ Constructors

public LanguageIdData(LanguageId id, string identifier)

Parameters
id LanguageId
identifier string

⭐ Properties

Id

public readonly LanguageId Id;

Returns
LanguageId

Identifier

public readonly string Identifier;

Returns
string

Languages

Namespace: Murder.Assets.Localization
Assembly: Murder.dll

public static class Languages

⭐ Properties

All

public static LanguageIdData[] All { get; }

Returns
LanguageIdData[]

English

public readonly static LanguageIdData English;

Returns
LanguageIdData

Portuguese

public readonly static LanguageIdData Portuguese;

Returns
LanguageIdData

⭐ Methods

Get(LanguageId)

public LanguageIdData Get(LanguageId id)

Parameters
id LanguageId

Returns
LanguageIdData

Next(LanguageId)

public LanguageIdData Next(LanguageId id)

Parameters
id LanguageId

Returns
LanguageIdData

LocalizationAsset

Namespace: Murder.Assets.Localization
Assembly: Murder.dll

public class LocalizationAsset : GameAsset

Implements: GameAsset

⭐ Constructors

public LocalizationAsset()

⭐ Properties

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

DialogueResources

public ImmutableArray<T> DialogueResources { get; }

Expose all the dialogue resources (for editor, etc.).

Returns
ImmutableArray<T>

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

Icon

public virtual char Icon { get; }

Returns
char

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

Rename

public bool Rename { get; public set; }

Returns
bool

Resources

public ImmutableArray<T> Resources { get; }

Expose all the resources (for editor, etc.).

Returns
ImmutableArray<T>

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

⭐ Methods

OnModified()

protected virtual void OnModified()

HasResource(Guid)

public bool HasResource(Guid id)

Parameters
id Guid

Returns
bool

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

FetchResourcesForDialogue(Guid)

public ImmutableArray<T> FetchResourcesForDialogue(Guid guid)

Expose all resources tied to a particular dialogue.

Parameters
guid Guid

Returns
ImmutableArray<T>

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

AddResource(string, bool)

public LocalizedString AddResource(string text, bool isGenerated)

Parameters
text string
isGenerated bool

Returns
LocalizedString

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

TryGetResource(Guid)

public T? TryGetResource(Guid id)

Parameters
id Guid

Returns
T?

AfterDeserialized()

public virtual void AfterDeserialized()

AddResource(Guid)

public void AddResource(Guid id)

Parameters
id Guid

MakeGuid()

public void MakeGuid()

RemoveResource(Guid, bool)

public void RemoveResource(Guid id, bool force)

Parameters
id Guid
force bool

SetAllDialogueResources(ImmutableArray)

public void SetAllDialogueResources(ImmutableArray<T> resources)

Parameters
resources ImmutableArray<T>

SetResource(LocalizedStringData)

public void SetResource(LocalizedStringData value)

Parameters
value LocalizedStringData

SetResourcesForDialogue(Guid, ImmutableArray)

public void SetResourcesForDialogue(Guid guid, ImmutableArray<T> resources)

Parameters
guid Guid
resources ImmutableArray<T>

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid

UpdateOrSetResource(Guid, string, string)

public void UpdateOrSetResource(Guid id, string translated, string notes)

Parameters
id Guid
translated string
notes string

LocalizedStringData

Namespace: Murder.Assets.Localization
Assembly: Murder.dll

public sealed struct LocalizedStringData

⭐ Constructors

public LocalizedStringData()
public LocalizedStringData(Guid guid)

Parameters
guid Guid

⭐ Properties

Counter

public T? Counter { get; public set; }

Total of references to this string data.

Returns
T?

Guid

public readonly Guid Guid;

Returns
Guid

IsGenerated

public bool IsGenerated { get; public set; }

Returns
bool

Notes

public string Notes { get; public set; }

Any notes relevant to this string.

Returns
string

String

public string String { get; public set; }

Returns
string

ResourceDataForAsset

Namespace: Murder.Assets.Localization
Assembly: Murder.dll

sealed struct ResourceDataForAsset

⭐ Properties

DialogueResourceGuid

public Guid DialogueResourceGuid { get; public set; }

Returns
Guid

Resources

public ImmutableArray<T> Resources { get; public set; }

Returns
ImmutableArray<T>

CharacterAsset

Namespace: Murder.Assets
Assembly: Murder.dll

public class CharacterAsset : GameAsset

Implements: GameAsset

⭐ Constructors

public CharacterAsset()

⭐ Properties

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

Components

public ImmutableDictionary<TKey, TValue> Components { get; }

Returns
ImmutableDictionary<TKey, TValue>

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

Icon

public virtual char Icon { get; }

Returns
char

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

Owner

public readonly Guid Owner;

Returns
Guid

Portrait

public readonly string Portrait;

Portrait which will be shown by default from CharacterAsset.Owner.

Returns
string

Portraits

public ImmutableDictionary<TKey, TValue> Portraits { get; }

Returns
ImmutableDictionary<TKey, TValue>

Rename

public bool Rename { get; public set; }

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

Situations

public ImmutableArray<T> Situations { get; }

Returns
ImmutableArray<T>

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

⭐ Methods

OnModified()

protected virtual void OnModified()

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

TryFetchSituation(int)

public T? TryFetchSituation(int id)

Parameters
id int

Returns
T?

AfterDeserialized()

public virtual void AfterDeserialized()

MakeGuid()

public void MakeGuid()

RemoveCustomComponents(IEnumerable)

public void RemoveCustomComponents(IEnumerable<T> actionIds)

Parameters
actionIds IEnumerable<T>

RemoveCustomPortraits(IEnumerable)

public void RemoveCustomPortraits(IEnumerable<T> actionIds)

Parameters
actionIds IEnumerable<T>

SetCustomComponentAt(DialogItemId, IComponent)

public void SetCustomComponentAt(DialogItemId id, IComponent c)

Parameters
id DialogItemId
c IComponent

SetCustomPortraitAt(DialogItemId, Guid, string)

public void SetCustomPortraitAt(DialogItemId id, Guid speaker, string portrait)

Parameters
id DialogItemId
speaker Guid
portrait string

SetSituationAt(int, Situation)

public void SetSituationAt(int index, Situation situation)

Set the situation on to .

Parameters
index int
situation Situation

SetSituations(SortedList<TKey, TValue>)

public void SetSituations(SortedList<TKey, TValue> situations)

Set the situation to a list. This is called when updating the scripts with the latest data.

Parameters
situations SortedList<TKey, TValue>

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid

DynamicAsset

Namespace: Murder.Assets
Assembly: Murder.dll

public abstract class DynamicAsset : GameAsset

These are game assets that will be used in-game. TODO: Should dynamic objects have an attribute that point to the IComponent they replace...? Or not? E.g.: IComponent DynamicAsset.ProduceComponent()

Implements: GameAsset

⭐ Constructors

protected DynamicAsset()

⭐ Properties

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

Icon

public virtual char Icon { get; }

Returns
char

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

Rename

public bool Rename { get; public set; }

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

⭐ Methods

OnModified()

protected virtual void OnModified()

Initialize()

public abstract void Initialize()

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

AfterDeserialized()

public virtual void AfterDeserialized()

MakeGuid()

public void MakeGuid()

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid

EditorAssets

Namespace: Murder.Assets
Assembly: Murder.dll

public class EditorAssets

⭐ Constructors

public EditorAssets()

⭐ Properties

AnchorImage

public readonly Guid AnchorImage;

Returns
Guid

BoxBg

public readonly NineSliceInfo BoxBg;

Returns
NineSliceInfo

BoxBgGrayed

public readonly NineSliceInfo BoxBgGrayed;

Returns
NineSliceInfo

BoxBgHovered

public readonly NineSliceInfo BoxBgHovered;

Returns
NineSliceInfo

BoxBgSelected

public readonly NineSliceInfo BoxBgSelected;

Returns
NineSliceInfo

CutsceneImage

public readonly Guid CutsceneImage;

Returns
Guid

DialogueBtnPlay

public readonly Guid DialogueBtnPlay;

Returns
Guid

DialogueBtnStepBack

public readonly Guid DialogueBtnStepBack;

Returns
Guid

DialogueBtnStepForward

public readonly Guid DialogueBtnStepForward;

Returns
Guid

DialogueIconAction

public readonly Guid DialogueIconAction;

Returns
Guid

DialogueIconBaloon

public readonly Guid DialogueIconBaloon;

Returns
Guid

DialogueIconEdgeChoice

public readonly Guid DialogueIconEdgeChoice;

Returns
Guid

DialogueIconEdgeIf

public readonly Guid DialogueIconEdgeIf;

Returns
Guid

DialogueIconEdgeNext

public readonly Guid DialogueIconEdgeNext;

Returns
Guid

DialogueIconEdgeRandom

public readonly Guid DialogueIconEdgeRandom;

Returns
Guid

DialogueIconEdgeScore

public readonly Guid DialogueIconEdgeScore;

Returns
Guid

DialogueIconExit

public readonly Guid DialogueIconExit;

Returns
Guid

DialogueIconFlow

public readonly Guid DialogueIconFlow;

Returns
Guid

DialogueIconHello

public readonly Guid DialogueIconHello;

Returns
Guid

Eye

public Guid Eye;

Returns
Guid

Hand

public Guid Hand;

Returns
Guid

MusicImage

public readonly Guid MusicImage;

Returns
Guid

Normal

public Guid Normal;

Returns
Guid

Point

public Guid Point;

Returns
Guid

SoundImage

public readonly Guid SoundImage;

Returns
Guid

Exploration

Namespace: Murder.Assets
Assembly: Murder.dll

public class Exploration

⭐ Constructors

public Exploration()

⭐ Properties

ExploreColor

public Color ExploreColor;

Returns
Color

SpriteExplorationDuration

public float SpriteExplorationDuration;

Returns
float

TileExplorationDuration

public float TileExplorationDuration;

Returns
float

UnexploredColor

public Color UnexploredColor;

Returns
Color

FeatureAsset

Namespace: Murder.Assets
Assembly: Murder.dll

public class FeatureAsset : GameAsset

Implements: GameAsset

⭐ Constructors

public FeatureAsset()

⭐ Properties

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

FeaturesOnly

public ImmutableArray<T> FeaturesOnly { get; }

Returns
ImmutableArray<T>

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

HasSystems

public bool HasSystems { get; }

Returns
bool

Icon

public virtual char Icon { get; }

Returns
char

IsDiagnostics

public bool IsDiagnostics;

Whether this should always be added when running with diagnostics (e.g. editor). This will NOT be serialized into the world.

Returns
bool

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

Rename

public bool Rename { get; public set; }

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

SystemsOnly

public ImmutableArray<T> SystemsOnly { get; }

Returns
ImmutableArray<T>

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

⭐ Methods

OnModified()

protected virtual void OnModified()

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

FetchAllSystems(bool)

public ImmutableArray<T> FetchAllSystems(bool enabled)

Parameters
enabled bool

Returns
ImmutableArray<T>

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

AfterDeserialized()

public virtual void AfterDeserialized()

MakeGuid()

public void MakeGuid()

SetFeatures(IList)

public void SetFeatures(IList<T> newSystemsList)

Parameters
newSystemsList IList<T>

SetSystems(IList)

public void SetSystems(IList<T> newList)

Parameters
newList IList<T>

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid

GameAsset

Namespace: Murder.Assets
Assembly: Murder.dll

public abstract class GameAsset

The GameAsset is the core functionality on how Murder Engine serializes and persists data of the game. Its design is made so most of its data structures should be immutable while the game is running and any field modification is left to the editor project. You can override its fields and methods to specify where how it will be displayed in the editor, e.g.EditorFolder and EditorIcon.

⭐ Constructors

protected GameAsset()

⭐ Properties

CanBeCreated

public virtual bool CanBeCreated { get; }

Determines if the asset can be created, override to change this capability.

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Determines if the asset can be deleted, override to change this capability.

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Determines if the asset can be renamed, override to change this capability.

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Determines if the asset can be saved, override to change this capability.

Returns
bool

EditorColor

public virtual Vector4 EditorColor { get; }

Gets the default color used in the editor for the asset, override to use a custom color. From 0 to 1.

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Gets the default folder path in the editor for the asset, override to specify a different folder.

Returns
string

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Path to this asset file, relative to its base directory where this asset is stored.

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

Icon

public virtual char Icon { get; }

Gets the icon character for the asset, override to provide a custom icon. Use a free FontAwesome character for this to work.

Returns
char

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Whether this file is saved relative do the save path.

Returns
bool

Name

public string Name { get; public set; }

Returns
string

Rename

public bool Rename { get; public set; }

Whether it should rename the file and delete the previous name.

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

SkipDirectoryIconCharacter

public static const char SkipDirectoryIconCharacter;

Returns
char

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Whether this file should be stored following a database hierarchy of the files. True by default.

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

⭐ Methods

OnModified()

protected virtual void OnModified()

Implemented by assets that may cache data. This notifies it that it has been modified (usually by an editor).

Duplicate(string)

public GameAsset Duplicate(string name)

Create a duplicate of the current asset.

Parameters
name string

Returns
GameAsset

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Return the assets which will be saved with this (GameAsset._saveAssetsOnSave). Also clear the pending list.

Returns
List<T>

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

AfterDeserialized()

public virtual void AfterDeserialized()

Called after the asset is deserialized, override to implement custom post-deserialization logic.

MakeGuid()

public void MakeGuid()

Generates and assigns a new globally unique identifier (GUID) to the object.

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Track an asset such that is also saved once this asset is saved.

Parameters
g Guid

GameProfile

Namespace: Murder.Assets
Assembly: Murder.dll

public class GameProfile : GameAsset

Represents the game profile asset containing configuration and resource paths.

Implements: GameAsset

⭐ Constructors

public GameProfile()

⭐ Properties

Aspect

public float Aspect { get; }

Gets the game's intended aspect ratio

Returns
float

AssetResourcesPath

public readonly string AssetResourcesPath;

Root path where our data .json files are stored.

Returns
string

AtlasFolderName

public readonly string AtlasFolderName;

Where our atlas .png and .json files are stored. Under: packed/ -> bin/resources/ atlas/

Returns
string

BackColor

public Color BackColor;

Background color for the game.

Returns
Color

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

ContentAsepritePath

public readonly string ContentAsepritePath;

Where our aseprite contents are stored. Under: packed/ -> bin/resources/ aseprite/

Returns
string

ContentECSPath

public readonly string ContentECSPath;

Where our ecs assets are stored. Under: resources/ assets/ ecs/

Returns
string

DefaultGridCellSize

public readonly int DefaultGridCellSize;

Returns
int

DialoguesPath

public readonly string DialoguesPath;

Where our dialogues contents are stored. Under: packed/ -> bin/resources/ dialogues/

Returns
string

EditorAssets

public readonly EditorAssets EditorAssets;

Returns
EditorAssets

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

EnforceResolution

public bool EnforceResolution { get; }

Indicates if resolution enforcement is active.

Returns
bool

Exploration

public readonly Exploration Exploration;

Returns
Exploration

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

FixedUpdateFactor

public readonly float FixedUpdateFactor;

Returns
float

FontPath

public readonly string FontPath;

Where our font contents are stored. Under: packed/ -> bin/resources/ fonts/

Returns
string

FontsPath

public readonly string FontsPath;

Where our sound contents are stored. Under: packed/ -> bin/resources/ fonts/

Returns
string

Fullscreen

public bool Fullscreen;

Returns
bool

GameHeight

public readonly int GameHeight;

Game desired display height. Use RenderContext.Camera size for the runtime value.

Returns
int

GameScale

public readonly int GameScale;

Game scaling factor.

Returns
int

GameWidth

public readonly int GameWidth;

Game desired display width. Use RenderContext.Camera size for the runtime value.

Returns
int

GenericAssetsPath

public readonly string GenericAssetsPath;

Where our generic assets are stored. Under: resources/ assets/ data/

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

HiResPath

public readonly string HiResPath;

Where our high resolution contents are stored. Under: packed/ -> bin/resources shaders/

Returns
string

Icon

public virtual char Icon { get; }

Returns
char

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

IsVSyncEnabled

public readonly bool IsVSyncEnabled;

Returns
bool

LocalizationPath

public readonly string LocalizationPath;

Where our localization assets are stored. Under: root/resources

Returns
string

LocalizationResources

public ImmutableDictionary<TKey, TValue> LocalizationResources;

Dictionary mapping languages to the appropriate localization asset resource IDs.

Returns
ImmutableDictionary<TKey, TValue>

MissingImage

public readonly Guid MissingImage;

ID of the default image used when an image is missing.

Returns
Guid

Name

public string Name { get; public set; }

Returns
string

PushAwayInterval

public readonly float PushAwayInterval;

Returns
float

Rename

public bool Rename { get; public set; }

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

ScalingFilter

public bool ScalingFilter { get; }

Texture scaling smoothing

Returns
bool

ShadersPath

public readonly string ShadersPath;

Where our aseprite contents are stored. Under: packed/ -> bin/resources/ shaders/

Returns
string

ShowUiDebug

public readonly bool ShowUiDebug;

Returns
bool

SoundsPath

public readonly string SoundsPath;

Where our sound contents are stored. Under: packed/ -> bin/resources/ sounds/

Returns
string

StartingScene

public readonly Guid StartingScene;

Returns
Guid

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

TargetFps

public readonly int TargetFps;

Returns
int

Theme

public readonly Theme Theme;

Returns
Theme

⭐ Methods

OnModified()

protected virtual void OnModified()

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

AfterDeserialized()

public virtual void AfterDeserialized()

MakeGuid()

public void MakeGuid()

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid

IPreview

Namespace: Murder.Assets
Assembly: Murder.dll

public abstract IPreview

This is an interface implemented by assets which has a preview in the editor.

⭐ Methods

GetPreviewId()

public abstract ValueTuple<T1, T2> GetPreviewId()

Returns the preview id to show this image.

Returns
ValueTuple<T1, T2>

IWorldAsset

Namespace: Murder.Assets
Assembly: Murder.dll

public abstract IWorldAsset

⭐ Properties

Instances

public abstract virtual ImmutableArray<T> Instances { get; }

Returns
ImmutableArray<T>

WorldGuid

public abstract virtual Guid WorldGuid { get; }

Returns
Guid

⭐ Methods

TryGetInstance(Guid)

public abstract EntityInstance TryGetInstance(Guid instanceGuid)

Parameters
instanceGuid Guid

Returns
EntityInstance

TryCreateEntityInWorld(World, Guid)

public virtual int TryCreateEntityInWorld(World world, Guid instance)

Parameters
world World
instance Guid

Returns
int

LocalizedString

Namespace: Murder.Assets
Assembly: Murder.dll

public sealed struct LocalizedString

⭐ Constructors

public LocalizedString()
public LocalizedString(Guid id)

Parameters
id Guid

public LocalizedString(string overrideText)

Parameters
overrideText string

⭐ Properties

Id

public readonly Guid Id;

Returns
Guid

OverrideText

public readonly string OverrideText;

Used when, for whatever reason, we need to override the data for a localized string with actual text (usually built in runtime).

Returns
string

PrefabAsset

Namespace: Murder.Assets
Assembly: Murder.dll

public class PrefabAsset : GameAsset, IEntity

Implements: GameAsset, IEntity

⭐ Constructors

public PrefabAsset()
public PrefabAsset(EntityInstance instance)

Parameters
instance EntityInstance

⭐ Properties

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

Children

public virtual ImmutableArray<T> Children { get; }

Returns
ImmutableArray<T>

Components

public virtual ImmutableArray<T> Components { get; }

Returns
ImmutableArray<T>

Dimensions

public readonly TileDimensions Dimensions;

Dimensions of the prefab. Used when drawing it on the map or the editor.

Returns
TileDimensions

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

Icon

public virtual char Icon { get; }

Returns
char

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

PrefabRefName

public virtual string PrefabRefName { get; }

Returns
string

Rename

public bool Rename { get; public set; }

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

ShowOnPrefabSelector

public bool ShowOnPrefabSelector;

Whether this should show in the editor selector.

Returns
bool

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

⭐ Methods

OnModified()

protected virtual void OnModified()

HasComponent(IComponent)

public bool HasComponent(IComponent c)

Parameters
c IComponent

Returns
bool

CreateAndFetch(World)

public Entity CreateAndFetch(World world)

Parameters
world World

Returns
Entity

ToInstance(string)

public EntityInstance ToInstance(string name)

Creates a new instance entity from the current asset.

Parameters
name string

Returns
EntityInstance

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

ToInstanceAsAsset(string)

public PrefabAsset ToInstanceAsAsset(string name)

Parameters
name string

Returns
PrefabAsset

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

AddOrReplaceComponentForChild(Guid, IComponent)

public virtual bool AddOrReplaceComponentForChild(Guid childGuid, IComponent component)

Parameters
childGuid Guid
component IComponent

Returns
bool

CanRemoveChild(Guid)

public virtual bool CanRemoveChild(Guid instanceGuid)

Parameters
instanceGuid Guid

Returns
bool

CanRevertComponent(Type)

public virtual bool CanRevertComponent(Type t)

Parameters
t Type

Returns
bool

HasComponent(Type)

public virtual bool HasComponent(Type type)

Parameters
type Type

Returns
bool

HasComponentAtChild(Guid, Type)

public virtual bool HasComponentAtChild(Guid childGuid, Type type)

Parameters
childGuid Guid
type Type

Returns
bool

RemoveChild(Guid)

public virtual bool RemoveChild(Guid instanceGuid)

Add an entity asset as a children of the current asset. Each of the children will be an instance of the current asset.

Parameters
instanceGuid Guid

Returns
bool

RemoveComponent(Type)

public virtual bool RemoveComponent(Type t)

Parameters
t Type

Returns
bool

RevertComponent(Type)

public virtual bool RevertComponent(Type t)

Parameters
t Type

Returns
bool

RevertComponentForChild(Guid, Type)

public virtual bool RevertComponentForChild(Guid childGuid, Type t)

Parameters
childGuid Guid
t Type

Returns
bool

TryGetChild(Guid, out EntityInstance&)

public virtual bool TryGetChild(Guid guid, EntityInstance& instance)

Parameters
guid Guid
instance EntityInstance&

Returns
bool

GetComponent(Type)

public virtual IComponent GetComponent(Type type)

Parameters
type Type

Returns
IComponent

TryGetComponentForChild(Guid, Type)

public virtual IComponent TryGetComponentForChild(Guid guid, Type t)

Parameters
guid Guid
t Type

Returns
IComponent

FetchChildren()

public virtual ImmutableArray<T> FetchChildren()

Returns
ImmutableArray<T>

GetChildComponents(Guid)

public virtual ImmutableArray<T> GetChildComponents(Guid childGuid)

Parameters
childGuid Guid

Returns
ImmutableArray<T>

Create(World)

public virtual int Create(World world)

Create an instance of the entity and all of its children.

Parameters
world World

Returns
int

AddChild(EntityInstance)

public virtual void AddChild(EntityInstance asset)

Add an entity asset as a children of the current asset. Each of the children will be an instance of the current asset.

Parameters
asset EntityInstance

AddOrReplaceComponent(IComponent)

public virtual void AddOrReplaceComponent(IComponent c)

Parameters
c IComponent

AfterDeserialized()

public virtual void AfterDeserialized()

RemoveComponentForChild(Guid, Type)

public virtual void RemoveComponentForChild(Guid childGuid, Type t)

Parameters
childGuid Guid
t Type

MakeGuid()

public void MakeGuid()

Replace(World, Entity, IComponent[])

public void Replace(World world, Entity e, IComponent[] startWithComponents)

This will replace an existing entity in the world. It keeps some elements of the original entity: position and target id components.

Parameters
world World

e Entity

startWithComponents IComponent[]

Replace(World, Entity)

public void Replace(World world, Entity e)

This will replace an existing entity in the world. It keeps some elements of the original entity: position and target id components.

Parameters
world World
e Entity

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid

SaveData

Namespace: Murder.Assets
Assembly: Murder.dll

public class SaveData : GameAsset

Tracks a saved game with all the player status.

Implements: GameAsset

⭐ Constructors

protected SaveData(int slot, float version, BlackboardTracker tracker)

Parameters
slot int
version float
tracker BlackboardTracker

public SaveData()
public SaveData(int slot, float version)

Parameters
slot int
version float

⭐ Properties

_entitiesOnWorldToDestroy

protected readonly Dictionary<TKey, TValue> _entitiesOnWorldToDestroy;

List of all consumed entities throughout the map. Mapped according to: [World guid -> [Entity Guid]]

Returns
Dictionary<TKey, TValue>

BlackboardTracker

public readonly BlackboardTracker BlackboardTracker;

Returns
BlackboardTracker

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

CurrentWorld

public T? CurrentWorld { get; }

Returns
T?

DynamicAssets

public Dictionary<TKey, TValue> DynamicAssets { get; private set; }

These are all the dynamic assets within the game session.

Returns
Dictionary<TKey, TValue>

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

Icon

public virtual char Icon { get; }

Returns
char

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

PendingOperation

public Task PendingOperation { get; }

Returns
Task

Rename

public bool Rename { get; public set; }

Returns
bool

SaveDataRelativeDirectoryPath

public string SaveDataRelativeDirectoryPath { get; private set; }

This is save path, used by its assets.

Returns
string

SavedWorlds

public ImmutableDictionary<TKey, TValue> SavedWorlds { get; private set; }

This maps [World Guid -> Saved World Guid] that does not belong to a run and should be persisted.

Returns
ImmutableDictionary<TKey, TValue>

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

SaveName

public string SaveName { get; private set; }

This is the name used in-game, specified by the user.

Returns
string

SaveRelativeDirectoryPath

public string SaveRelativeDirectoryPath { get; private set; }

This is save path, used by its assets.

Returns
string

SaveSlot

public readonly int SaveSlot;

Which save slot this belongs to. Default is zero.

Returns
int

SaveVersion

public readonly float SaveVersion;

Game version, used for game save compatibility.

Returns
float

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

⭐ Methods

GetOrCreateEntitiesToBeDestroyedAt(World)

protected HashSet<T> GetOrCreateEntitiesToBeDestroyedAt(World world)

Fetch the collected items at . If none, creates a new empty collection and returns that instead.

Parameters
world World

Returns
HashSet<T>

EntityToGuid(World, Entity)

protected T? EntityToGuid(World world, Entity e)

Parameters
world World
e Entity

Returns
T?

EntityToGuid(World, int)

protected T? EntityToGuid(World world, int id)

Parameters
world World
id int

Returns
T?

TryGetDynamicAssetImpl(out T&)

protected virtual bool TryGetDynamicAssetImpl(T& value)

Parameters
value T&

Returns
bool

ClearAllWorlds()

protected virtual void ClearAllWorlds()

This will clean all saved worlds.

OnModified()

protected virtual void OnModified()

HasFinishedSaveWorld()

public bool HasFinishedSaveWorld()

Returns
bool

RecordRemovedEntityFromWorld(World, Entity)

public bool RecordRemovedEntityFromWorld(World world, Entity entity)

This records that an entity has been removed from the map.

Parameters
world World
entity Entity

Returns
bool

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

TryGetDynamicAsset()

public T TryGetDynamicAsset()

Returns
T

TryLoadLevel(Guid)

public virtual SavedWorld TryLoadLevel(Guid guid)

Get a world asset to instantiate in the game. This tracks the at SaveData._lastWorld.

Parameters
guid Guid

Returns
SavedWorld

AfterDeserialized()

public virtual void AfterDeserialized()

ChangeSaveName(string)

public void ChangeSaveName(string name)

Parameters
name string

MakeGuid()

public void MakeGuid()

RemoveDynamicAsset(Type)

public void RemoveDynamicAsset(Type t)

Parameters
t Type

SaveAsync(MonoWorld)

public void SaveAsync(MonoWorld world)

This saves a world that should be persisted across several runs. For now, this will be restricted to the city.

Parameters
world MonoWorld

SaveDynamicAsset(Guid)

public void SaveDynamicAsset(Guid guid)

Parameters
guid Guid

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid

TrackCurrentWorld(Guid)

public void TrackCurrentWorld(Guid guid)

Parameters
guid Guid

SavedWorld

Namespace: Murder.Assets
Assembly: Murder.dll

public class SavedWorld : GameAsset, IWorldAsset

Asset for a map that has been generated within a world.

Implements: GameAsset, IWorldAsset

⭐ Properties

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

Icon

public virtual char Icon { get; }

Returns
char

Instances

public virtual ImmutableArray<T> Instances { get; }

Returns
ImmutableArray<T>

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

Rename

public bool Rename { get; public set; }

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

WorldGuid

public virtual Guid WorldGuid { get; }

Returns
Guid

⭐ Methods

OnModified()

protected virtual void OnModified()

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

CreateAsync(World, ImmutableArray)

public ValueTask<TResult> CreateAsync(World world, ImmutableArray<T> entitiesOnSaveRequested)

Parameters
world World
entitiesOnSaveRequested ImmutableArray<T>

Returns
ValueTask<TResult>

TryGetInstance(Guid)

public virtual EntityInstance TryGetInstance(Guid instanceGuid)

Parameters
instanceGuid Guid

Returns
EntityInstance

AfterDeserialized()

public virtual void AfterDeserialized()

MakeGuid()

public void MakeGuid()

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid

SmartFloatAsset

Namespace: Murder.Assets
Assembly: Murder.dll

public class SmartFloatAsset : GameAsset

Implements: GameAsset

⭐ Constructors

public SmartFloatAsset()

⭐ Properties

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

Icon

public virtual char Icon { get; }

Returns
char

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

Rename

public bool Rename { get; public set; }

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

Titles

public ImmutableArray<T> Titles;

Returns
ImmutableArray<T>

Values

public ImmutableArray<T> Values;

Returns
ImmutableArray<T>

⭐ Methods

OnModified()

protected virtual void OnModified()

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

AfterDeserialized()

public virtual void AfterDeserialized()

MakeGuid()

public void MakeGuid()

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid

SpeakerAsset

Namespace: Murder.Assets
Assembly: Murder.dll

public class SpeakerAsset : GameAsset

Implements: GameAsset

⭐ Constructors

public SpeakerAsset()

⭐ Properties

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

CustomBox

public readonly T? CustomBox;

Returns
T?

CustomFont

public readonly T? CustomFont;

Returns
T?

DefaultPortrait

public readonly string DefaultPortrait;

Returns
string

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

Icon

public virtual char Icon { get; }

Returns
char

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

Portraits

public readonly ImmutableDictionary<TKey, TValue> Portraits;

Returns
ImmutableDictionary<TKey, TValue>

Rename

public bool Rename { get; public set; }

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

SpeakerName

public readonly string SpeakerName;

Returns
string

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

⭐ Methods

OnModified()

protected virtual void OnModified()

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

AfterDeserialized()

public virtual void AfterDeserialized()

MakeGuid()

public void MakeGuid()

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid

Theme

Namespace: Murder.Assets
Assembly: Murder.dll

public class Theme

⭐ Constructors

public Theme()

⭐ Properties

Accent

public Vector4 Accent;

Returns
Vector4

Bg

public Vector4 Bg;

Returns
Vector4

BgFaded

public Vector4 BgFaded;

Returns
Vector4

Faded

public Vector4 Faded;

Returns
Vector4

Foreground

public Vector4 Foreground;

Returns
Vector4

GenericAsset

public Vector4 GenericAsset;

Returns
Vector4

Green

public Vector4 Green;

Returns
Vector4

HighAccent

public Vector4 HighAccent;

Returns
Vector4

Red

public Vector4 Red;

Returns
Vector4

RedFaded

public Vector4 RedFaded;

Returns
Vector4

Warning

public Vector4 Warning;

Returns
Vector4

White

public Vector4 White;

Returns
Vector4

Yellow

public Vector4 Yellow;

Returns
Vector4

WorldAsset

Namespace: Murder.Assets
Assembly: Murder.dll

public class WorldAsset : GameAsset, IWorldAsset

Implements: GameAsset, IWorldAsset

⭐ Constructors

public WorldAsset()

⭐ Properties

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

Features

public ImmutableArray<T> Features { get; }

Returns
ImmutableArray<T>

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

HasSystems

public bool HasSystems { get; }

Returns
bool

Icon

public virtual char Icon { get; }

Returns
char

Instances

public virtual ImmutableArray<T> Instances { get; }

Returns
ImmutableArray<T>

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

Order

public readonly int Order;

This is the order in which this world will be displayed in game (when selecting a lvel, etc.)

Returns
int

Rename

public bool Rename { get; public set; }

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

Systems

public ImmutableArray<T> Systems { get; }

Returns
ImmutableArray<T>

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

WorldGuid

public virtual Guid WorldGuid { get; }

Returns
Guid

WorldName

public readonly string WorldName;

This is the world name used when fetching this world within the game.

Returns
string

⭐ Methods

OnModified()

protected virtual void OnModified()

PostProcessEntities(World, Dictionary<TKey, TValue>)

protected void PostProcessEntities(World world, Dictionary<TKey, TValue> instancesToEntities)

This makes any fancy post process once all entities were created in the world. This may trigger reactive components within the world.

Parameters
world World

instancesToEntities Dictionary<TKey, TValue>

AddFilter(string)

public bool AddFilter(string name)

Add a new filter to group entities.

Parameters
name string

Returns
bool

AddGroup(string)

public bool AddGroup(string name)

Add a new folder to group entities.

Parameters
name string

Returns
bool

BelongsToAnyGroup(Guid)

public bool BelongsToAnyGroup(Guid entity)

Checks whether an entity belongs to any group.

Parameters
entity Guid

Returns
bool

DeleteFilter(string)

public bool DeleteFilter(string name)

Delete a new filter to group entities.

Parameters
name string

Returns
bool

DeleteGroup(string)

public bool DeleteGroup(string name)

Delete a new folder to group entities.

Parameters
name string

Returns
bool

HasGroup(string)

public bool HasGroup(string name)

Parameters
name string

Returns
bool

IsOnFilter(Guid)

public bool IsOnFilter(Guid g)

Parameters
g Guid

Returns
bool

MoveToGroup(string, Guid, int)

public bool MoveToGroup(string targetGroup, Guid instance, int targetPosition)

Parameters
targetGroup string
instance Guid
targetPosition int

Returns
bool

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

FetchFolderNames()

public IEnumerable<T> FetchFolderNames()

This is for editor purposes, return all the available folder names as anIEnumerable

Returns
IEnumerable<T>

FetchAllSystems()

public ImmutableArray<T> FetchAllSystems()

Returns
ImmutableArray<T>

FetchEntitiesGuidInFilter(string)

public ImmutableArray<T> FetchEntitiesGuidInFilter(string targetFilter)

Parameters
targetFilter string

Returns
ImmutableArray<T>

FetchEntitiesOfGroup(string)

public ImmutableArray<T> FetchEntitiesOfGroup(string name)

Parameters
name string

Returns
ImmutableArray<T>

FetchFilters()

public ImmutableDictionary<TKey, TValue> FetchFilters()

This is for editor purposes, we group all entities in "folders" when visualizing them. This has no effect in the actual game.

Returns
ImmutableDictionary<TKey, TValue>

FetchFolders()

public ImmutableDictionary<TKey, TValue> FetchFolders()

This is for editor purposes, we group all entities in "folders" when visualizing them. This has no effect in the actual game.

Returns
ImmutableDictionary<TKey, TValue>

GroupsCount()

public int GroupsCount()

Returns
int

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

FetchEntitiesInFilter(string)

public List<T> FetchEntitiesInFilter(string targetFilter)

Parameters
targetFilter string

Returns
List<T>

CreateInstance(Camera2D, ImmutableArray)

public MonoWorld CreateInstance(Camera2D camera, ImmutableArray<T> startingSystems)

Parameters
camera Camera2D
startingSystems ImmutableArray<T>

Returns
MonoWorld

CreateInstanceFromSave(SavedWorld, Camera2D, ImmutableArray)

public MonoWorld CreateInstanceFromSave(SavedWorld savedInstance, Camera2D camera, ImmutableArray<T> startingSystems)

Parameters
savedInstance SavedWorld
camera Camera2D
startingSystems ImmutableArray<T>

Returns
MonoWorld

GetGroupOf(Guid)

public string GetGroupOf(Guid entity)

Returns the group that an entity belongs.

Parameters
entity Guid

Returns
string

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

TryGetInstance(Guid)

public virtual EntityInstance TryGetInstance(Guid instanceGuid)

Parameters
instanceGuid Guid

Returns
EntityInstance

AfterDeserialized()

public virtual void AfterDeserialized()

AddInstance(EntityInstance)

public void AddInstance(EntityInstance e)

Parameters
e EntityInstance

MakeGuid()

public void MakeGuid()

MoveToFilter(string, Guid, int)

public void MoveToFilter(string targetFilter, Guid instance, int targetPosition)

Parameters
targetFilter string
instance Guid
targetPosition int

RemoveInstance(Guid)

public void RemoveInstance(Guid instanceGuid)

Parameters
instanceGuid Guid

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid

UpdateFeatures(ImmutableArray)

public void UpdateFeatures(ImmutableArray<T> features)

Parameters
features ImmutableArray<T>

UpdateSystems(ImmutableArray)

public void UpdateSystems(ImmutableArray<T> systems)

Parameters
systems ImmutableArray<T>

ValidateInstances()

public void ValidateInstances()

Validate instances are remove any entities that no longer exist in the asset.

AngleAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class AngleAttribute : Attribute

An attribute for angle fields. This will show up in the editor as a {0, 360} range, but converted in radius in the actual field.

Implements: Attribute

⭐ Constructors

public AngleAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

AtlasCoordinatesAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class AtlasCoordinatesAttribute : Attribute

This is an attribute used for field strings that point to an atlas texture.

Implements: Attribute

⭐ Constructors

public AtlasCoordinatesAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

DefaultAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class DefaultAttribute : Attribute

Text which will be displayed when a field has a default value.

Implements: Attribute

⭐ Constructors

public DefaultAttribute(string text)

Creates a new DefaultAttribute.

Parameters
text string

⭐ Properties

Text

public string Text;

The content which will be displayed in the button to create a new value of the default field.

Returns
string

TypeId

public virtual Object TypeId { get; }

Returns
Object

DefaultEditorSystemAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class DefaultEditorSystemAttribute : Attribute

Attributes for fields that should always show up in the editor. Commonly used for private fields.

Implements: Attribute

⭐ Constructors

public DefaultEditorSystemAttribute()
public DefaultEditorSystemAttribute(bool startActive)

Parameters
startActive bool

⭐ Properties

StartActive

public readonly bool StartActive;

Returns
bool

TypeId

public virtual Object TypeId { get; }

Returns
Object

DoNotPersistEntityOnSaveAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class DoNotPersistEntityOnSaveAttribute : Attribute

This signalizes that an entity should be skipped altogether if it has a component with that attribute.

Implements: Attribute

⭐ Constructors

public DoNotPersistEntityOnSaveAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

DoNotPersistOnSaveAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class DoNotPersistOnSaveAttribute : Attribute

Implements: Attribute

⭐ Constructors

public DoNotPersistOnSaveAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

EditorLabelAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class EditorLabelAttribute : Attribute

Label that will show up for this field in the editor.

Implements: Attribute

⭐ Constructors

public EditorLabelAttribute(string label1, string label2)

Parameters
label1 string
label2 string

public EditorLabelAttribute(string label1)

Parameters
label1 string

⭐ Properties

Label1

public readonly string Label1;

The content of the tooltip.

Returns
string

Label2

public readonly string Label2;

[Optional] Secondary label.

Returns
string

TypeId

public virtual Object TypeId { get; }

Returns
Object

EditorTupleTooltipAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class EditorTupleTooltipAttribute : Attribute

Tooltip that will show up when hovering over a field in the editor.

Implements: Attribute

⭐ Constructors

public EditorTupleTooltipAttribute(string tooltip1, string tooltip2)

Parameters
tooltip1 string
tooltip2 string

⭐ Properties

Tooltip1

public string Tooltip1;

The content of the tooltip.

Returns
string

Tooltip2

public string Tooltip2;

The content of the tooltip.

Returns
string

TypeId

public virtual Object TypeId { get; }

Returns
Object

GameAssetDictionaryIdAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class GameAssetDictionaryIdAttribute : Attribute

This is an attribute used for a dictionary with a guid on both the key and values.

Implements: Attribute

⭐ Constructors

public GameAssetDictionaryIdAttribute(Type key, Type value)

Creates a new GameAssetDictionaryIdAttribute.

Parameters
key Type
value Type

⭐ Properties

Key

public readonly Type Key;

The type of the game asset key.

Returns
Type

TypeId

public virtual Object TypeId { get; }

Returns
Object

Value

public readonly Type Value;

The type of the game asset value.

Returns
Type

GameAssetIdAttribute<T>

Namespace: Murder.Attributes
Assembly: Murder.dll

public class GameAssetIdAttribute<T> : GameAssetIdAttribute

Implements: GameAssetIdAttribute

⭐ Constructors

public GameAssetIdAttribute<T>()

⭐ Properties

AllowInheritance

public readonly bool AllowInheritance;

Returns
bool

AssetType

public readonly Type AssetType;

Returns
Type

TypeId

public virtual Object TypeId { get; }

Returns
Object

GameAssetIdAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class GameAssetIdAttribute : Attribute

This is an attribute used for a field guid that point to a game asset id.

Implements: Attribute

⭐ Constructors

public GameAssetIdAttribute(Type type, bool allowInheritance)

Creates a new GameAssetIdAttribute.

Parameters
type Type

allowInheritance bool

⭐ Properties

AllowInheritance

public readonly bool AllowInheritance;

Whether it should look for all assets that inherit from this asset.

Returns
bool

AssetType

public readonly Type AssetType;

The type of the game asset.

Returns
Type

TypeId

public virtual Object TypeId { get; }

Returns
Object

GameAssetIdInfo

Namespace: Murder.Attributes
Assembly: Murder.dll

public sealed struct GameAssetIdInfo

⭐ Constructors

public GameAssetIdInfo(Type t, bool allowInheritance)

Parameters
t Type
allowInheritance bool

⭐ Properties

AllowInheritance

public readonly bool AllowInheritance;

Whether it should look for all assets that inherit from this asset.

Returns
bool

AssetType

public readonly Type AssetType;

The type of the game asset.

Returns
Type

HideInEditorAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class HideInEditorAttribute : Attribute

Implements: Attribute

⭐ Constructors

public HideInEditorAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

InstanceIdAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class InstanceIdAttribute : Attribute

This is an attribute used for a field guid that points to another entity instance within the world.

Implements: Attribute

⭐ Constructors

public InstanceIdAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

IntrinsicAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class IntrinsicAttribute : Attribute

This signalizes that a component is an intrinsic characteristic of the entity and that it does not distinct as a separate entity. An entity with only intrinsic components will not be serialized.

Implements: Attribute

⭐ Constructors

public IntrinsicAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

MultilineAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class MultilineAttribute : Attribute

Implements: Attribute

⭐ Constructors

public MultilineAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

NoLabelAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class NoLabelAttribute : Attribute

Implements: Attribute

⭐ Constructors

public NoLabelAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

OnlyPersistThisComponentForEntityOnSaveAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class OnlyPersistThisComponentForEntityOnSaveAttribute : Attribute

This gets rather complicated, but this will persist only one component for the entity in the save. These are for cases that we want to persist an entity id for an entity with a specific property, e.g. the player.

Implements: Attribute

⭐ Constructors

public OnlyPersistThisComponentForEntityOnSaveAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

PersistOnSaveAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class PersistOnSaveAttribute : Attribute

Overrides any other attribute and make sure this component is persisted in the entity serialization.

Implements: Attribute

⭐ Constructors

public PersistOnSaveAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

ShowInEditorAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class ShowInEditorAttribute : Attribute

Attributes for fields that should always show up in the editor. Commonly used for private fields.

Implements: Attribute

⭐ Constructors

public ShowInEditorAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

SimpleTextureAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class SimpleTextureAttribute : Attribute

Implements: Attribute

⭐ Constructors

public SimpleTextureAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

SliderAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class SliderAttribute : Attribute

A slider attribute used when setting values in the editor.

Implements: Attribute

⭐ Constructors

public SliderAttribute(float minimum, float maximum)

Creates a new SliderAttribute.

Parameters
minimum float

maximum float

⭐ Properties

Maximum

public readonly float Maximum;

Maximum value.

Returns
float

Minimum

public readonly float Minimum;

Minimum value.

Returns
float

TypeId

public virtual Object TypeId { get; }

Returns
Object

TileEditorAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class TileEditorAttribute : Attribute

Attribute for systems which will show up in the "Tile Editor" mode.

Implements: Attribute

⭐ Constructors

public TileEditorAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

TooltipAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class TooltipAttribute : Attribute

Tooltip that will show up when hovering over a field in the editor.

Implements: Attribute

⭐ Constructors

public TooltipAttribute(string text)

Creates a new TooltipAttribute.

Parameters
text string

⭐ Properties

Text

public string Text;

The content of the tooltip.

Returns
string

TypeId

public virtual Object TypeId { get; }

Returns
Object

TypeOfAttribute

Namespace: Murder.Attributes
Assembly: Murder.dll

public class TypeOfAttribute : Attribute

Attribute for looking on a TypeOfAttribute.Type with specific properties.

Implements: Attribute

⭐ Constructors

public TypeOfAttribute(Type type)

Creates a new TypeOfAttribute.

Parameters
type Type

⭐ Properties

Type

public readonly Type Type;

Returns
Type

TypeId

public virtual Object TypeId { get; }

Returns
Object

BounceAmountComponent

Namespace: Murder.Component
Assembly: Murder.dll

public sealed struct BounceAmountComponent : IComponent

Implements: IComponent

⭐ Constructors

public BounceAmountComponent(float bounciness, float gravity)

Parameters
bounciness float
gravity float

⭐ Properties

Bounciness

public readonly float Bounciness;

Returns
float

GravityMod

public readonly float GravityMod;

Returns
float

AgentSpeedMultiplier

Namespace: Murder.Components.Agents
Assembly: Murder.dll

public sealed struct AgentSpeedMultiplier : IComponent

Implements: IComponent

⭐ Constructors

public AgentSpeedMultiplier()
public AgentSpeedMultiplier(float speedMultiplier)

Parameters
speedMultiplier float

⭐ Properties

SpeedMultiplier

public readonly float SpeedMultiplier;

Returns
float

⭐ Methods

WithMultiplier(float)

public AgentSpeedMultiplier WithMultiplier(float multiplier)

Increases the current multiplier by .

Parameters
multiplier float

Returns
AgentSpeedMultiplier

AgentSpeedOverride

Namespace: Murder.Components.Agents
Assembly: Murder.dll

public sealed struct AgentSpeedOverride : IComponent

Implements: IComponent

⭐ Constructors

public AgentSpeedOverride()
public AgentSpeedOverride(float maxSpeed, float acceleration)

Parameters
maxSpeed float
acceleration float

⭐ Properties

Acceleration

public readonly float Acceleration;

Returns
float

MaxSpeed

public readonly float MaxSpeed;

Returns
float

CutsceneAnchorsComponent

Namespace: Murder.Components.Cutscenes
Assembly: Murder.dll

public sealed struct CutsceneAnchorsComponent : IComponent

This is a list of anchor points of cutscene.

Implements: IComponent

⭐ Constructors

public CutsceneAnchorsComponent()
public CutsceneAnchorsComponent(ImmutableDictionary<TKey, TValue> anchors)

Parameters
anchors ImmutableDictionary<TKey, TValue>

⭐ Properties

Anchors

public readonly ImmutableDictionary<TKey, TValue> Anchors;

Returns
ImmutableDictionary<TKey, TValue>

DisableEntityComponent

Namespace: Murder.Components.Effects
Assembly: Murder.dll

public sealed struct DisableEntityComponent : IComponent

Component that temporarily excludes this entity to exist within the world.

Implements: IComponent

OnEnterOnExitComponent

Namespace: Murder.Components.Effects
Assembly: Murder.dll

public sealed struct OnEnterOnExitComponent : IComponent

Implements: IComponent

⭐ Constructors

public OnEnterOnExitComponent()
public OnEnterOnExitComponent(IInteractiveComponent onEnter, IInteractiveComponent onExit)

Parameters
onEnter IInteractiveComponent
onExit IInteractiveComponent

⭐ Properties

OnEnter

public readonly IInteractiveComponent OnEnter;

Returns
IInteractiveComponent

OnExit

public readonly IInteractiveComponent OnExit;

Returns
IInteractiveComponent

ParallaxComponent

Namespace: Murder.Components.Graphics
Assembly: Murder.dll

public sealed struct ParallaxComponent : IComponent

Implements: IComponent

⭐ Constructors

public ParallaxComponent()

⭐ Properties

Factor

public readonly float Factor;

How much parallax this entity has. 0 never moves, 1 moves normaly and more than 1 is the foreground.

Returns
float

ReflectionComponent

Namespace: Murder.Components.Graphics
Assembly: Murder.dll

public sealed struct ReflectionComponent : IComponent

Implements: IComponent

⭐ Constructors

public ReflectionComponent()

⭐ Properties

Alpha

public readonly float Alpha;

Returns
float

BlockReflection

public readonly bool BlockReflection;

Returns
bool

Offset

public readonly Vector2 Offset;

Returns
Vector2

RenderedSpriteCacheComponent

Namespace: Murder.Components.Graphics
Assembly: Murder.dll

public sealed struct RenderedSpriteCacheComponent : IComponent

Implements: IComponent

⭐ Properties

AnimInfo

public AnimationInfo AnimInfo { get; public set; }

Returns
AnimationInfo

Blend

public BlendStyle Blend { get; public set; }

Returns
BlendStyle

Color

public Color Color { get; public set; }

Returns
Color

CurrentAnimation

public Animation CurrentAnimation { get; public set; }

Returns
Animation

Flipped

public bool Flipped { get; public set; }

Returns
bool

Offset

public Vector2 Offset { get; public set; }

Returns
Vector2

Outline

public OutlineStyle Outline { get; public set; }

Returns
OutlineStyle

RenderedSprite

public Guid RenderedSprite { get; public set; }

Returns
Guid

RenderPosition

public Vector2 RenderPosition { get; public set; }

Returns
Vector2

Rotation

public float Rotation { get; public set; }

Returns
float

Scale

public Vector2 Scale { get; public set; }

Returns
Vector2

Sorting

public float Sorting { get; public set; }

Returns
float

ScaleComponent

Namespace: Murder.Components.Graphics
Assembly: Murder.dll

public sealed struct ScaleComponent : IComponent

Implements: IComponent

⭐ Constructors

public ScaleComponent(float scaleX, float scaleY)

Parameters
scaleX float
scaleY float

public ScaleComponent(Vector2 scale)

Parameters
scale Vector2

⭐ Properties

Scale

public readonly Vector2 Scale;

Returns
Vector2

ThreeSliceComponent

Namespace: Murder.Components.Graphics
Assembly: Murder.dll

public sealed struct ThreeSliceComponent : IComponent

This component makes sure that any aseprite will render as a 3-slice instead, as specified.

Implements: IComponent

⭐ Constructors

public ThreeSliceComponent()

⭐ Properties

CoreSliceRectangle

public readonly Rectangle CoreSliceRectangle;

Returns
Rectangle

Orientation

public readonly Orientation Orientation;

Returns
Orientation

Size

public readonly int Size;

Returns
int

TintComponent

Namespace: Murder.Components.Graphics
Assembly: Murder.dll

public sealed struct TintComponent : IComponent, IEquatable<T>

Implements: IComponent, IEquatable<T>

⭐ Constructors

public TintComponent(Color TintColor)

Parameters
TintColor Color

⭐ Properties

TintColor

public Color TintColor { get; public set; }

Returns
Color

⭐ Methods

Equals(TintComponent)

public virtual bool Equals(TintComponent other)

Parameters
other TintComponent

Returns
bool

Equals(Object)

public virtual bool Equals(Object obj)

Parameters
obj Object

Returns
bool

GetHashCode()

public virtual int GetHashCode()

Returns
int

ToString()

public virtual string ToString()

Returns
string

Deconstruct(out Color&)

public void Deconstruct(Color& TintColor)

Parameters
TintColor Color&

UiDisplayComponent

Namespace: Murder.Components.Graphics
Assembly: Murder.dll

public sealed struct UiDisplayComponent : IComponent

Implements: IComponent

⭐ Constructors

public UiDisplayComponent()

⭐ Properties

YSort

public readonly float YSort;

Returns
float

AnchorId

Namespace: Murder.Components.Serialization
Assembly: Murder.dll

public sealed struct AnchorId

⭐ Constructors

public AnchorId()
public AnchorId(string id, Anchor anchor)

Parameters
id string
anchor Anchor

⭐ Properties

Anchor

public readonly Anchor Anchor;

Returns
Anchor

Id

public readonly string Id;

Returns
string

CutsceneAnchorsEditorComponent

Namespace: Murder.Components.Serialization
Assembly: Murder.dll

public sealed struct CutsceneAnchorsEditorComponent : IComponent

Implements: IComponent

⭐ Constructors

public CutsceneAnchorsEditorComponent()
public CutsceneAnchorsEditorComponent(ImmutableArray<T> anchors)

Parameters
anchors ImmutableArray<T>

⭐ Properties

Anchors

public readonly ImmutableArray<T> Anchors;

Returns
ImmutableArray<T>

⭐ Methods

FindAnchor(string)

public Anchor FindAnchor(string name)

Parameters
name string

Returns
Anchor

AddAnchorAt(Vector2)

public CutsceneAnchorsEditorComponent AddAnchorAt(Vector2 newPosition)

Parameters
newPosition Vector2

Returns
CutsceneAnchorsEditorComponent

WithAnchorAt(string, Vector2)

public CutsceneAnchorsEditorComponent WithAnchorAt(string name, Vector2 newPosition)

Parameters
name string
newPosition Vector2

Returns
CutsceneAnchorsEditorComponent

WithoutAnchorAt(string)

public CutsceneAnchorsEditorComponent WithoutAnchorAt(string name)

Parameters
name string

Returns
CutsceneAnchorsEditorComponent

SoundEventPositionTrackerComponent

Namespace: Murder.Components.Sound
Assembly: Murder.dll

public sealed struct SoundEventPositionTrackerComponent : IComponent

This will track the spatial position of an event.

Implements: IComponent

⭐ Constructors

public SoundEventPositionTrackerComponent(SoundEventId sound)

Parameters
sound SoundEventId

⭐ Properties

Sound

public readonly SoundEventId Sound;

Returns
SoundEventId

TagsComponent

Namespace: Murder.Components.Utilities
Assembly: Murder.dll

public sealed struct TagsComponent : IComponent

Implements: IComponent

⭐ Properties

Tags

public readonly Tags Tags;

Returns
Tags

AdvancedCollisionComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct AdvancedCollisionComponent : IComponent

Implements: IComponent

AfterInteractRule

Namespace: Murder.Components
Assembly: Murder.dll

public sealed enum AfterInteractRule : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Always

public static const AfterInteractRule Always;

Always interact whenever the rule gets triggered (added or modified).

Returns
AfterInteractRule

InteractOnlyOnce

public static const AfterInteractRule InteractOnlyOnce;

Returns
AfterInteractRule

InteractOnReload

public static const AfterInteractRule InteractOnReload;

Instead of removing this component once triggered, this will only disable it.

Returns
AfterInteractRule

RemoveEntity

public static const AfterInteractRule RemoveEntity;

Instead of removing this component once triggered, this will remove the entity.

Returns
AfterInteractRule

AgentComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct AgentComponent : IComponent

Implements: IComponent

⭐ Constructors

public AgentComponent(float speed, float acceleration, float friction)

Parameters
speed float
acceleration float
friction float

⭐ Properties

Acceleration

public readonly float Acceleration;

Returns
float

Friction

public readonly float Friction;

Returns
float

Speed

public readonly float Speed;

Maximum speed of this agent

Returns
float

AgentImpulseComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct AgentImpulseComponent : IComponent

Implements: IComponent

⭐ Constructors

public AgentImpulseComponent(Vector2 impulse, T? direction)

Parameters
impulse Vector2
direction T?

public AgentImpulseComponent(Vector2 impulse)

Parameters
impulse Vector2

⭐ Properties

Direction

public readonly T? Direction;

Returns
T?

Impulse

public readonly Vector2 Impulse;

Returns
Vector2

AgentSpriteComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct AgentSpriteComponent : IComponent

Implements: IComponent

⭐ Constructors

public AgentSpriteComponent()

⭐ Properties

AngleSuffixOffset

public readonly float AngleSuffixOffset;

Returns
float

AnimationGuid

public readonly Guid AnimationGuid;

Returns
Guid

FlipWest

public readonly bool FlipWest;

Returns
bool

IdlePrefix

public readonly string IdlePrefix;

Returns
string

Suffix

public readonly string Suffix;

Returns
string

TargetSpriteBatch

public readonly int TargetSpriteBatch;

Returns
int

WalkPrefix

public readonly string WalkPrefix;

Returns
string

YSortOffset

public readonly int YSortOffset;

Returns
int

⭐ Methods

WithAnimation(Guid, bool)

public AgentSpriteComponent WithAnimation(Guid animationGuid, bool flip)

Parameters
animationGuid Guid
flip bool

Returns
AgentSpriteComponent

AlphaComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct AlphaComponent : IComponent

Set alpha of a component being displayed in the screen.

Implements: IComponent

⭐ Constructors

public AlphaComponent()
public AlphaComponent(AlphaSources source, float amount)

Parameters
source AlphaSources
amount float

public AlphaComponent(Single[] sources)

Parameters
sources float[]

⭐ Properties

Alpha

public float Alpha { get; }

Returns
float

⭐ Methods

Set(AlphaSources, float)

public AlphaComponent Set(AlphaSources source, float amount)

Parameters
source AlphaSources
amount float

Returns
AlphaComponent

Get(AlphaSources)

public float Get(AlphaSources source)

Parameters
source AlphaSources

Returns
float

AlphaSources

Namespace: Murder.Components
Assembly: Murder.dll

public sealed enum AlphaSources : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Alpha

public static const AlphaSources Alpha;

Returns
AlphaSources

Fade

public static const AlphaSources Fade;

Returns
AlphaSources

LastSeen

public static const AlphaSources LastSeen;

Returns
AlphaSources

AnimationCompleteComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct AnimationCompleteComponent : IComponent

The Aseprite component in this entity completed it's animation

Implements: IComponent

⭐ Constructors

public AnimationCompleteComponent()

AnimationEventBroadcasterComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct AnimationEventBroadcasterComponent : IComponent

Implements: IComponent

⭐ Constructors

public AnimationEventBroadcasterComponent()
public AnimationEventBroadcasterComponent(ImmutableHashSet<T> broadcastTo)

Parameters
broadcastTo ImmutableHashSet<T>

⭐ Properties

BroadcastTo

public readonly ImmutableHashSet<T> BroadcastTo;

Returns
ImmutableHashSet<T>

AnimationOverloadComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct AnimationOverloadComponent : IComponent

Implements: IComponent

⭐ Constructors

public AnimationOverloadComponent()
public AnimationOverloadComponent(ImmutableArray<T> animationId, Guid customSprite, float start, bool loop, bool ignoreFacing)

Parameters
animationId ImmutableArray<T>
customSprite Guid
start float
loop bool
ignoreFacing bool

public AnimationOverloadComponent(ImmutableArray<T> animations, float duration, bool loop, bool ignoreFacing, int current, float sortOffset, Guid customSprite, float start)

Parameters
animations ImmutableArray<T>
duration float
loop bool
ignoreFacing bool
current int
sortOffset float
customSprite Guid
start float

public AnimationOverloadComponent(ImmutableArray<T> animations, float duration, bool loop, bool ignoreFacing, int current, float sortOffset, Guid customSprite)

Parameters
animations ImmutableArray<T>
duration float
loop bool
ignoreFacing bool
current int
sortOffset float
customSprite Guid

public AnimationOverloadComponent(string animationId, bool loop, bool ignoreFacing, float startTime)

Parameters
animationId string
loop bool
ignoreFacing bool
startTime float

public AnimationOverloadComponent(string animationId, bool loop, bool ignoreFacing)

Parameters
animationId string
loop bool
ignoreFacing bool

public AnimationOverloadComponent(string animationId, float duration, bool loop, bool ignoreFacing, float startTime)

Parameters
animationId string
duration float
loop bool
ignoreFacing bool
startTime float

public AnimationOverloadComponent(string animationId, float duration, bool loop, bool ignoreFacing, int current, float sortOffset, Guid customSprite)

Parameters
animationId string
duration float
loop bool
ignoreFacing bool
current int
sortOffset float
customSprite Guid

public AnimationOverloadComponent(string animationId, float duration, bool loop, bool ignoreFacing)

Parameters
animationId string
duration float
loop bool
ignoreFacing bool

public AnimationOverloadComponent(string animationId, Guid customSprite, float start, bool loop, bool ignoreFacing)

Parameters
animationId string
customSprite Guid
start float
loop bool
ignoreFacing bool

⭐ Properties

AnimationCount

public int AnimationCount { get; }

Returns
int

AnimationId

public string AnimationId { get; }

Returns
string

AtLast

public bool AtLast { get; }

Returns
bool

Current

public readonly int Current;

Returns
int

CurrentAnimation

public string CurrentAnimation { get; }

Returns
string

CustomSprite

public SpriteAsset CustomSprite { get; }

Returns
SpriteAsset

Duration

public readonly float Duration;

Returns
float

IgnoreFacing

public readonly bool IgnoreFacing;

Returns
bool

Loop

public readonly bool Loop;

Returns
bool

NoLoop

public AnimationOverloadComponent NoLoop { get; }

Returns
AnimationOverloadComponent

Now

public AnimationOverloadComponent Now { get; }

Returns
AnimationOverloadComponent

SortOffset

public readonly float SortOffset;

Returns
float

Start

public readonly float Start;

Returns
float

⭐ Methods

PlayNext()

public AnimationOverloadComponent PlayNext()

Returns
AnimationOverloadComponent

AnimationSpeedOverload

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct AnimationSpeedOverload : IComponent

Makes that the animation plays at a different rate.

Implements: IComponent

⭐ Constructors

public AnimationSpeedOverload(float rate, bool persist)

Parameters
rate float
persist bool

⭐ Properties

Persist

public readonly bool Persist;

Returns
bool

Rate

public readonly float Rate;

Returns
float

AttackMultiplier

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct AttackMultiplier : IComponent

Implements: IComponent

⭐ Constructors

public AttackMultiplier()
public AttackMultiplier(float multiplier)

Parameters
multiplier float

⭐ Properties

Multiplier

public readonly float Multiplier;

Returns
float

CameraFollowComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct CameraFollowComponent : IComponent

Component used by the camera for tracking its target position.

Implements: IComponent

⭐ Constructors

public CameraFollowComponent()
public CameraFollowComponent(Point targetPosition)

Parameters
targetPosition Point

public CameraFollowComponent(bool enabled, Entity secondaryTarget)

Parameters
enabled bool
secondaryTarget Entity

public CameraFollowComponent(bool enabled, CameraStyle style)

Parameters
enabled bool
style CameraStyle

public CameraFollowComponent(bool enabled)

Parameters
enabled bool

⭐ Properties

Enabled

public readonly bool Enabled;

Returns
bool

SecondaryTarget

public readonly Entity SecondaryTarget;

Returns
Entity

Style

public readonly CameraStyle Style;

Force to centralize the camera without a dead zone.

Returns
CameraStyle

TargetPosition

public readonly T? TargetPosition;

Returns
T?

CameraStyle

Namespace: Murder.Components
Assembly: Murder.dll

public sealed enum CameraStyle : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Center

public static const CameraStyle Center;

Returns
CameraStyle

DeadZone

public static const CameraStyle DeadZone;

Returns
CameraStyle

Perfect

public static const CameraStyle Perfect;

Returns
CameraStyle

CarveComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct CarveComponent : IComponent

This is used for carve components within the map (that will not move a lot and should be taken into account on pathfinding). This a tag used when caching information in Map.

Implements: IComponent

⭐ Constructors

public CarveComponent()
public CarveComponent(bool blockVision, bool obstacle, bool clearPath, int weight)

Parameters
blockVision bool
obstacle bool
clearPath bool
weight int

⭐ Properties

BlockVision

public readonly bool BlockVision;

Returns
bool

CarveClearPath

public static CarveComponent CarveClearPath { get; }

Returns
CarveComponent

ClearPath

public readonly bool ClearPath;

Whether this carve component will add a path if there was previously a collision in its area. For example, a bridge over a river.

Returns
bool

Obstacle

public readonly bool Obstacle;

Returns
bool

Weight

public readonly int Weight;

Weight of the component, if not an obstacle. Ignored if CarveComponent.Obstacle is true.

Returns
int

⭐ Methods

WithClearPath(bool)

public CarveComponent WithClearPath(bool clearPath)

Parameters
clearPath bool

Returns
CarveComponent

ChoiceComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct ChoiceComponent : IComponent

Implements: IComponent

⭐ Constructors

public ChoiceComponent(ChoiceLine choice)

Parameters
choice ChoiceLine

⭐ Properties

Choice

public readonly ChoiceLine Choice;

Returns
ChoiceLine

ColliderComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct ColliderComponent : IComponent

Implements: IComponent

⭐ Constructors

public ColliderComponent()
public ColliderComponent(IShape shape, int layer, Color color)

Parameters
shape IShape
layer int
color Color

public ColliderComponent(ImmutableArray<T> shapes, int layer, Color color)

Parameters
shapes ImmutableArray<T>
layer int
color Color

⭐ Properties

DebugColor

public readonly Color DebugColor;

Returns
Color

Layer

public readonly int Layer;

Value of layer according to CollisionLayersBase.

Returns
int

Shapes

public readonly ImmutableArray<T> Shapes;

Returns
ImmutableArray<T>

⭐ Methods

SetLayer(int)

public ColliderComponent SetLayer(int layer)

Set layer according to CollisionLayersBase.

Parameters
layer int

Returns
ColliderComponent

WithLayerFlag(int)

public ColliderComponent WithLayerFlag(int flag)

Set layer according to CollisionLayersBase.

Parameters
flag int

Returns
ColliderComponent

WithoutLayerFlag(int)

public ColliderComponent WithoutLayerFlag(int flag)

Set layer according to CollisionLayersBase.

Parameters
flag int

Returns
ColliderComponent

CollisionCacheComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct CollisionCacheComponent : IComponent

Implements: IComponent

⭐ Constructors

public CollisionCacheComponent()
public CollisionCacheComponent(ImmutableHashSet<T> idList)

Parameters
idList ImmutableHashSet<T>

public CollisionCacheComponent(int id)

Parameters
id int

⭐ Properties

CollidingWith

public ImmutableHashSet<T> CollidingWith { get; }

Returns
ImmutableHashSet<T>

⭐ Methods

Contains(World)

public bool Contains(World world)

Parameters
world World

Returns
bool

HasId(int)

public bool HasId(int id)

Parameters
id int

Returns
bool

Add(int)

public CollisionCacheComponent Add(int id)

Parameters
id int

Returns
CollisionCacheComponent

Remove(int)

public CollisionCacheComponent Remove(int id)

Parameters
id int

Returns
CollisionCacheComponent

GetCollidingEntities(World)

public IEnumerable<T> GetCollidingEntities(World world)

Parameters
world World

Returns
IEnumerable<T>

CustomCollisionMask

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct CustomCollisionMask : IComponent

Implements: IComponent

⭐ Constructors

public CustomCollisionMask()
public CustomCollisionMask(int collisionMask)

Parameters
collisionMask int

⭐ Properties

CollisionMask

public readonly int CollisionMask;

Returns
int

CustomDrawComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct CustomDrawComponent : IComponent

Implements: IComponent

⭐ Constructors

public CustomDrawComponent(Action<T> draw)

Parameters
draw Action<T>

⭐ Properties

Draw

public readonly Action<T> Draw;

Returns
Action<T>

CustomTargetSpriteBatchComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct CustomTargetSpriteBatchComponent : IComponent

Implements: IComponent

⭐ Constructors

public CustomTargetSpriteBatchComponent(int targetBatch)

Parameters
targetBatch int

⭐ Properties

TargetBatch

public readonly int TargetBatch;

Returns
int

DestroyAtTimeComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct DestroyAtTimeComponent : IComponent

Implements: IComponent

⭐ Constructors

public DestroyAtTimeComponent()

Destroy at the end of the frame

public DestroyAtTimeComponent(RemoveStyle style, float timeToDestroy)

Parameters
style RemoveStyle
timeToDestroy float

public DestroyAtTimeComponent(float timeToDestroy)

Parameters
timeToDestroy float

⭐ Properties

Style

public readonly RemoveStyle Style;

Returns
RemoveStyle

TimeToDestroy

public readonly float TimeToDestroy;

Returns
float

DestroyOnAnimationCompleteComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct DestroyOnAnimationCompleteComponent : IComponent

Implements: IComponent

⭐ Constructors

public DestroyOnAnimationCompleteComponent()
public DestroyOnAnimationCompleteComponent(bool deactivateOnComplete)

Parameters
deactivateOnComplete bool

⭐ Properties

DeactivateOnComplete

public readonly bool DeactivateOnComplete;

Whether it should deactivate instead of destroying.

Returns
bool

DestroyOnBlackboardConditionComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct DestroyOnBlackboardConditionComponent : IComponent

Implements: IComponent

⭐ Constructors

public DestroyOnBlackboardConditionComponent()

⭐ Properties

Rules

public readonly ImmutableArray<T> Rules;

List of requirements for destroying this object.

Returns
ImmutableArray<T>

DestroyOnCollisionComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct DestroyOnCollisionComponent : IComponent

Implements: IComponent

⭐ Properties

KillInstead

public readonly bool KillInstead;

Returns
bool

DisableAgentComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct DisableAgentComponent : IComponent

Disables the agent from using the AgentMover and other agent related systems

Implements: IComponent

⭐ Constructors

public DisableAgentComponent()

DisableParticleSystemComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct DisableParticleSystemComponent : IComponent

Implements: IComponent

DisableSceneTransitionEffectsComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct DisableSceneTransitionEffectsComponent : IComponent

Component that will disable any transition effects between scenes.

Implements: IComponent

⭐ Constructors

public DisableSceneTransitionEffectsComponent()
public DisableSceneTransitionEffectsComponent(Vector2 bounds)

Parameters
bounds Vector2

⭐ Properties

OverrideCameraPosition

public readonly T? OverrideCameraPosition;

Returns
T?

DoNotPauseComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct DoNotPauseComponent : IComponent

Implements: IComponent

DoNotPersistEntityOnSaveComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct DoNotPersistEntityOnSaveComponent : IComponent

Implements: IComponent

DrawRectangleComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct DrawRectangleComponent : IComponent

Implements: IComponent

⭐ Constructors

public DrawRectangleComponent()

⭐ Properties

Color

public readonly Color Color;

Returns
Color

Fill

public readonly bool Fill;

Returns
bool

LineWidth

public readonly int LineWidth;

Returns
int

SortingOffset

public readonly float SortingOffset;

Returns
float

TargetSpriteBatch

public readonly int TargetSpriteBatch;

Returns
int

EntityTrackerComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct EntityTrackerComponent : IComponent

This is a component used to track other entities within the world. action.

Implements: IComponent

⭐ Constructors

public EntityTrackerComponent(int target)

Parameters
target int

⭐ Properties

Target

public readonly int Target;

Id of the target entity.

Returns
int

EventListenerComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct EventListenerComponent : IComponent

Implements: IComponent

⭐ Constructors

public EventListenerComponent()
public EventListenerComponent(ImmutableDictionary<TKey, TValue> events)

Parameters
events ImmutableDictionary<TKey, TValue>

⭐ Properties

Events

public readonly ImmutableDictionary<TKey, TValue> Events;

Returns
ImmutableDictionary<TKey, TValue>

EventListenerEditorComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct EventListenerEditorComponent : IComponent

Implements: IComponent

⭐ Constructors

public EventListenerEditorComponent()

⭐ Properties

Events

public readonly ImmutableArray<T> Events;

Returns
ImmutableArray<T>

FacingComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct FacingComponent : IComponent

Implements: IComponent

⭐ Constructors

public FacingComponent(Direction direction)

Creates a FacingComponent using a Direction as a base.

Parameters
direction Direction

⭐ Properties

Direction

public readonly Direction Direction;

Returns
Direction

FadeScreenComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct FadeScreenComponent : IComponent

Implements: IComponent

⭐ Constructors

public FadeScreenComponent(FadeType fade, float startedTime, float duration, Color color, string customTexture, float sorting, int bufferFrames)

Fades the screen using the FadeScreenSystem. Duration will be a minimum of 0.1

Parameters
fade FadeType
startedTime float
duration float
color Color
customTexture string
sorting float
bufferFrames int

⭐ Properties

BufferFrames

public int BufferFrames { get; public set; }

Returns
int

Color

public readonly Color Color;

Returns
Color

CustomTexture

public readonly string CustomTexture;

Returns
string

Duration

public readonly float Duration;

Returns
float

Fade

public readonly FadeType Fade;

Returns
FadeType

Sorting

public readonly float Sorting;

Returns
float

StartedTime

public float StartedTime { get; public set; }

Returns
float

FadeTransitionComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct FadeTransitionComponent : IComponent

For now, this will only fade out aseprite components.

Implements: IComponent

⭐ Constructors

public FadeTransitionComponent(float duration, float startAlpha, float targetAlpha, bool destroyOnEnd)

Parameters
duration float
startAlpha float
targetAlpha float
destroyOnEnd bool

public FadeTransitionComponent(float duration, float startAlpha, float targetAlpha)

Parameters
duration float
startAlpha float
targetAlpha float

⭐ Properties

DestroyEntityOnEnd

public readonly bool DestroyEntityOnEnd;

Returns
bool

Duration

public readonly float Duration;

Fade duration in seconds.

Returns
float

StartAlpha

public readonly float StartAlpha;

Returns
float

StartTime

public readonly float StartTime;

Returns
float

TargetAlpha

public readonly float TargetAlpha;

Returns
float

FadeType

Namespace: Murder.Components
Assembly: Murder.dll

public sealed enum FadeType : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Flash

public static const FadeType Flash;

Returns
FadeType

In

public static const FadeType In;

Returns
FadeType

Out

public static const FadeType Out;

Returns
FadeType

OutBuffer

public static const FadeType OutBuffer;

Returns
FadeType

FadeWhenInAreaComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct FadeWhenInAreaComponent : IComponent

For now, this is only supported for aseprite components.

Implements: IComponent

⭐ Constructors

public FadeWhenInAreaComponent()

⭐ Properties

AppliesTo

public readonly ImmutableArray<T> AppliesTo;

Returns
ImmutableArray<T>

Duration

public readonly float Duration;

Returns
float

Style

public readonly FadeWhenInAreaStyle Style;

Returns
FadeWhenInAreaStyle

FadeWhenInAreaStyle

Namespace: Murder.Components
Assembly: Murder.dll

sealed enum FadeWhenInAreaStyle : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

HideWhenInArea

public static const FadeWhenInAreaStyle HideWhenInArea;

Returns
FadeWhenInAreaStyle

ShowWhenInArea

public static const FadeWhenInAreaStyle ShowWhenInArea;

Returns
FadeWhenInAreaStyle

FadeWhenInCutsceneComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct FadeWhenInCutsceneComponent : IComponent

For now, this is only supported for aseprite components.

Implements: IComponent

⭐ Constructors

public FadeWhenInCutsceneComponent()
public FadeWhenInCutsceneComponent(float duration, float previousAlpha)

Parameters
duration float
previousAlpha float

⭐ Properties

Duration

public readonly float Duration;

Returns
float

PreviousAlpha

public readonly float PreviousAlpha;

Returns
float

⭐ Methods

TrackAlpha(float)

public FadeWhenInCutsceneComponent TrackAlpha(float alpha)

Parameters
alpha float

Returns
FadeWhenInCutsceneComponent

FlashSpriteComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct FlashSpriteComponent : IComponent

Implements: IComponent

⭐ Constructors

public FlashSpriteComponent(float destroyTimer)

Parameters
destroyTimer float

⭐ Properties

DestroyAtTime

public readonly float DestroyAtTime;

Returns
float

FloatRange

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct FloatRange

Range of float values.

⭐ Constructors

public FloatRange(float start, float end)

Parameters
start float
end float

⭐ Properties

End

public readonly float End;

Returns
float

Start

public readonly float Start;

Returns
float

⭐ Methods

Contains(float)

public bool Contains(float v)

Parameters
v float

Returns
bool

FreeMovementComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct FreeMovementComponent : IComponent

Implements: IComponent

FreezeWorldComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct FreezeWorldComponent : IComponent

Implements: IComponent

⭐ Constructors

public FreezeWorldComponent()
public FreezeWorldComponent(int count)

Parameters
count int

⭐ Properties

Count

public readonly int Count;

Returns
int

FrictionComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct FrictionComponent : IComponent

Implements: IComponent

⭐ Constructors

public FrictionComponent(float amount)

Parameters
amount float

⭐ Properties

Amount

public readonly float Amount;

Returns
float

GlobalShaderComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct GlobalShaderComponent : IComponent

Implements: IComponent

⭐ Constructors

public GlobalShaderComponent()

⭐ Properties

DitherAmount

public readonly float DitherAmount;

Returns
float

GuidId

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct GuidId

⭐ Constructors

public GuidId()
public GuidId(string id, Guid target)

Parameters
id string
target Guid

⭐ Properties

Id

public readonly string Id;

Returns
string

Target

public readonly Guid Target;

Returns
Guid

GuidToIdTargetCollectionComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct GuidToIdTargetCollectionComponent : IComponent

This is a component used to translate entity instaces guid to an actual entity id.

Implements: IComponent

⭐ Constructors

public GuidToIdTargetCollectionComponent()

⭐ Properties

Collection

public readonly ImmutableArray<T> Collection;

Guid of the target entity.

Returns
ImmutableArray<T>

⭐ Methods

TryFindGuid(string)

public T? TryFindGuid(string name)

Parameters
name string

Returns
T?

GuidToIdTargetComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct GuidToIdTargetComponent : IComponent

This is a component used to translate entity instaces guid to an actual entity id. Gets translated to IdTargetComponent.

Implements: IComponent

⭐ Constructors

public GuidToIdTargetComponent(Guid target)

Parameters
target Guid

⭐ Properties

Target

public readonly Guid Target;

Guid of the target entity.

Returns
Guid

HAAStarPathfindComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct HAAStarPathfindComponent : IModifiableComponent, IComponent

This is a struct that points to a singleton class. Reactive systems won't be able to subscribe to this component.

Implements: IModifiableComponent, IComponent

⭐ Constructors

public HAAStarPathfindComponent(int width, int height)

Parameters
width int
height int

⭐ Properties

Data

public readonly HAAStar Data;

Returns
HAAStar

⭐ Methods

Subscribe(Action)

public virtual void Subscribe(Action notification)

Parameters
notification Action

Unsubscribe(Action)

public virtual void Unsubscribe(Action notification)

Parameters
notification Action

HasVisionComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct HasVisionComponent : IComponent

Implements: IComponent

⭐ Constructors

public HasVisionComponent()

⭐ Properties

Range

public readonly int Range;

Returns
int

HighlightOnChildrenComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct HighlightOnChildrenComponent : IComponent

Component that specifies that any highlight should be applied on the children (instead of self).

Implements: IComponent

HighlightSpriteComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct HighlightSpriteComponent : IComponent

Implements: IComponent

⭐ Constructors

public HighlightSpriteComponent(Color color)

Parameters
color Color

⭐ Properties

Color

public readonly Color Color;

Returns
Color

IdTargetCollectionComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct IdTargetCollectionComponent : IComponent

This is a component with a collection of entities tracked in the world.

Implements: IComponent

⭐ Constructors

public IdTargetCollectionComponent(ImmutableDictionary<TKey, TValue> targets)

Parameters
targets ImmutableDictionary<TKey, TValue>

⭐ Properties

Targets

public readonly ImmutableDictionary<TKey, TValue> Targets;

Id of the target entity.

Returns
ImmutableDictionary<TKey, TValue>

IdTargetComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct IdTargetComponent : IComponent

This is a component used to track other entities when triggering an interaction or other action.

Implements: IComponent

⭐ Constructors

public IdTargetComponent(int target)

Parameters
target int

⭐ Properties

Target

public readonly int Target;

Id of the target entity.

Returns
int

IgnoreTriggersUntilComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct IgnoreTriggersUntilComponent : IComponent

Ignores all trigger collisions until a time is reached, then it gets removed

Implements: IComponent

⭐ Constructors

public IgnoreTriggersUntilComponent(float until)

Parameters
until float

⭐ Properties

Until

public readonly float Until;

Returns
float

IMurderTransformComponent

Namespace: Murder.Components
Assembly: Murder.dll

public abstract IMurderTransformComponent : ITransformComponent, IParentRelativeComponent, IComponent

This is an interface for transform components within the game.

Implements: ITransformComponent, IParentRelativeComponent, IComponent

⭐ Properties

Angle

public abstract virtual float Angle { get; }

Returns
float

Cx

public virtual int Cx { get; }

This is the X grid coordinate. See GridConfiguration for more details on our grid specs.

Returns
int

Cy

public virtual int Cy { get; }

This is the Y grid coordinate. See GridConfiguration for more details on our grid specs.

Returns
int

Point

public virtual Point Point { get; }

Returns
Point

Scale

public abstract virtual Vector2 Scale { get; }

Returns
Vector2

Vector2

public virtual Vector2 Vector2 { get; }

Returns
Vector2

X

public abstract virtual float X { get; }

Relative X position of the component.

Returns
float

Y

public abstract virtual float Y { get; }

Relative Y position of the component.

Returns
float

⭐ Methods

Add(IMurderTransformComponent)

public abstract IMurderTransformComponent Add(IMurderTransformComponent r)

Parameters
r IMurderTransformComponent

Returns
IMurderTransformComponent

Add(Vector2)

public abstract IMurderTransformComponent Add(Vector2 r)

Parameters
r Vector2

Returns
IMurderTransformComponent

GetGlobal()

public abstract IMurderTransformComponent GetGlobal()

Returns
IMurderTransformComponent

Subtract(IMurderTransformComponent)

public abstract IMurderTransformComponent Subtract(IMurderTransformComponent r)

Parameters
r IMurderTransformComponent

Returns
IMurderTransformComponent

Subtract(Vector2)

public abstract IMurderTransformComponent Subtract(Vector2 r)

Parameters
r Vector2

Returns
IMurderTransformComponent

With(float, float)

public abstract IMurderTransformComponent With(float x, float y)

Parameters
x float
y float

Returns
IMurderTransformComponent

Add(Point)

public virtual IMurderTransformComponent Add(Point r)

Parameters
r Point

Returns
IMurderTransformComponent

Subtract(Point)

public virtual IMurderTransformComponent Subtract(Point r)

Parameters
r Point

Returns
IMurderTransformComponent

With(Point)

public virtual IMurderTransformComponent With(Point p)

Parameters
p Point

Returns
IMurderTransformComponent

With(Vector2)

public virtual IMurderTransformComponent With(Vector2 p)

Parameters
p Vector2

Returns
IMurderTransformComponent

InCameraComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct InCameraComponent : IComponent

Implements: IComponent

⭐ Constructors

public InCameraComponent(Vector2 renderPosition)

Parameters
renderPosition Vector2

⭐ Properties

RenderPosition

public readonly Vector2 RenderPosition;

Returns
Vector2

IndestructibleComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct IndestructibleComponent : IComponent

Component used when an entity will no longer receive any damage from a hit.

Implements: IComponent

InsideMovementModAreaComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct InsideMovementModAreaComponent : IComponent

Implements: IComponent

⭐ Constructors

public InsideMovementModAreaComponent(MovementModAreaComponent area)

Parameters
area MovementModAreaComponent

⭐ Properties

Orientation

public readonly Orientation Orientation;

Returns
Orientation

Slide

public readonly float Slide;

Returns
float

SpeedMultiplier

public readonly float SpeedMultiplier;

Returns
float

InstanceToEntityLookupComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct InstanceToEntityLookupComponent : IComponent

This is used when serializing save data. This keeps a reference between entities and their guid.

Implements: IComponent

⭐ Constructors

public InstanceToEntityLookupComponent()
public InstanceToEntityLookupComponent(IDictionary<TKey, TValue> instancesToEntities)

Parameters
instancesToEntities IDictionary<TKey, TValue>

⭐ Properties

EntitiesToInstances

public readonly ImmutableDictionary<TKey, TValue> EntitiesToInstances;

This keeps a map of the instances (guid) to their entities (id).

Returns
ImmutableDictionary<TKey, TValue>

InstancesToEntities

public readonly ImmutableDictionary<TKey, TValue> InstancesToEntities;

This keeps a map of the instances (guid) to their entities (id).

Returns
ImmutableDictionary<TKey, TValue>

InteractOn

Namespace: Murder.Components
Assembly: Murder.dll

public sealed enum InteractOn : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

AddedOrModified

public static const InteractOn AddedOrModified;

Returns
InteractOn

Modified

public static const InteractOn Modified;

Returns
InteractOn

InteractOnCollisionComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct InteractOnCollisionComponent : IComponent

Implements: IComponent

⭐ Constructors

public InteractOnCollisionComponent()
public InteractOnCollisionComponent(bool playerOnly, bool sendMessageOnExit)

Parameters
playerOnly bool
sendMessageOnExit bool

public InteractOnCollisionComponent(bool playerOnly)

Parameters
playerOnly bool

⭐ Properties

CustomEnterMessages

public readonly ImmutableArray<T> CustomEnterMessages;

Returns
ImmutableArray<T>

CustomExitMessages

public readonly ImmutableArray<T> CustomExitMessages;

Returns
ImmutableArray<T>

OnlyOnce

public readonly bool OnlyOnce;

Returns
bool

PlayerOnly

public readonly bool PlayerOnly;

Returns
bool

SendMessageOnExit

public readonly bool SendMessageOnExit;

Returns
bool

SendMessageOnStay

public readonly bool SendMessageOnStay;

Returns
bool

InteractOnRuleMatchCollectionComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct InteractOnRuleMatchCollectionComponent : IComponent

Implements: IComponent

⭐ Constructors

public InteractOnRuleMatchCollectionComponent()
public InteractOnRuleMatchCollectionComponent(ImmutableArray<T> requirements)

Parameters
requirements ImmutableArray<T>

⭐ Properties

Requirements

public readonly ImmutableArray<T> Requirements;

List of interactions that will be triggered.

Returns
ImmutableArray<T>

InteractOnRuleMatchComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct InteractOnRuleMatchComponent : IComponent

Implements: IComponent

⭐ Constructors

public InteractOnRuleMatchComponent()
public InteractOnRuleMatchComponent(AfterInteractRule after, bool triggered, ImmutableArray<T> requirements)

Parameters
after AfterInteractRule
triggered bool
requirements ImmutableArray<T>

public InteractOnRuleMatchComponent(InteractOn interactOn, AfterInteractRule after, ImmutableArray<T> requirements)

Parameters
interactOn InteractOn
after AfterInteractRule
requirements ImmutableArray<T>

public InteractOnRuleMatchComponent(CriterionNode[] criteria)

Parameters
criteria CriterionNode[]

⭐ Properties

AfterInteraction

public readonly AfterInteractRule AfterInteraction;

Returns
AfterInteractRule

InteractOn

public readonly InteractOn InteractOn;

Returns
InteractOn

Requirements

public readonly ImmutableArray<T> Requirements;

List of requirements which will trigger the interactive component within the same entity.

Returns
ImmutableArray<T>

Triggered

public readonly bool Triggered;

This will only be triggered once the component has been interacted with. Used if AfterInteractRule.InteractOnReload is set.

Returns
bool

⭐ Methods

Disable()

public InteractOnRuleMatchComponent Disable()

Returns
InteractOnRuleMatchComponent

InteractOnStartComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct InteractOnStartComponent : IComponent

Implements: IComponent

InvisibleComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct InvisibleComponent : IComponent

All render systems are supposed to filter out this component

Implements: IComponent

LineComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct LineComponent : IComponent

Implements: IComponent

⭐ Constructors

public LineComponent(Line line, float start)

Parameters
line Line
start float

⭐ Properties

Line

public readonly Line Line;

Returns
Line

Start

public readonly float Start;

Returns
float

MapComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct MapComponent : IModifiableComponent, IComponent

This is a struct that points to a singleton class. Reactive systems won't be able to subscribe to this component.

Implements: IModifiableComponent, IComponent

⭐ Constructors

public MapComponent(int width, int height)

Parameters
width int
height int

⭐ Properties

Height

public int Height { get; }

Returns
int

Map

public readonly Map Map;

Returns
Map

Width

public int Width { get; }

Returns
int

⭐ Methods

Subscribe(Action)

public virtual void Subscribe(Action notification)

Parameters
notification Action

Unsubscribe(Action)

public virtual void Unsubscribe(Action notification)

Parameters
notification Action

MovementModAreaComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct MovementModAreaComponent : IComponent

Implements: IComponent

⭐ Constructors

public MovementModAreaComponent()

⭐ Properties

AffectOnly

public readonly Tags AffectOnly;

Returns
Tags

GroundedOnly

public readonly bool GroundedOnly;

Returns
bool

Orientation

public readonly Orientation Orientation;

Returns
Orientation

Slide

public readonly float Slide;

Returns
float

SpeedMultiplier

public readonly float SpeedMultiplier;

Returns
float

MoveToComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct MoveToComponent : IComponent

Implements: IComponent

⭐ Constructors

public MoveToComponent(Vector2& target, float minDistance, float slowDownDistance)

Parameters
target Vector2&
minDistance float
slowDownDistance float

public MoveToComponent(Vector2& target)

Parameters
target Vector2&

⭐ Properties

MinDistance

public readonly float MinDistance;

Returns
float

SlowDownDistance

public readonly float SlowDownDistance;

Returns
float

Target

public readonly Vector2 Target;

Returns
Vector2

MoveToPerfectComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct MoveToPerfectComponent : IComponent

This is a move to component that is not tied to any agent and that matches perfectly the target.

Implements: IComponent

⭐ Constructors

public MoveToPerfectComponent(Vector2& target, float duration, EaseKind ease)

Parameters
target Vector2&
duration float
ease EaseKind

⭐ Properties

Duration

public readonly float Duration;

Returns
float

EaseKind

public readonly EaseKind EaseKind;

Returns
EaseKind

StartPosition

public readonly T? StartPosition;

Returns
T?

StartTime

public readonly float StartTime;

Returns
float

Target

public readonly Vector2 Target;

Returns
Vector2

⭐ Methods

WithStartPosition(Vector2&)

public MoveToPerfectComponent WithStartPosition(Vector2& startPosition)

Parameters
startPosition Vector2&

Returns
MoveToPerfectComponent

MurderTransformExtensions

Namespace: Murder.Components
Assembly: Murder.dll

public static class MurderTransformExtensions

⭐ Methods

HasMurderTransform(Entity)

public bool HasMurderTransform(Entity e)

Parameters
e Entity

Returns
bool

RemoveMurderTransform(Entity)

public bool RemoveMurderTransform(Entity e)

Parameters
e Entity

Returns
bool

GetMurderTransform(Entity)

public IMurderTransformComponent GetMurderTransform(Entity e)

Parameters
e Entity

Returns
IMurderTransformComponent

TryGetMurderTransform(Entity)

public IMurderTransformComponent TryGetMurderTransform(Entity e)

Parameters
e Entity

Returns
IMurderTransformComponent

SetMurderTransform(Entity, IMurderTransformComponent)

public void SetMurderTransform(Entity e, IMurderTransformComponent component)

Parameters
e Entity
component IMurderTransformComponent

MusicComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct MusicComponent : IComponent

Music component which will be immediately played and destroyed.

Implements: IComponent

⭐ Constructors

public MusicComponent()
public MusicComponent(SoundEventId id)

Parameters
id SoundEventId

⭐ Properties

Id

public readonly SoundEventId Id;

Returns
SoundEventId

MuteEventsComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct MuteEventsComponent : IComponent

This will block any EventListenerComponent from being sent.

Implements: IComponent

NineSliceComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct NineSliceComponent : IComponent

This component makes sure that any sprite will render as a 9-slice instead, as specified.

Implements: IComponent

⭐ Constructors

public NineSliceComponent()

⭐ Properties

Sprite

public readonly Guid Sprite;

Returns
Guid

Style

public readonly NineSliceStyle Style;

Returns
NineSliceStyle

Target

public readonly Rectangle Target;

Returns
Rectangle

TargetSpriteBatch

public readonly int TargetSpriteBatch;

Returns
int

YSortOffset

public readonly int YSortOffset;

Returns
int

ParticleSystemComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct ParticleSystemComponent : IComponent

Implements: IComponent

⭐ Constructors

public ParticleSystemComponent(Guid asset, bool destroy)

Parameters
asset Guid
destroy bool

⭐ Properties

Asset

public readonly Guid Asset;

Returns
Guid

DestroyWhenEmpty

public readonly bool DestroyWhenEmpty;

Returns
bool

ParticleSystemWorldTrackerComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct ParticleSystemWorldTrackerComponent : IComponent

This tracks all the particle systems that are currently active in the world.

Implements: IComponent

⭐ Constructors

public ParticleSystemWorldTrackerComponent()

⭐ Properties

Tracker

public readonly WorldParticleSystemTracker Tracker;

Returns
WorldParticleSystemTracker

PathfindComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct PathfindComponent : IComponent

Implements: IComponent

⭐ Constructors

public PathfindComponent(Vector2& target, PathfindAlgorithmKind algorithm)

Parameters
target Vector2&
algorithm PathfindAlgorithmKind

⭐ Properties

Algorithm

public readonly PathfindAlgorithmKind Algorithm;

Returns
PathfindAlgorithmKind

Target

public readonly Vector2 Target;

Returns
Vector2

PauseAnimationComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct PauseAnimationComponent : IComponent

Struct to describe an entity that will not never have its animation paused.

Implements: IComponent

PickEntityToAddOnStartComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct PickEntityToAddOnStartComponent : IComponent

This will trigger an effect by placing PickEntityToAddOnStartComponent.OnNotMatchPrefab in the world.

Implements: IComponent

⭐ Constructors

public PickEntityToAddOnStartComponent()

⭐ Properties

OnMatchPrefab

public readonly Guid OnMatchPrefab;

Returns
Guid

OnNotMatchPrefab

public readonly Guid OnNotMatchPrefab;

Returns
Guid

PolygonSpriteComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct PolygonSpriteComponent : IComponent

Implements: IComponent

⭐ Constructors

public PolygonSpriteComponent()

⭐ Properties

Batch

public readonly int Batch;

Returns
int

Color

public readonly Color Color;

Returns
Color

Shapes

public readonly ImmutableArray<T> Shapes;

Returns
ImmutableArray<T>

SortOffset

public readonly int SortOffset;

Returns
int

PositionComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct PositionComponent : IMurderTransformComponent, ITransformComponent, IParentRelativeComponent, IComponent, IEquatable<T>

Position component used to track entities positions within a grid.

Implements: IMurderTransformComponent, ITransformComponent, IParentRelativeComponent, IComponent, IEquatable<T>

⭐ Constructors

public PositionComponent(Point p)

Create a new PositionComponent.

Parameters
p Point

public PositionComponent(float x, float y, IMurderTransformComponent parent)

Create a new PositionComponent.

Parameters
x float
y float
parent IMurderTransformComponent

public PositionComponent(Vector2 v)

Create a new PositionComponent.

Parameters
v Vector2

⭐ Properties

Angle

public virtual float Angle { get; }

Returns
float

HasParent

public virtual bool HasParent { get; }

Whether this position is tracking a parent entity.

Returns
bool

Scale

public virtual Vector2 Scale { get; }

Returns
Vector2

X

public virtual float X { get; }

Relative X position of the component.

Returns
float

Y

public virtual float Y { get; }

Relative Y position of the component.

Returns
float

⭐ Methods

Equals(PositionComponent)

public virtual bool Equals(PositionComponent other)

Compares two position components. This will take their parents into account.

Parameters
other PositionComponent

Returns
bool

Equals(Object)

public virtual bool Equals(Object obj)

Parameters
obj Object

Returns
bool

Add(IMurderTransformComponent)

public virtual IMurderTransformComponent Add(IMurderTransformComponent r)

Parameters
r IMurderTransformComponent

Returns
IMurderTransformComponent

Add(Vector2)

public virtual IMurderTransformComponent Add(Vector2 r)

Parameters
r Vector2

Returns
IMurderTransformComponent

GetGlobal()

public virtual IMurderTransformComponent GetGlobal()

Return the global position of the component within the world.

Returns
IMurderTransformComponent

Subtract(IMurderTransformComponent)

public virtual IMurderTransformComponent Subtract(IMurderTransformComponent r)

Parameters
r IMurderTransformComponent

Returns
IMurderTransformComponent

Subtract(Vector2)

public virtual IMurderTransformComponent Subtract(Vector2 r)

Parameters
r Vector2

Returns
IMurderTransformComponent

With(float, float)

public virtual IMurderTransformComponent With(float x, float y)

Parameters
x float
y float

Returns
IMurderTransformComponent

GetHashCode()

public virtual int GetHashCode()

Returns
int

WithoutParent()

public virtual IParentRelativeComponent WithoutParent()

Creates a copy of component with the relative coordinates without its parent.

Returns
IParentRelativeComponent

OnParentModified(IComponent, Entity)

public virtual void OnParentModified(IComponent parentComponent, Entity childEntity)

This tracks whenever a parent position has been modified.

Parameters
parentComponent IComponent

childEntity Entity

PrefabRefComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct PrefabRefComponent : IComponent

Implements: IComponent

⭐ Constructors

public PrefabRefComponent(Guid assetGui)

Parameters
assetGui Guid

⭐ Properties

AssetGuid

public readonly Guid AssetGuid;

Returns
Guid

PushAwayComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct PushAwayComponent : IComponent

Implements: IComponent

⭐ Constructors

public PushAwayComponent(int size, int strength)

Parameters
size int
strength int

⭐ Properties

Size

public readonly float Size;

Returns
float

Strength

public readonly float Strength;

Returns
float

⭐ Methods

GetBoundingBox(IMurderTransformComponent)

public Rectangle GetBoundingBox(IMurderTransformComponent position)

Parameters
position IMurderTransformComponent

Returns
Rectangle

GetBoundingBox(Vector2)

public Rectangle GetBoundingBox(Vector2 position)

Parameters
position Vector2

Returns
Rectangle

QuadtreeComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct QuadtreeComponent : IModifiableComponent, IComponent

Implements: IModifiableComponent, IComponent

⭐ Constructors

public QuadtreeComponent(Rectangle size)

Parameters
size Rectangle

⭐ Properties

Quadtree

public readonly Quadtree Quadtree;

Returns
Quadtree

⭐ Methods

Subscribe(Action)

public virtual void Subscribe(Action notification)

Parameters
notification Action

Unsubscribe(Action)

public virtual void Unsubscribe(Action notification)

Parameters
notification Action

QuestStage

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct QuestStage

⭐ Constructors

public QuestStage()

⭐ Properties

Actions

public readonly ImmutableArray<T> Actions;

Returns
ImmutableArray<T>

Commentary

public readonly string Commentary;

Returns
string

Requirements

public readonly ImmutableArray<T> Requirements;

Returns
ImmutableArray<T>

QuestStageRuntime

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct QuestStageRuntime

⭐ Constructors

public QuestStageRuntime()
public QuestStageRuntime(ImmutableArray<T> requirements, ImmutableArray<T> actions)

Parameters
requirements ImmutableArray<T>
actions ImmutableArray<T>

⭐ Properties

Actions

public readonly ImmutableArray<T> Actions;

Returns
ImmutableArray<T>

Requirements

public readonly ImmutableArray<T> Requirements;

Returns
ImmutableArray<T>

QuestTrackerComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct QuestTrackerComponent : IComponent

Implements: IComponent

⭐ Constructors

public QuestTrackerComponent()

⭐ Properties

Name

public readonly string Name;

Returns
string

QuestStages

public readonly ImmutableArray<T> QuestStages;

Returns
ImmutableArray<T>

QuestTrackerRuntimeComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct QuestTrackerRuntimeComponent : IComponent

Implements: IComponent

⭐ Constructors

public QuestTrackerRuntimeComponent()
public QuestTrackerRuntimeComponent(ImmutableArray<T> questStages)

Parameters
questStages ImmutableArray<T>

⭐ Properties

QuestStages

public readonly ImmutableArray<T> QuestStages;

Returns
ImmutableArray<T>

RandomizeSpriteComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct RandomizeSpriteComponent : IComponent

Implements: IComponent

⭐ Properties

RandomizeAnimation

public readonly bool RandomizeAnimation;

Returns
bool

RandomizeAnimationStart

public readonly bool RandomizeAnimationStart;

Returns
bool

RandomRotate

public readonly bool RandomRotate;

Returns
bool

RectPositionComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct RectPositionComponent : IParentRelativeComponent, IComponent

Implements: IParentRelativeComponent, IComponent

⭐ Constructors

public RectPositionComponent(float top, float left, float bottom, float right, Vector2 size, Vector2 origin, IComponent parent)

Parameters
top float
left float
bottom float
right float
size Vector2
origin Vector2
parent IComponent

⭐ Properties

HasParent

public virtual bool HasParent { get; }

Returns
bool

Origin

public readonly Vector2 Origin;

Returns
Vector2

Size

public readonly Vector2 Size;

Returns
Vector2

⭐ Methods

GetBox(Entity, Point, T?)

public Rectangle GetBox(Entity entity, Point screenSize, T? referenceSize)

Parameters
entity Entity
screenSize Point
referenceSize T?

Returns
Rectangle

AddPadding(RectPositionComponent)

public RectPositionComponent AddPadding(RectPositionComponent b)

Parameters
b RectPositionComponent

Returns
RectPositionComponent

WithSize(Vector2)

public RectPositionComponent WithSize(Vector2 size)

Parameters
size Vector2

Returns
RectPositionComponent

WithoutParent()

public virtual IParentRelativeComponent WithoutParent()

Returns
IParentRelativeComponent

OnParentModified(IComponent, Entity)

public virtual void OnParentModified(IComponent parentComponent, Entity childEntity)

Parameters
parentComponent IComponent
childEntity Entity

RemoveColliderWhenStoppedComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct RemoveColliderWhenStoppedComponent : IComponent

Implements: IComponent

RemoveEntityOnRuleMatchAtLoadComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct RemoveEntityOnRuleMatchAtLoadComponent : IComponent

This will remove the entity that contains this component as soon as the entity is serialized into an actual world instance.

Implements: IComponent

⭐ Constructors

public RemoveEntityOnRuleMatchAtLoadComponent()

⭐ Properties

Requirements

public readonly ImmutableArray<T> Requirements;

List of requirements which will trigger the interactive component within the same entity.

Returns
ImmutableArray<T>

RemoveStyle

Namespace: Murder.Components
Assembly: Murder.dll

public sealed enum RemoveStyle : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Deactivate

public static const RemoveStyle Deactivate;

Returns
RemoveStyle

Destroy

public static const RemoveStyle Destroy;

Returns
RemoveStyle

None

public static const RemoveStyle None;

Returns
RemoveStyle

RequiresVisionComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct RequiresVisionComponent : IComponent

Will only be rendered if the player has vision on this

Implements: IComponent

⭐ Properties

OnlyOnce

public readonly bool OnlyOnce;

Returns
bool

RoomComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct RoomComponent : IComponent

This describes a room component properties.

Implements: IComponent

⭐ Constructors

public RoomComponent()
public RoomComponent(Guid floor)

Parameters
floor Guid

⭐ Properties

Floor

public readonly Guid Floor;

Returns
Guid

RotationComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct RotationComponent : IComponent

Implements: IComponent

⭐ Constructors

public RotationComponent()
public RotationComponent(float rotation)

Parameters
rotation float

⭐ Properties

Rotation

public readonly float Rotation;

In radians.

Returns
float

RouteComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct RouteComponent : IComponent

Implements: IComponent

⭐ Constructors

public RouteComponent(ImmutableDictionary<TKey, TValue> route, Point initial, Point target)

Parameters
route ImmutableDictionary<TKey, TValue>
initial Point
target Point

⭐ Properties

Initial

public readonly Point Initial;

Initial position cell.

Returns
Point

Nodes

public readonly ImmutableDictionary<TKey, TValue> Nodes;

Nodes path that the agent will make.

Returns
ImmutableDictionary<TKey, TValue>

Target

public readonly Point Target;

Goal position cell.

Returns
Point

RuleWatcherComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct RuleWatcherComponent : IModifiableComponent, IComponent

This will watch for rule changes based on the blackboard system.

Implements: IModifiableComponent, IComponent

⭐ Methods

Subscribe(Action)

public virtual void Subscribe(Action notification)

Parameters
notification Action

Unsubscribe(Action)

public virtual void Unsubscribe(Action notification)

Parameters
notification Action

SituationComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct SituationComponent : IComponent

Implements: IComponent

⭐ Constructors

public SituationComponent()
public SituationComponent(Guid character, int situation)

Parameters
character Guid
situation int

⭐ Properties

Character

public readonly Guid Character;

Returns
Guid

Empty

public bool Empty { get; }

Returns
bool

Situation

public readonly int Situation;

This is the starter situation for the interaction.

Returns
int

⭐ Methods

WithSituation(int)

public SituationComponent WithSituation(int situation)

Parameters
situation int

Returns
SituationComponent

SoundComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct SoundComponent : IComponent

Sound component which will be immediately played and destroyed.

Implements: IComponent

⭐ Constructors

public SoundComponent()
public SoundComponent(SoundEventId sound, bool destroyEntity)

Parameters
sound SoundEventId
destroyEntity bool

⭐ Properties

DestroyEntity

public readonly bool DestroyEntity;

Returns
bool

Sound

public readonly T? Sound;

Returns
T?

SoundParameterComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct SoundParameterComponent : IComponent

Implements: IComponent

SoundWatcherComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct SoundWatcherComponent : IModifiableComponent, IComponent

This will watch for rule changes based on the blackboard system.

Implements: IModifiableComponent, IComponent

⭐ Methods

Subscribe(Action)

public virtual void Subscribe(Action notification)

Parameters
notification Action

Unsubscribe(Action)

public virtual void Unsubscribe(Action notification)

Parameters
notification Action

SpeakerComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct SpeakerComponent : IComponent

Component for an entity that is able to speak with other elements.

Implements: IComponent

⭐ Constructors

public SpeakerComponent(Guid speaker)

Parameters
speaker Guid

⭐ Properties

Speaker

public readonly Guid Speaker;

Returns
Guid

SpriteComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct SpriteComponent : IComponent

Implements: IComponent

⭐ Constructors

public SpriteComponent()
public SpriteComponent(Portrait portrait)

Parameters
portrait Portrait

public SpriteComponent(Guid guid, Vector2 offset, ImmutableArray<T> id, int ySortOffset, bool rotate, bool flip, OutlineStyle highlightStyle, float startTime, int targetSpriteBatch)

Parameters
guid Guid
offset Vector2
id ImmutableArray<T>
ySortOffset int
rotate bool
flip bool
highlightStyle OutlineStyle
startTime float
targetSpriteBatch int

⭐ Properties

AnimationGuid

public readonly Guid AnimationGuid;

The Guid of the Aseprite file.

Returns
Guid

AnimationStartedTime

public float AnimationStartedTime { get; public set; }

Returns
float

CurrentAnimation

public string CurrentAnimation { get; }

Current playing animation id.

Returns
string

FlipWithFacing

public readonly bool FlipWithFacing;

Returns
bool

HighlightStyle

public readonly OutlineStyle HighlightStyle;

Returns
OutlineStyle

NextAnimations

public readonly ImmutableArray<T> NextAnimations;

Returns
ImmutableArray<T>

Offset

public readonly Vector2 Offset;

(0,0) is top left and (1,1) is bottom right

Returns
Vector2

RotateWithFacing

public readonly bool RotateWithFacing;

Returns
bool

TargetSpriteBatch

public readonly int TargetSpriteBatch;

Returns
int

UseUnscaledTime

public readonly bool UseUnscaledTime;

Returns
bool

YSortOffset

public readonly int YSortOffset;

Returns
int

⭐ Methods

HasAnimation(string)

public bool HasAnimation(string animationName)

Parameters
animationName string

Returns
bool

IsPlaying(string)

public bool IsPlaying(string animationName)

Parameters
animationName string

Returns
bool

IsPlaying(String[])

public bool IsPlaying(String[] animations)

Parameters
animations string[]

Returns
bool

Play(bool, ImmutableArray)

public SpriteComponent Play(bool useScaledTime, ImmutableArray<T> id)

Parameters
useScaledTime bool
id ImmutableArray<T>

Returns
SpriteComponent

Play(bool, String[])

public SpriteComponent Play(bool useScaledTime, String[] id)

Parameters
useScaledTime bool
id string[]

Returns
SpriteComponent

PlayAfter(string)

public SpriteComponent PlayAfter(string id)

Parameters
id string

Returns
SpriteComponent

PlayOnce(string, bool)

public SpriteComponent PlayOnce(string id, bool useScaledTime)

Parameters
id string
useScaledTime bool

Returns
SpriteComponent

Reset()

public SpriteComponent Reset()

Returns
SpriteComponent

SetBatch(int)

public SpriteComponent SetBatch(int batch)

Parameters
batch int

Returns
SpriteComponent

WithSort(int)

public SpriteComponent WithSort(int sort)

Parameters
sort int

Returns
SpriteComponent

SpriteEventInfo

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct SpriteEventInfo

⭐ Constructors

public SpriteEventInfo(string id, T? sound, bool persist)

Parameters
id string
sound T?
persist bool

public SpriteEventInfo(string id)

Parameters
id string

⭐ Properties

Id

public readonly string Id;

Returns
string

Persist

public readonly bool Persist;

Returns
bool

Sound

public readonly T? Sound;

Returns
T?

⭐ Methods

WithPersist(bool)

public SpriteEventInfo WithPersist(bool persist)

Parameters
persist bool

Returns
SpriteEventInfo

SquishComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct SquishComponent : IComponent

Implements: IComponent

⭐ Constructors

public SquishComponent(EaseKind easeIn, EaseKind easeOut, float start, float duration, float amount)

Parameters
easeIn EaseKind
easeOut EaseKind
start float
duration float
amount float

public SquishComponent(EaseKind easeOut, float start, float duration, float amount)

Parameters
easeOut EaseKind
start float
duration float
amount float

⭐ Properties

Amount

public readonly float Amount;

Returns
float

Duration

public readonly float Duration;

Returns
float

EaseIn

public readonly T? EaseIn;

Returns
T?

EaseOut

public readonly T? EaseOut;

Returns
T?

ScaledTime

public bool ScaledTime { get; public set; }

Returns
bool

Start

public readonly float Start;

Returns
float

StateWatcherComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct StateWatcherComponent : IModifiableComponent, IComponent

This will watch for rule changes based on the blackboard system.

Implements: IModifiableComponent, IComponent

⭐ Methods

Subscribe(Action)

public virtual void Subscribe(Action notification)

Parameters
notification Action

Unsubscribe(Action)

public virtual void Unsubscribe(Action notification)

Parameters
notification Action

StaticComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct StaticComponent : IComponent

Implements: IComponent

StrafingComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct StrafingComponent : IComponent

Implements: IComponent

TextureComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct TextureComponent : IComponent

Implements: IComponent

⭐ Constructors

public TextureComponent(Texture2D texture, int targetSpriteBatch)

Parameters
texture Texture2D
targetSpriteBatch int

⭐ Properties

AutoDispose

public readonly bool AutoDispose;

Returns
bool

TargetSpriteBatch

public readonly int TargetSpriteBatch;

Returns
int

Texture

public readonly Texture2D Texture;

Returns
Texture2D

TileGridComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct TileGridComponent : IModifiableComponent, IComponent

This is a struct that points to a singleton class. Reactive systems won't be able to subscribe to this component.

Implements: IModifiableComponent, IComponent

⭐ Constructors

public TileGridComponent()
public TileGridComponent(Point origin, int width, int height)

Parameters
origin Point
width int
height int

public TileGridComponent(TileGrid grid)

Parameters
grid TileGrid

public TileGridComponent(int width, int height)

Parameters
width int
height int

⭐ Properties

Grid

public readonly TileGrid Grid;

Returns
TileGrid

Height

public readonly int Height;

Returns
int

Origin

public readonly Point Origin;

Returns
Point

Rectangle

public IntRectangle Rectangle { get; }

Returns
IntRectangle

Width

public readonly int Width;

Returns
int

⭐ Methods

Subscribe(Action)

public virtual void Subscribe(Action notification)

Parameters
notification Action

Unsubscribe(Action)

public virtual void Unsubscribe(Action notification)

Parameters
notification Action

TilesetComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct TilesetComponent : IComponent

This is a struct that points to a singleton class. Reactive systems won't be able to subscribe to this component.

Implements: IComponent

⭐ Constructors

public TilesetComponent()
public TilesetComponent(ImmutableArray<T> tilesets)

Parameters
tilesets ImmutableArray<T>

⭐ Properties

Tilesets

public readonly ImmutableArray<T> Tilesets;

Returns
ImmutableArray<T>

⭐ Methods

WithTile(Guid)

public TilesetComponent WithTile(Guid tile)

Parameters
tile Guid

Returns
TilesetComponent

WithTiles(ImmutableArray)

public TilesetComponent WithTiles(ImmutableArray<T> tiles)

Parameters
tiles ImmutableArray<T>

Returns
TilesetComponent

UnscaledDeltaTimeComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct UnscaledDeltaTimeComponent : IComponent

Used when calculating time for StateMachine.

Implements: IComponent

VelocityComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct VelocityComponent : IComponent

Implements: IComponent

⭐ Constructors

public VelocityComponent(float x, float y)

Parameters
x float
y float

public VelocityComponent(Vector2 velocity)

Parameters
velocity Vector2

⭐ Properties

Velocity

public readonly Vector2 Velocity;

Returns
Vector2

VerticalPositionComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct VerticalPositionComponent : IComponent

Implements: IComponent

⭐ Constructors

public VerticalPositionComponent()
public VerticalPositionComponent(float z, float zVelocity, bool hasGravity)

Parameters
z float
zVelocity float
hasGravity bool

⭐ Properties

GRAVITY

public static const float GRAVITY;

Returns
float

HasGravity

public readonly bool HasGravity;

Returns
bool

Z

public readonly float Z;

Returns
float

ZVelocity

public readonly float ZVelocity;

Returns
float

⭐ Methods

UpdatePosition(float, float)

public VerticalPositionComponent UpdatePosition(float deltaTime, float bounciness)

Parameters
deltaTime float
bounciness float

Returns
VerticalPositionComponent

WaitForVacancyComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct WaitForVacancyComponent : IComponent

Implements: IComponent

⭐ Constructors

public WaitForVacancyComponent(bool alertParent)

Parameters
alertParent bool

⭐ Properties

AlertParent

public readonly bool AlertParent;

Returns
bool

WindowRefreshTrackerComponent

Namespace: Murder.Components
Assembly: Murder.dll

public sealed struct WindowRefreshTrackerComponent : IModifiableComponent, IComponent

This will watch for rule changes based on the blackboard system.

Implements: IModifiableComponent, IComponent

⭐ Methods

Subscribe(Action)

public virtual void Subscribe(Action notification)

Parameters
notification Action

Unsubscribe(Action)

public virtual void Unsubscribe(Action notification)

Parameters
notification Action

HAAStar

Namespace: Murder.Core.Ai
Assembly: Murder.dll

public class HAAStar

⭐ Constructors

public HAAStar(int width, int height)

Parameters
width int
height int

⭐ Properties

CLUSTER_SIZE

public static const int CLUSTER_SIZE;

Returns
int

ClusterHeight

public readonly int ClusterHeight;

Returns
int

ClusterWidth

public readonly int ClusterWidth;

Returns
int

DebugNodes

public ImmutableDictionary<TKey, TValue> DebugNodes;

Returns
ImmutableDictionary<TKey, TValue>

⭐ Methods

Search(Map, Point, Point)

public ImmutableDictionary<TKey, TValue> Search(Map map, Point initial, Point target)

Parameters
map Map
initial Point
target Point

Returns
ImmutableDictionary<TKey, TValue>

Refresh(Map)

public void Refresh(Map map)

Parameters
map Map

Node

Namespace: Murder.Core.Ai
Assembly: Murder.dll

class Node

⭐ Constructors

public Node(Point p, Point c, int weight)

Parameters
p Point
c Point
weight int

⭐ Properties

Cluster

public readonly Point Cluster;

Returns
Point

Neighbours

public readonly Dictionary<TKey, TValue> Neighbours;

Returns
Dictionary<TKey, TValue>

P

public readonly Point P;

Returns
Point

Weight

public readonly int Weight;

Returns
int

X

public int X { get; }

Returns
int

Y

public int Y { get; }

Returns
int

⭐ Methods

HasNeighbour(Point)

public bool HasNeighbour(Point p)

Parameters
p Point

Returns
bool

PathTo(Point)

public ImmutableDictionary<TKey, TValue> PathTo(Point p)

Parameters
p Point

Returns
ImmutableDictionary<TKey, TValue>

AddEdge(Point, ImmutableDictionary<TKey, TValue>, double)

public void AddEdge(Point p, ImmutableDictionary<TKey, TValue> path, double cost)

Parameters
p Point
path ImmutableDictionary<TKey, TValue>
cost double

RemoveEdge(Point)

public void RemoveEdge(Point p)

Parameters
p Point

PathfindAlgorithmKind

Namespace: Murder.Core.Ai
Assembly: Murder.dll

public sealed enum PathfindAlgorithmKind : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Astar

public static const PathfindAlgorithmKind Astar;

Returns
PathfindAlgorithmKind

HAAstar

public static const PathfindAlgorithmKind HAAstar;

Returns
PathfindAlgorithmKind

None

public static const PathfindAlgorithmKind None;

Returns
PathfindAlgorithmKind

PathfindServices

Namespace: Murder.Core.Ai
Assembly: Murder.dll

public static class PathfindServices

⭐ Methods

FindPath(Map, World, Point, Point, PathfindAlgorithmKind)

public ImmutableDictionary<TKey, TValue> FindPath(Map map, World world, Point initial, Point target, PathfindAlgorithmKind kind)

Find a path between and .

Parameters
map Map
world World
initial Point
target Point
kind PathfindAlgorithmKind

Returns
ImmutableDictionary<TKey, TValue>

UpdatePathfind(World)

public void UpdatePathfind(World world)

Update all cached pathfind on a map change.

Parameters
world World

Anchor

Namespace: Murder.Core.Cutscenes
Assembly: Murder.dll

public sealed struct Anchor

⭐ Constructors

public Anchor()
public Anchor(Vector2 position)

Parameters
position Vector2

⭐ Properties

Position

public readonly Vector2 Position;

Returns
Vector2

⭐ Methods

WithPosition(Vector2)

public Anchor WithPosition(Vector2 position)

Parameters
position Vector2

Returns
Anchor

BaseCharacterBlackboard

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public class BaseCharacterBlackboard : ICharacterBlackboard, IBlackboard

Built-in capabilities for each speaker blackboard.

Implements: ICharacterBlackboard, IBlackboard

⭐ Constructors

public BaseCharacterBlackboard()

⭐ Properties

Kind

public virtual BlackboardKind Kind { get; }

Returns
BlackboardKind

Name

public static const string Name;

Returns
string

TotalInteractions

public int TotalInteractions;

Total of times that it has been interacted to.

Returns
int

BlackboardActionKind

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed enum BlackboardActionKind : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Add

public static const BlackboardActionKind Add;

Returns
BlackboardActionKind

Component

public static const BlackboardActionKind Component;

Returns
BlackboardActionKind

Minus

public static const BlackboardActionKind Minus;

Returns
BlackboardActionKind

Set

public static const BlackboardActionKind Set;

Returns
BlackboardActionKind

SetMax

public static const BlackboardActionKind SetMax;

Returns
BlackboardActionKind

SetMin

public static const BlackboardActionKind SetMin;

Returns
BlackboardActionKind

Toggle

public static const BlackboardActionKind Toggle;

Returns
BlackboardActionKind

BlackboardAttribute

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public class BlackboardAttribute : Attribute

Implements: Attribute

⭐ Constructors

public BlackboardAttribute(string name, bool default)

Parameters
name string
default bool

public BlackboardAttribute(string name)

Parameters
name string

⭐ Properties

IsDefault

public readonly bool IsDefault;

Returns
bool

Name

public readonly string Name;

Returns
string

TypeId

public virtual Object TypeId { get; }

Returns
Object

BlackboardKind

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed enum BlackboardKind : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

All

public static const BlackboardKind All;

Returns
BlackboardKind

Character

public static const BlackboardKind Character;

Returns
BlackboardKind

Gameplay

public static const BlackboardKind Gameplay;

Returns
BlackboardKind

Sound

public static const BlackboardKind Sound;

Returns
BlackboardKind

State

public static const BlackboardKind State;

Returns
BlackboardKind

Character

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed struct Character

⭐ Constructors

public Character(Guid guid, Guid speaker, string portrait, ImmutableArray<T> situations)

Parameters
guid Guid
speaker Guid
portrait string
situations ImmutableArray<T>

⭐ Properties

Guid

public readonly Guid Guid;

The guid of the character asset being tracked by this.

Returns
Guid

Portrait

public readonly string Portrait;

The default portrait for Character.Speaker. If null, use the speaker default portrait.

Returns
string

Situations

public readonly ImmutableDictionary<TKey, TValue> Situations;

All situations for the character.

Returns
ImmutableDictionary<TKey, TValue>

Speaker

public readonly Guid Speaker;

The speaker is the owner of this dialog. Used when a null speaker is found.

Returns
Guid

CharacterRuntime

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public class CharacterRuntime

⭐ Constructors

public CharacterRuntime(Character character, int situation)

Parameters
character Character
situation int

⭐ Methods

CheckRequirements(World, ImmutableArray, out Int32&)

public bool CheckRequirements(World world, ImmutableArray<T> requirements, Int32& score)

Parameters
world World
requirements ImmutableArray<T>
score int&

Returns
bool

HasNewContentOnNextDialogueLine(World, Entity)

public bool HasNewContentOnNextDialogueLine(World world, Entity target)

Parameters
world World
target Entity

Returns
bool

HasNext(World, Entity, bool)

public bool HasNext(World world, Entity target, bool track)

Returns whether the active dialog state for this dialogue is valid or not.

Parameters
world World
target Entity
track bool

Returns
bool

NextLine(World, Entity)

public T? NextLine(World world, Entity target)

Parameters
world World
target Entity

Returns
T?

DoChoice(int, World, Entity)

public void DoChoice(int choice, World world, Entity target)

Parameters
choice int
world World
target Entity

StartAtSituation(int)

public void StartAtSituation(int situation)

Parameters
situation int

ChoiceLine

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed struct ChoiceLine

⭐ Constructors

public ChoiceLine(Guid speaker, string portrait, string title, ImmutableArray<T> choices)

Parameters
speaker Guid
portrait string
title string
choices ImmutableArray<T>

⭐ Properties

Choices

public readonly ImmutableArray<T> Choices;

Choices available to the player to pick.

Returns
ImmutableArray<T>

Portrait

public readonly string Portrait;

Returns
string

Speaker

public readonly T? Speaker;

Returns
T?

Title

public readonly string Title;

Dialog title.

Returns
string

Criterion

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed struct Criterion

⭐ Constructors

public Criterion()
public Criterion(Fact fact, CriterionKind kind, Object value)

Parameters
fact Fact
kind CriterionKind
value Object

public Criterion(Fact fact, CriterionKind kind, T? bool, T? int, string string, Object value)

Parameters
fact Fact
kind CriterionKind
bool T?
int T?
string string
value Object

⭐ Properties

BoolValue

public readonly T? BoolValue;

Returns
T?

Component

public static Criterion Component { get; }

Creates a fact of type FactKind.Component.

Returns
Criterion

Fact

public readonly Fact Fact;

Returns
Fact

IntValue

public readonly T? IntValue;

Returns
T?

Kind

public readonly CriterionKind Kind;

Returns
CriterionKind

StrValue

public readonly string StrValue;

Returns
string

Value

public readonly Object Value;

Returns
Object

Weight

public static Criterion Weight { get; }

Creates a fact of type FactKind.Weight.

Returns
Criterion

CriterionKind

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed enum CriterionKind : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Bigger

public static const CriterionKind Bigger;

Returns
CriterionKind

BiggerOrEqual

public static const CriterionKind BiggerOrEqual;

Returns
CriterionKind

Different

public static const CriterionKind Different;

Returns
CriterionKind

Is

public static const CriterionKind Is;

Returns
CriterionKind

Less

public static const CriterionKind Less;

Returns
CriterionKind

LessOrEqual

public static const CriterionKind LessOrEqual;

Returns
CriterionKind

CriterionNode

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed struct CriterionNode

⭐ Constructors

public CriterionNode()
public CriterionNode(Criterion criterion, CriterionNodeKind kind)

Parameters
criterion Criterion
kind CriterionNodeKind

public CriterionNode(Criterion criterion)

Parameters
criterion Criterion

⭐ Properties

Criterion

public readonly Criterion Criterion;

Returns
Criterion

Kind

public readonly CriterionNodeKind Kind;

Returns
CriterionNodeKind

⭐ Methods

WithCriterion(Criterion)

public CriterionNode WithCriterion(Criterion criterion)

Parameters
criterion Criterion

Returns
CriterionNode

WithKind(CriterionNodeKind)

public CriterionNode WithKind(CriterionNodeKind kind)

Parameters
kind CriterionNodeKind

Returns
CriterionNode

CriterionNodeKind

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed enum CriterionNodeKind : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

And

public static const CriterionNodeKind And;

Returns
CriterionNodeKind

Or

public static const CriterionNodeKind Or;

Returns
CriterionNodeKind

Dialog

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed struct Dialog

⭐ Constructors

public Dialog()
public Dialog(int id, int playUntil, ImmutableArray<T> requirements, ImmutableArray<T> lines, T? actions, T? goto, bool isChoice)

Parameters
id int
playUntil int
requirements ImmutableArray<T>
lines ImmutableArray<T>
actions T?
goto T?
isChoice bool

⭐ Properties

Actions

public readonly T? Actions;

Returns
T?

GoTo

public readonly T? GoTo;

Go to another dialog with a specified id.

Returns
T?

Id

public readonly int Id;

Returns
int

IsChoice

public readonly bool IsChoice;

Returns
bool

Lines

public readonly ImmutableArray<T> Lines;

Returns
ImmutableArray<T>

PlayUntil

public readonly int PlayUntil;

Stop playing this dialog until this number. If -1, this will play forever.

Returns
int

Requirements

public readonly ImmutableArray<T> Requirements;

Returns
ImmutableArray<T>

⭐ Methods

WithActions(T?)

public Dialog WithActions(T? actions)

Parameters
actions T?

Returns
Dialog

WithLineAt(int, Line)

public Dialog WithLineAt(int index, Line line)

Parameters
index int
line Line

Returns
Dialog

DebuggerDisplay()

public string DebuggerDisplay()

Returns
string

DialogAction

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed struct DialogAction

⭐ Constructors

public DialogAction()
public DialogAction(int id, Fact fact, BlackboardActionKind kind, string string, T? int, T? bool, IComponent component)

Parameters
id int
fact Fact
kind BlackboardActionKind
string string
int T?
bool T?
component IComponent

⭐ Properties

BoolValue

public readonly T? BoolValue;

Returns
T?

ComponentValue

public readonly IComponent ComponentValue;

Returns
IComponent

Fact

public readonly Fact Fact;

Returns
Fact

Id

public readonly int Id;

Returns
int

IntValue

public readonly T? IntValue;

Returns
T?

Kind

public readonly BlackboardActionKind Kind;

Returns
BlackboardActionKind

StrValue

public readonly string StrValue;

Returns
string

⭐ Methods

WithComponent(IComponent)

public DialogAction WithComponent(IComponent c)

Parameters
c IComponent

Returns
DialogAction

WithFact(Fact)

public DialogAction WithFact(Fact fact)

Parameters
fact Fact

Returns
DialogAction

WithKind(BlackboardActionKind)

public DialogAction WithKind(BlackboardActionKind kind)

Parameters
kind BlackboardActionKind

Returns
DialogAction

DialogEdge

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed struct DialogEdge

⭐ Constructors

public DialogEdge(MatchKind kind, ImmutableArray<T> dialogs)

Parameters
kind MatchKind
dialogs ImmutableArray<T>

⭐ Properties

Dialogs

public readonly ImmutableArray<T> Dialogs;

Returns
ImmutableArray<T>

Kind

public readonly MatchKind Kind;

Returns
MatchKind

⭐ Methods

DebuggerDisplay()

public string DebuggerDisplay()

Returns
string

DialogItemId

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed struct DialogItemId

This represents an item in the dialog that has been manually modified by the user and should be persisted.

⭐ Constructors

public DialogItemId(int situation, int dialog, int id)

Parameters
situation int
dialog int
id int

⭐ Properties

DialogId

public readonly int DialogId;

Returns
int

ItemId

public readonly int ItemId;

Returns
int

SituationId

public readonly int SituationId;

Returns
int

DialogLine

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed struct DialogLine

⭐ Constructors

public DialogLine(ChoiceLine choice)

Parameters
choice ChoiceLine

public DialogLine(Line line)

Parameters
line Line

⭐ Properties

Choice

public readonly T? Choice;

Returns
T?

Line

public readonly T? Line;

Returns
T?

Fact

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed struct Fact

⭐ Constructors

public Fact()
public Fact(string blackboard, string name, FactKind kind, Type componentType)

Parameters
blackboard string
name string
kind FactKind
componentType Type

public Fact(Type componentType)

Parameters
componentType Type

⭐ Properties

Blackboard

public readonly string Blackboard;

If null, grab the default blackboard.

Returns
string

ComponentType

public readonly Type ComponentType;

Set when the fact is of type FactKind.Component

Returns
Type

EditorName

public string EditorName { get; }

Returns
string

Kind

public readonly FactKind Kind;

Returns
FactKind

Name

public readonly string Name;

Returns
string

FactKind

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed enum FactKind : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Any

public static const FactKind Any;

Returns
FactKind

Bool

public static const FactKind Bool;

Returns
FactKind

Component

public static const FactKind Component;

Used when checking for required components.

Returns
FactKind

Enum

public static const FactKind Enum;

Returns
FactKind

Float

public static const FactKind Float;

Returns
FactKind

Int

public static const FactKind Int;

Returns
FactKind

Invalid

public static const FactKind Invalid;

Returns
FactKind

String

public static const FactKind String;

Returns
FactKind

Weight

public static const FactKind Weight;

Used when the fact is only a weight which will be applied when picking the most suitable dialog.

Returns
FactKind

IBlackboard

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public abstract IBlackboard

This is a blackboard tracker with dialogue variables. This is used when defining the set of conditions which will play a given dialog.

⭐ Properties

Kind

public virtual BlackboardKind Kind { get; }

Returns
BlackboardKind

ICharacterBlackboard

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public abstract class ICharacterBlackboard : IBlackboard

This works similarly as a IBlackboard, except that each situation on the game has its own table.

Implements: IBlackboard

⭐ Constructors

protected ICharacterBlackboard()

⭐ Properties

Kind

public virtual BlackboardKind Kind { get; }

Returns
BlackboardKind

ISoundBlackboard

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public abstract class ISoundBlackboard : IBlackboard

This tracks and listens to parameters relevant to music and sound.

Implements: IBlackboard

⭐ Constructors

protected ISoundBlackboard()

⭐ Properties

Kind

public virtual BlackboardKind Kind { get; }

Returns
BlackboardKind

Line

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed struct Line

⭐ Constructors

public Line()
public Line(LocalizedString text)

Create a line with a text without any speaker.

Parameters
text LocalizedString

public Line(Guid speaker, LocalizedString text)

Create a line with a text. That won't be used as a timer.

Parameters
speaker Guid
text LocalizedString

public Line(T? speaker, float delay)

Parameters
speaker T?
delay float

public Line(T? speaker, string portrait, T? text, T? delay)

Parameters
speaker T?
portrait string
text T?
delay T?

public Line(T? speaker)

Parameters
speaker T?

⭐ Properties

Delay

public readonly T? Delay;

Delay in seconds.

Returns
T?

IsText

public bool IsText { get; }

Returns
bool

Portrait

public readonly string Portrait;

Returns
string

Speaker

public readonly T? Speaker;

Returns
T?

Text

public readonly T? Text;

If the caption has a text, this will be the information.

Returns
T?

⭐ Methods

WithDelay(float)

public Line WithDelay(float delay)

Parameters
delay float

Returns
Line

WithPortrait(string)

public Line WithPortrait(string portrait)

Parameters
portrait string

Returns
Line

WithSpeaker(Guid)

public Line WithSpeaker(Guid speaker)

Parameters
speaker Guid

Returns
Line

WithSpeakerAndPortrait(Guid, string)

public Line WithSpeakerAndPortrait(Guid speaker, string portrait)

Parameters
speaker Guid
portrait string

Returns
Line

WithText(LocalizedString)

public Line WithText(LocalizedString text)

Parameters
text LocalizedString

Returns
Line

MatchKind

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed enum MatchKind : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Choice

public static const MatchKind Choice;

Choice dialogs (>) that the player can pick.

Returns
MatchKind

HighestScore

public static const MatchKind HighestScore;

This will pick the dialog with the highest score. This is when dialogs are listed with -/+.

Returns
MatchKind

IfElse

public static const MatchKind IfElse;

All the blocks that are next are subjected to an "else" relationship.

Returns
MatchKind

Next

public static const MatchKind Next;

This will pick in consecutive order, whatever matches first.

Returns
MatchKind

Random

public static const MatchKind Random;

This will pick random dialogs.

Returns
MatchKind

Situation

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public sealed struct Situation

⭐ Constructors

public Situation()
public Situation(int id, string name, ImmutableArray<T> dialogs, ImmutableDictionary<TKey, TValue> edges)

Parameters
id int
name string
dialogs ImmutableArray<T>
edges ImmutableDictionary<TKey, TValue>

public Situation(int id, string name)

Parameters
id int
name string

⭐ Properties

Dialogs

public readonly ImmutableArray<T> Dialogs;

Returns
ImmutableArray<T>

Edges

public readonly ImmutableDictionary<TKey, TValue> Edges;

Returns
ImmutableDictionary<TKey, TValue>

Id

public readonly int Id;

Returns
int

Name

public readonly string Name;

Returns
string

⭐ Methods

WithDialogAt(int, Dialog)

public Situation WithDialogAt(int index, Dialog dialog)

Parameters
index int
dialog Dialog

Returns
Situation

WithName(string)

public Situation WithName(string name)

Parameters
name string

Returns
Situation

TriggerAttribute

Namespace: Murder.Core.Dialogs
Assembly: Murder.dll

public class TriggerAttribute : Attribute

Attribute of fields that should be immediately set off once they are turned on.

Implements: Attribute

⭐ Constructors

public TriggerAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

BoxShape

Namespace: Murder.Core.Geometry
Assembly: Murder.dll

public sealed struct BoxShape : IShape

Implements: IShape

⭐ Constructors

public BoxShape()
public BoxShape(Rectangle rectangle)

Parameters
rectangle Rectangle

public BoxShape(Vector2 origin, Point offset, int width, int height)

Parameters
origin Vector2
offset Point
width int
height int

⭐ Properties

Height

public readonly int Height;

Returns
int

Offset

public readonly Point Offset;

Returns
Point

Origin

public readonly Vector2 Origin;

Returns
Vector2

Rectangle

public Rectangle Rectangle { get; }

Simple shape getter

Returns
Rectangle

Size

public Point Size { get; }

Returns
Point

Width

public readonly int Width;

Returns
int

⭐ Methods

ResizeBottomRight(Vector2)

public BoxShape ResizeBottomRight(Vector2 newBottomRight)

Parameters
newBottomRight Vector2

Returns
BoxShape

ResizeTopLeft(Vector2)

public BoxShape ResizeTopLeft(Vector2 newTopLeft)

Parameters
newTopLeft Vector2

Returns
BoxShape

GetPolygon()

public virtual PolygonShape GetPolygon()

Returns
PolygonShape

GetBoundingBox()

public virtual Rectangle GetBoundingBox()

Returns
Rectangle

Circle

Namespace: Murder.Core.Geometry
Assembly: Murder.dll

public sealed struct Circle

⭐ Constructors

public Circle(float radius)

Parameters
radius float

public Circle(float x, float y, float radius)

Parameters
x float
y float
radius float

⭐ Properties

Radius

public readonly float Radius;

Returns
float

X

public readonly float X;

Returns
float

Y

public readonly float Y;

Returns
float

⭐ Methods

Contains(Point)

public bool Contains(Point point)

Parameters
point Point

Returns
bool

Contains(Vector2)

public bool Contains(Vector2 vector2)

Parameters
vector2 Vector2

Returns
bool

AddPosition(PositionComponent)

public Circle AddPosition(PositionComponent position)

Parameters
position PositionComponent

Returns
Circle

AddPosition(Point)

public Circle AddPosition(Point position)

Parameters
position Point

Returns
Circle

AddPosition(Vector2)

public Circle AddPosition(Vector2 position)

Parameters
position Vector2

Returns
Circle

EstipulateSidesFromRadius(float)

public int EstipulateSidesFromRadius(float radius)

Parameters
radius float

Returns
int

CircleShape

Namespace: Murder.Core.Geometry
Assembly: Murder.dll

public sealed struct CircleShape : IShape

Implements: IShape

⭐ Constructors

public CircleShape(float radius, Point offset)

Parameters
radius float
offset Point

⭐ Properties

Circle

public Circle Circle { get; }

Returns
Circle

Offset

public readonly Point Offset;

Returns
Point

Radius

public readonly float Radius;

Returns
float

⭐ Methods

GetPolygon()

public virtual PolygonShape GetPolygon()

Returns
PolygonShape

GetBoundingBox()

public virtual Rectangle GetBoundingBox()

Returns
Rectangle

IntRectangle

Namespace: Murder.Core.Geometry
Assembly: Murder.dll

public sealed struct IntRectangle : IEquatable<T>

Implements: IEquatable<T>

⭐ Constructors

public IntRectangle(Point p, int width, int height)

Parameters
p Point
width int
height int

public IntRectangle(Point position, Point size)

Parameters
position Point
size Point

public IntRectangle(float x, float y, float width, float height)

Parameters
x float
y float
width float
height float

public IntRectangle(int x, int y, int width, int height)

Parameters
x int
y int
width int
height int

⭐ Properties

Bottom

public int Bottom { get; }

Returns
int

BottomLeft

public Point BottomLeft { get; }

Returns
Point

BottomRight

public Point BottomRight { get; }

Returns
Point

Center

public Vector2 Center { get; }

Returns
Vector2

CenterPoint

public Point CenterPoint { get; }

Returns
Point

Empty

public static IntRectangle Empty { get; }

Returns
IntRectangle

Height

public int Height;

Returns
int

Left

public int Left { get; }

Returns
int

One

public static IntRectangle One { get; }

Returns
IntRectangle

public int Right { get; }

Returns
int

Size

public Point Size { get; public set; }

Returns
Point

Top

public int Top { get; }

Returns
int

TopLeft

public Point TopLeft { get; }

Returns
Point

TopRight

public Point TopRight { get; }

Returns
Point

Width

public int Width;

Returns
int

X

public int X;

Returns
int

Y

public int Y;

Returns
int

⭐ Methods

Contains(Point)

public bool Contains(Point point)

Parameters
point Point

Returns
bool

Contains(Rectangle)

public bool Contains(Rectangle other)

Parameters
other Rectangle

Returns
bool

Contains(float, float)

public bool Contains(float X, float Y)

Parameters
X float
Y float

Returns
bool

Contains(int, int)

public bool Contains(int X, int Y)

Parameters
X int
Y int

Returns
bool

Touches(Rectangle)

public bool Touches(Rectangle other)

Gets whether or not the other Rectangle intersects with this rectangle.

Parameters
other Rectangle

Returns
bool

TouchesInside(Rectangle)

public bool TouchesInside(Rectangle other)

Gets whether or not the other Rectangle intersects with this rectangle.

Parameters
other Rectangle

Returns
bool

AddPosition(Point)

public IntRectangle AddPosition(Point position)

Parameters
position Point

Returns
IntRectangle

AddPosition(Vector2)

public IntRectangle AddPosition(Vector2 position)

Parameters
position Vector2

Returns
IntRectangle

CenterRectangle(Vector2, float, float)

public IntRectangle CenterRectangle(Vector2 center, float width, float height)

Parameters
center Vector2
width float
height float

Returns
IntRectangle

Expand(float)

public IntRectangle Expand(float value)

Parameters
value float

Returns
IntRectangle

Expand(int)

public IntRectangle Expand(int value)

Parameters
value int

Returns
IntRectangle

FromCoordinates(Point, Point)

public IntRectangle FromCoordinates(Point topLeft, Point bottomRight)

Parameters
topLeft Point
bottomRight Point

Returns
IntRectangle

FromCoordinates(int, int, int, int)

public IntRectangle FromCoordinates(int top, int bottom, int left, int right)

Parameters
top int
bottom int
left int
right int

Returns
IntRectangle

ClampPosition(IntRectangle)

public Point ClampPosition(IntRectangle innerRect)

Parameters
innerRect IntRectangle

Returns
Point

Clamp(Vector2)

public Vector2 Clamp(Vector2 point)

Parameters
point Vector2

Returns
Vector2

Equals(IntRectangle)

public virtual bool Equals(IntRectangle other)

Parameters
other IntRectangle

Returns
bool

Equals(Object)

public virtual bool Equals(Object obj)

Parameters
obj Object

Returns
bool

GetHashCode()

public virtual int GetHashCode()

Returns
int

ToString()

public virtual string ToString()

Returns
string

IShape

Namespace: Murder.Core.Geometry
Assembly: Murder.dll

public abstract IShape

An IShape is a component which will be applied physics properties for collision.

⭐ Methods

GetPolygon()

public abstract PolygonShape GetPolygon()

Returns
PolygonShape

GetBoundingBox()

public abstract Rectangle GetBoundingBox()

Returns
Rectangle

LazyShape

Namespace: Murder.Core.Geometry
Assembly: Murder.dll

public sealed struct LazyShape : IShape

Implements: IShape

⭐ Constructors

public LazyShape(float radius, Point offset)

Parameters
radius float
offset Point

⭐ Properties

Offset

public readonly Point Offset;

Returns
Point

Radius

public readonly float Radius;

Returns
float

SQUARE_ROOT_OF_TWO

public static const float SQUARE_ROOT_OF_TWO;

Returns
float

⭐ Methods

Rectangle(Vector2)

public Rectangle Rectangle(Vector2 addPosition)

Parameters
addPosition Vector2

Returns
Rectangle

GetPolygon()

public virtual PolygonShape GetPolygon()

Returns
PolygonShape

GetBoundingBox()

public virtual Rectangle GetBoundingBox()

Returns
Rectangle

Line2

Namespace: Murder.Core.Geometry
Assembly: Murder.dll

public sealed struct Line2

Class for a simple line with two points. This is based on a Otter2d class: https://github.com/kylepulver/Otter/blob/master/Otter/Utility/Line2.cs

⭐ Constructors

public Line2(float x1, float y1, float x2, float y2)

Create a new Line2.

Parameters
x1 float

y1 float

x2 float

y2 float

public Line2(Vector2 start, Vector2 end)

Create a new Line2.

Parameters
start Vector2

end Vector2

⭐ Properties

Bottom

public float Bottom { get; }

The bottom most Y position of the line.

Returns
float

End

public Vector2 End { get; }

The second point of a line as a vector2.

Returns
Vector2

Height

public float Height { get; }

Returns
float

Left

public float Left { get; }

The left most X position of the line.

Returns
float

Right

public float Right { get; }

The right most X position of the line.

Returns
float

Start

public Vector2 Start { get; }

The first point of the line as a vector2.

Returns
Vector2

Top

public float Top { get; }

The top most Y position of the line.

Returns
float

Width

public float Width { get; }

Returns
float

X1

public readonly float X1;

The X position for the first point.

Returns
float

X2

public readonly float X2;

The X position for the second point.

Returns
float

Y1

public readonly float Y1;

The Y position for the first point.

Returns
float

Y2

public readonly float Y2;

The Y position for the second point.

Returns
float

⭐ Methods

GetClosestPoint(Vector2, float, out Vector2&)

public bool GetClosestPoint(Vector2 point, float maxRange, Vector2& closest)

Parameters
point Vector2
maxRange float
closest Vector2&

Returns
bool

Intersects(Line2)

public bool Intersects(Line2 other)

Intersection test on another line. (http://ideone.com/PnPJgb)

Parameters
other Line2

Returns
bool

IntersectsCircle(Circle)

public bool IntersectsCircle(Circle circle)

Check the intersection against a circle.

Parameters
circle Circle

Returns
bool

IntersectsRect(Rectangle)

public bool IntersectsRect(Rectangle rect)

Parameters
rect Rectangle

Returns
bool

IntersectsRect(float, float, float, float)

public bool IntersectsRect(float x, float y, float width, float height)

Check intersection against a rectangle.

Parameters
x float

y float

width float

height float

Returns
bool

TryGetIntersectingPoint(Circle, out Vector2&)

public bool TryGetIntersectingPoint(Circle circle, Vector2& hitPoint)

Parameters
circle Circle
hitPoint Vector2&

Returns
bool

TryGetIntersectingPoint(Line2, Line2, out Vector2&)

public bool TryGetIntersectingPoint(Line2 line1, Line2 line2, Vector2& hitPoint)

Parameters
line1 Line2
line2 Line2
hitPoint Vector2&

Returns
bool

TryGetIntersectingPoint(Line2, out Vector2&)

public bool TryGetIntersectingPoint(Line2 other, Vector2& hitPoint)

Parameters
other Line2
hitPoint Vector2&

Returns
bool

TryGetIntersectingPoint(Rectangle, out Vector2&)

public bool TryGetIntersectingPoint(Rectangle rect, Vector2& hitPoint)

Parameters
rect Rectangle
hitPoint Vector2&

Returns
bool

TryGetIntersectingPoint(float, float, float, float, out Vector2&)

public bool TryGetIntersectingPoint(float x, float y, float width, float height, Vector2& hitPoint)

Parameters
x float
y float
width float
height float
hitPoint Vector2&

Returns
bool

Length()

public float Length()

Returns
float

LengthSquared()

public float LengthSquared()

Returns
float

ToString()

public virtual string ToString()

Returns
string

LineShape

Namespace: Murder.Core.Geometry
Assembly: Murder.dll

public sealed struct LineShape : IShape

Implements: IShape

⭐ Constructors

public LineShape(Point start, Point end)

Parameters
start Point
end Point

⭐ Properties

End

public readonly Point End;

Returns
Point

Line

public Line2 Line { get; }

Returns
Line2

Start

public readonly Point Start;

Returns
Point

⭐ Methods

LineAtPosition(Point)

public Line2 LineAtPosition(Point position)

Parameters
position Point

Returns
Line2

GetPolygon()

public virtual PolygonShape GetPolygon()

Returns
PolygonShape

GetBoundingBox()

public virtual Rectangle GetBoundingBox()

Returns
Rectangle

Matrix

Namespace: Murder.Core.Geometry
Assembly: Murder.dll

public sealed struct Matrix : IEquatable<T>

Implements a matrix within our engine. It can be converted to other matrix data types.

Implements: IEquatable<T>

⭐ Properties

Identity

public static Matrix Identity { get; }

Just a shorthand for Matrix.Identity for when you don't want to import the whole XNA Framework Matrix Library

Returns
Matrix

M11

public float M11;

A first row and first column value.

Returns
float

M12

public float M12;

A first row and second column value.

Returns
float

M13

public float M13;

A first row and third column value.

Returns
float

M14

public float M14;

A first row and fourth column value.

Returns
float

M21

public float M21;

A second row and first column value.

Returns
float

M22

public float M22;

A second row and second column value.

Returns
float

M23

public float M23;

A second row and third column value.

Returns
float

M24

public float M24;

A second row and fourth column value.

Returns
float

M31

public float M31;

A third row and first column value.

Returns
float

M32

public float M32;

A third row and second column value.

Returns
float

M33

public float M33;

A third row and third column value.

Returns
float

M34

public float M34;

A third row and fourth column value.

Returns
float

M41

public float M41;

A fourth row and first column value.

Returns
float

M42

public float M42;

A fourth row and second column value.

Returns
float

M43

public float M43;

A fourth row and third column value.

Returns
float

M44

public float M44;

A fourth row and fourth column value.

Returns
float

⭐ Methods

ToXnaMatrix()

public Matrix ToXnaMatrix()

Returns
Matrix

Equals(Matrix)

public virtual bool Equals(Matrix other)

Parameters
other Matrix

Returns
bool

Padding

Namespace: Murder.Core.Geometry
Assembly: Murder.dll

public sealed struct Padding

⭐ Constructors

public Padding(int border)

Parameters
border int

public Padding(int top, int left, int right, int bottom)

Parameters
top int
left int
right int
bottom int

⭐ Properties

Bottom

public int Bottom;

Returns
int

Height

public int Height { get; }

Returns
int

Left

public int Left;

Returns
int

Right

public int Right;

Returns
int

Top

public int Top;

Returns
int

Width

public int Width { get; }

Returns
int

Point

Namespace: Murder.Core.Geometry
Assembly: Murder.dll

public sealed struct Point : IEquatable<T>

Represents a single point with coordinates Point.Y. Points are also often used to store sizes, with X marking the right of an object and Y marking its bottom.

Implements: IEquatable<T>

⭐ Constructors

public Point(float x, float y)

Creates a point by rounding the x and y parameters.

Parameters
x float
y float

public Point(int v)

Creates a point where both x and y and equal to v.

Parameters
v int

public Point(int x, int y)

Creates a point.

Parameters
x int
y int

⭐ Properties

Down

public static Point Down { get; }

Point with coordinates X = 0 and Y = 1.

Returns
Point

Flipped

public static Point Flipped { get; }

Point with coordinates X = -1 and Y = 1 (multiply your point by this and you get its mirror).

Returns
Point

HalfCell

public static Point HalfCell { get; }

Represents half a cell on the current Grid.

Returns
Point

One

public static Point One { get; }

Point with coordinates X = 1 and Y = 1.

Returns
Point

X

public int X;

The value of X in this point.

Returns
int

XY

public ValueTuple<T1, T2> XY { get; }

Destructuring helper for obtaining a tuple from this point.

Returns
ValueTuple<T1, T2>

Y

public int Y;

The value of Y in this point.

Returns
int

Zero

public static Point Zero { get; }

Point with coordinates X = 0 and Y = 0.

Returns
Point

⭐ Methods

Length()

public float Length()

Calculates the length of this point.

Returns
float

LengthSquared()

public int LengthSquared()

Returns the length of this point, squared (IOW: X * X + Y * Y).

Returns
int

Mirror(Point)

public Point Mirror(Point center)

Returns the mirror of this point across the X axis relative to the center point

Parameters
center Point

Returns
Point

Scale(Point)

public Point Scale(Point other)

Equivalent to this * other.

Parameters
other Point

Returns
Point

ToWorldPosition()

public Point ToWorldPosition()

Converts this point into a world position by multiplying it by the cell size.

Returns
Point

BreakInTwo()

public ValueTuple<T1, T2> BreakInTwo()

Deconstruction helper for obtaining a tuple from this point.

Returns
ValueTuple<T1, T2>

ToVector2()

public Vector2 ToVector2()

Converts this point into a Vector2 with the same X and Y values.

Returns
Vector2

ToVector3()

public Vector3 ToVector3()

Returns
Vector3

Equals(Point)

public virtual bool Equals(Point other)

Compares whether the point has the same X and Y value as this point.

Parameters
other Point

Returns
bool

Equals(Object)

public virtual bool Equals(Object obj)

Parameters
obj Object

Returns
bool

GetHashCode()

public virtual int GetHashCode()

Returns
int

ToString()

public virtual string ToString()

Returns
string

Deconstruct(out Int32&, out Int32&)

public void Deconstruct(Int32& x, Int32& y)

Parameters
x int&
y int&

PointShape

Namespace: Murder.Core.Geometry
Assembly: Murder.dll

public sealed struct PointShape : IShape

Implements: IShape

⭐ Constructors

public PointShape(Point point)

Parameters
point Point

⭐ Properties

Point

public readonly Point Point;

Returns
Point

⭐ Methods

GetPolygon()

public virtual PolygonShape GetPolygon()

Returns
PolygonShape

GetBoundingBox()

public virtual Rectangle GetBoundingBox()

Returns
Rectangle

Polygon

Namespace: Murder.Core.Geometry
Assembly: Murder.dll

public sealed struct Polygon

⭐ Constructors

public Polygon()
public Polygon(IEnumerable<T> vertices, Vector2 position)

Parameters
vertices IEnumerable<T>
position Vector2

public Polygon(IEnumerable<T> vertices)

Parameters
vertices IEnumerable<T>

⭐ Properties

DIAMOND

public readonly static Polygon DIAMOND;

Returns
Polygon

EMPTY

public readonly static Polygon EMPTY;

Returns
Polygon

Vertices

public readonly ImmutableArray<T> Vertices;

Returns
ImmutableArray<T>

⭐ Methods

Contains(Point)

public bool Contains(Point point)

Parameters
point Point

Returns
bool

Contains(Vector2)

public bool Contains(Vector2 vector)

Parameters
vector Vector2

Returns
bool

IsClockwise(List)

public bool IsClockwise(List<T> vertices)

Parameters
vertices List<T>

Returns
bool

IsConvex()

public bool IsConvex()

Returns
bool

IsPointInTriangle(Vector2, Vector2, Vector2, Vector2)

public bool IsPointInTriangle(Vector2 point, Vector2 a, Vector2 b, Vector2 c)

Parameters
point Vector2
a Vector2
b Vector2
c Vector2

Returns
bool

TryMerge(Polygon, Polygon, float, out Polygon&)

public bool TryMerge(Polygon a, Polygon b, float minDistance, Polygon& result)

Parameters
a Polygon
b Polygon
minDistance float
result Polygon&

Returns
bool

GetNormals()

public IEnumerable<T> GetNormals()

Returns
IEnumerable<T>

GetLines()

public Line2[] GetLines()

Returns
Line2[]

EarClippingTriangulation(Polygon)

public List<T> EarClippingTriangulation(Polygon polygon)

Parameters
polygon Polygon

Returns
List<T>

FindConcaveVertices(ImmutableArray)

public List<T> FindConcaveVertices(ImmutableArray<T> points)

Parameters
points ImmutableArray<T>

Returns
List<T>

PartitionToConvex(Polygon)

public List<T> PartitionToConvex(Polygon concave)

This doesn't work yet

Parameters
concave Polygon

Returns
List<T>

ReorderVertices(List)

public List<T> ReorderVertices(List<T> vertices)

Parameters
vertices List<T>

Returns
List<T>

AddPosition(Vector2)

public Polygon AddPosition(Vector2 add)

Parameters
add Vector2

Returns
Polygon

AtPosition(Point)

public Polygon AtPosition(Point target)

Returns this polygon with a new position. The position is calculated using the vertice 0 as origin.

Parameters
target Point

Returns
Polygon

Exceptions
NotImplementedException

FromRectangle(int, int, int, int)

public Polygon FromRectangle(int x, int y, int width, int height)

Parameters
x int
y int
width int
height int

Returns
Polygon

RemoveVerticeAt(int)

public Polygon RemoveVerticeAt(int index)

Parameters
index int

Returns
Polygon

WithNewVerticeAt(int, Vector2)

public Polygon WithNewVerticeAt(int index, Vector2 target)

Parameters
index int
target Vector2

Returns
Polygon

WithVerticeAt(int, Vector2)

public Polygon WithVerticeAt(int index, Vector2 target)

Parameters
index int
target Vector2

Returns
Polygon

GetBoundingBox()

public Rectangle GetBoundingBox()

Returns
Rectangle

Intersects(Polygon, Vector2, Vector2)

public T? Intersects(Polygon other, Vector2 positionA, Vector2 positionB)

Check if a polygon is inside another, if they do, return the minimum translation vector to move the polygon out of the other.

Parameters
other Polygon

positionA Vector2

positionB Vector2

Returns
T?

MergePolygons(Polygon, Polygon)

public T? MergePolygons(Polygon a, Polygon b)

Parameters
a Polygon
b Polygon

Returns
T?

ProjectOntoAxis(Vector2, Vector2)

public ValueTuple<T1, T2> ProjectOntoAxis(Vector2 axis, Vector2 offset)

Parameters
axis Vector2
offset Vector2

Returns
ValueTuple<T1, T2>

Draw(Batch2D, Vector2, bool, Color)

public void Draw(Batch2D batch, Vector2 position, bool flip, Color color)

Parameters
batch Batch2D
position Vector2
flip bool
color Color

PolygonShape

Namespace: Murder.Core.Geometry
Assembly: Murder.dll

public sealed struct PolygonShape : IShape

Implements: IShape

⭐ Constructors

public PolygonShape()
public PolygonShape(Polygon polygon)

Parameters
polygon Polygon

⭐ Properties

Polygon

public readonly Polygon Polygon;

Returns
Polygon

Rect

public Rectangle Rect { get; }

Returns
Rectangle

⭐ Methods

GetCenter()

public Point GetCenter()

Returns
Point

GetPolygon()

public virtual PolygonShape GetPolygon()

Returns
PolygonShape

GetBoundingBox()

public virtual Rectangle GetBoundingBox()

Returns
Rectangle

Cache()

public void Cache()

Rectangle

Namespace: Murder.Core.Geometry
Assembly: Murder.dll

public sealed struct Rectangle : IEquatable<T>

Implements: IEquatable<T>

⭐ Constructors

public Rectangle(Point p, int width, int height)

Parameters
p Point
width int
height int

public Rectangle(Point position, Point size)

Parameters
position Point
size Point

public Rectangle(float x, float y, float width, float height)

Parameters
x float
y float
width float
height float

public Rectangle(int x, int y, int width, int height)

Parameters
x int
y int
width int
height int

public Rectangle(Vector2 position, Vector2 size)

Parameters
position Vector2
size Vector2

⭐ Properties

Bottom

public float Bottom { get; public set; }

Returns
float

BottomCenter

public Vector2 BottomCenter { get; }

Returns
Vector2

BottomLeft

public Vector2 BottomLeft { get; }

Returns
Vector2

BottomRight

public Vector2 BottomRight { get; }

Returns
Vector2

Center

public Vector2 Center { get; }

Returns
Vector2

CenterLeft

public Vector2 CenterLeft { get; }

Returns
Vector2

CenterPoint

public Point CenterPoint { get; }

Returns
Point

Empty

public static Rectangle Empty { get; }

Returns
Rectangle

Height

public float Height;

Returns
float

HeightRound

public int HeightRound { get; }

Returns
int

IsEmpty

public bool IsEmpty { get; }

Returns
bool

Left

public float Left { get; public set; }

Returns
float

One

public static Rectangle One { get; }

Returns
Rectangle

Right

public float Right { get; public set; }

Returns
float

Size

public Vector2 Size { get; public set; }

Returns
Vector2

Top

public float Top { get; public set; }

Returns
float

TopCenter

public Vector2 TopCenter { get; }

Returns
Vector2

TopLeft

public Vector2 TopLeft { get; }

Returns
Vector2

TopRight

public Vector2 TopRight { get; }

Returns
Vector2

Width

public float Width;

Returns
float

WidthRound

public int WidthRound { get; }

Returns
int

X

public float X;

Returns
float

XRound

public int XRound { get; }

Returns
int

Y

public float Y;

Returns
float

YRound

public int YRound { get; }

Returns
int

⭐ Methods

Contains(Point)

public bool Contains(Point point)

Parameters
point Point

Returns
bool

Contains(float, float)

public bool Contains(float X, float Y)

Parameters
X float
Y float

Returns
bool

Contains(int, int)

public bool Contains(int X, int Y)

Parameters
X int
Y int

Returns
bool

Contains(Vector2)

public bool Contains(Vector2 vector)

Parameters
vector Vector2

Returns
bool

Touches(Rectangle)

public bool Touches(Rectangle other)

Gets whether or not the other Rectangle intersects with this rectangle.

Parameters
other Rectangle

Returns
bool

TouchesInside(Rectangle)

public bool TouchesInside(Rectangle other)

Gets whether or not the other Rectangle intersects with this rectangle.

Parameters
other Rectangle

Returns
bool

TouchesWithMaxRotationCheck(Vector2, Vector2, Vector2)

public bool TouchesWithMaxRotationCheck(Vector2 position, Vector2 size, Vector2 offset)

Whether an object within bounds intersects with this rectangle. This takes into account the "maximum" height and length given any rotation.

Parameters
position Vector2
size Vector2
offset Vector2

Returns
bool

AddPadding(float, float, float, float)

public Rectangle AddPadding(float left, float top, float right, float bottom)

Parameters
left float
top float
right float
bottom float

Returns
Rectangle

AddPosition(Point)

public Rectangle AddPosition(Point position)

Parameters
position Point

Returns
Rectangle

AddPosition(Vector2)

public Rectangle AddPosition(Vector2 position)

Parameters
position Vector2

Returns
Rectangle

CenterRectangle(Point, int, int)

public Rectangle CenterRectangle(Point center, int width, int height)

Parameters
center Point
width int
height int

Returns
Rectangle

CenterRectangle(float, float)

public Rectangle CenterRectangle(float x, float y)

Parameters
x float
y float

Returns
Rectangle

CenterRectangle(Vector2, float, float)

public Rectangle CenterRectangle(Vector2 center, float width, float height)

Parameters
center Vector2
width float
height float

Returns
Rectangle

CenterRectangle(Vector2)

public Rectangle CenterRectangle(Vector2 size)

Parameters
size Vector2

Returns
Rectangle

Expand(float)

public Rectangle Expand(float value)

Parameters
value float

Returns
Rectangle

Expand(int)

public Rectangle Expand(int value)

Parameters
value int

Returns
Rectangle

FromCoordinates(float, float, float, float)

public Rectangle FromCoordinates(float top, float bottom, float left, float right)

Constructor for a rectangle from a set of coordinates.

Parameters
top float
bottom float
left float
right float

Returns
Rectangle

FromCoordinates(Vector2, Vector2)

public Rectangle FromCoordinates(Vector2 topLeft, Vector2 bottomRight)

Constructor for a rectangle from a set of coordinates.

Parameters
topLeft Vector2
bottomRight Vector2

Returns
Rectangle

GetIntersection(Rectangle, Rectangle)

public Rectangle GetIntersection(Rectangle a, Rectangle b)

Parameters
a Rectangle
b Rectangle

Returns
Rectangle

Lerp(Rectangle, Rectangle, float)

public Rectangle Lerp(Rectangle a, Rectangle b, float v)

Parameters
a Rectangle
b Rectangle
v float

Returns
Rectangle

SetPosition(Vector2)

public Rectangle SetPosition(Vector2 position)

Parameters
position Vector2

Returns
Rectangle

Equals(Rectangle)

public virtual bool Equals(Rectangle other)

Parameters
other Rectangle

Returns
bool

Equals(Object)

public virtual bool Equals(Object obj)

Parameters
obj Object

Returns
bool

GetHashCode()

public virtual int GetHashCode()

Returns
int

Animation

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct Animation

⭐ Constructors

public Animation()
public Animation(ImmutableArray<T> frames, ImmutableArray<T> framesDuration, ImmutableDictionary<TKey, TValue> events, float animationDuration, T? sequence)

Parameters
frames ImmutableArray<T>
framesDuration ImmutableArray<T>
events ImmutableDictionary<TKey, TValue>
animationDuration float
sequence T?

public Animation(Int32[] frames, Single[] framesDuration, Dictionary<TKey, TValue> events, T? sequence)

Parameters
frames int[]
framesDuration float[]
events Dictionary<TKey, TValue>
sequence T?

⭐ Properties

AnimationDuration

public readonly float AnimationDuration;

The total duration of the animation, in seconds

Returns
float

Empty

public static Animation Empty;

Returns
Animation

Events

public readonly ImmutableDictionary<TKey, TValue> Events;

A dictionary associating integer indices with event strings

Returns
ImmutableDictionary<TKey, TValue>

FrameCount

public int FrameCount { get; }

A property representing the number of frames in the animation

Returns
int

Frames

public readonly ImmutableArray<T> Frames;

An array of integers representing the indices of the frames in the animation

Returns
ImmutableArray<T>

FramesDuration

public readonly ImmutableArray<T> FramesDuration;

An array of floats representing the duration of each frame in the animation, in milliseconds

Returns
ImmutableArray<T>

NextAnimation

public readonly T? NextAnimation;

Returns
T?

⭐ Methods

WithMessageAt(int, string)

public Animation WithMessageAt(int frame, string message)

Used by the editor when applying custom messages to an animation.

Parameters
frame int
message string

Returns
Animation

WithoutMessageAt(int)

public Animation WithoutMessageAt(int frame)

Used by the editor when applying custom messages to an animation.

Parameters
frame int

Returns
Animation

Evaluate(float, bool)

public FrameInfo Evaluate(float time, bool animationLoop)

Evaluates the current frame of the animation, given a time value (in seconds) and an optional maximum animation duration (in seconds)

Parameters
time float
animationLoop bool

Returns
FrameInfo

Evaluate(Single&, bool, float)

public FrameInfo Evaluate(Single& time, bool animationLoop, float forceAnimationDuration)

Parameters
time float&
animationLoop bool
forceAnimationDuration float

Returns
FrameInfo

AnimationAndRule

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct AnimationAndRule

⭐ Constructors

public AnimationAndRule()

⭐ Properties

Animation

public readonly ImmutableArray<T> Animation;

Returns
ImmutableArray<T>

Requirements

public readonly ImmutableArray<T> Requirements;

Returns
ImmutableArray<T>

AnimationEventMessage

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct AnimationEventMessage : IMessage

Implements: IMessage

⭐ Constructors

public AnimationEventMessage(string eventId)

Parameters
eventId string

⭐ Properties

BroadcastedEvent

public bool BroadcastedEvent { get; public set; }

This AnimationEvent is being broadcasted from another entity. Right now this is only for debug purposes.

Returns
bool

Event

public readonly string Event;

Returns
string

⭐ Methods

Is(ReadOnlySpan)

public bool Is(ReadOnlySpan<T> eventId)

Parameters
eventId ReadOnlySpan<T>

Returns
bool

Is(string)

public bool Is(string eventId)

Parameters
eventId string

Returns
bool

AnimationInfo

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct AnimationInfo

⭐ Constructors

public AnimationInfo()
public AnimationInfo(string name, float start)

Parameters
name string
start float

public AnimationInfo(string name)

Parameters
name string

⭐ Properties

Default

public readonly static AnimationInfo Default;

Returns
AnimationInfo

Duration

public float Duration { get; public set; }

Returns
float

Loop

public bool Loop { get; public set; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

OverrideCurrentTime

public float OverrideCurrentTime { get; public set; }

If different than -1, it will ignore AnimationInfo.UseScaledTime and use the time specified in this field.

Returns
float

Start

public float Start { get; public set; }

Returns
float

Ui

public readonly static AnimationInfo Ui;

Returns
AnimationInfo

UseScaledTime

public bool UseScaledTime { get; public set; }

Returns
bool

AnimationRuleMatchedComponent

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct AnimationRuleMatchedComponent : IComponent

Implements: IComponent

⭐ Constructors

public AnimationRuleMatchedComponent(int ruleIndex)

Parameters
ruleIndex int

⭐ Properties

RuleIndex

public readonly int RuleIndex;

Returns
int

AnimationSequence

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct AnimationSequence

⭐ Constructors

public AnimationSequence(string nextAnimation, float chance)

Parameters
nextAnimation string
chance float

⭐ Properties

Chance

public readonly float Chance;

Returns
float

Next

public readonly string Next;

Returns
string

⭐ Methods

CreateIfPossible(string)

public T? CreateIfPossible(string userData)

Parameters
userData string

Returns
T?

AtlasCoordinates

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct AtlasCoordinates

An image coordinate inside an atlas

⭐ Constructors

public AtlasCoordinates(string name, AtlasId atlasId, IntRectangle atlasRectangle, IntRectangle trimArea, Point size, int atlasIndex, int atlasWidth, int atlasHeight)

Parameters
name string
atlasId AtlasId
atlasRectangle IntRectangle
trimArea IntRectangle
size Point
atlasIndex int
atlasWidth int
atlasHeight int

⭐ Properties

Atlas

public Texture2D Atlas { get; }

Returns
Texture2D

AtlasId

public readonly AtlasId AtlasId;

Returns
AtlasId

AtlasIndex

public readonly int AtlasIndex;

Returns
int

AtlasSize

public Point AtlasSize { get; }

Returns
Point

Empty

public static AtlasCoordinates Empty;

Returns
AtlasCoordinates

Height

public int Height { get; }

Returns
int

Name

public readonly string Name;

Returns
string

Size

public readonly Point Size;

The real size of the image, without trimming

Returns
Point

SourceRectangle

public readonly IntRectangle SourceRectangle;

Returns
IntRectangle

TrimArea

public readonly IntRectangle TrimArea;

Returns
IntRectangle

UV

public readonly Rectangle UV;

Returns
Rectangle

Width

public int Width { get; }

Returns
int

⭐ Methods

Draw(Batch2D, Rectangle, Rectangle, Color, float, Vector3)

public void Draw(Batch2D spriteBatch, Rectangle clip, Rectangle target, Color color, float depthLayer, Vector3 blend)

Draws a partial image stored inside an atlas to the spritebatch to a specific rect

Parameters
spriteBatch Batch2D
clip Rectangle
target Rectangle
color Color
depthLayer float
blend Vector3

Draw(Batch2D, Vector2, Rectangle, Color, Vector2, float, Vector2, ImageFlip, Vector3, float)

public void Draw(Batch2D spriteBatch, Vector2 position, Rectangle clip, Color color, Vector2 scale, float rotation, Vector2 offset, ImageFlip imageFlip, Vector3 blend, float sort)

Draws a partial image stored inside an atlas to the spritebatch.

Parameters
spriteBatch Batch2D
position Vector2
clip Rectangle
color Color
scale Vector2
rotation float
offset Vector2
imageFlip ImageFlip
blend Vector3
sort float

Batch2D

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public class Batch2D : IDisposable

Implements: IDisposable

⭐ Constructors

public Batch2D(string name, GraphicsDevice graphicsDevice, Effect effect, BatchMode batchMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, bool autoHandleAlphaBlendedSprites)

Parameters
name string
graphicsDevice GraphicsDevice
effect Effect
batchMode BatchMode
blendState BlendState
samplerState SamplerState
depthStencilState DepthStencilState
rasterizerState RasterizerState
autoHandleAlphaBlendedSprites bool

public Batch2D(string name, GraphicsDevice graphicsDevice, bool followCamera, Effect effect, BatchMode batchMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, bool autoHandleAlphaBlendedSprites)

Parameters
name string
graphicsDevice GraphicsDevice
followCamera bool
effect Effect
batchMode BatchMode
blendState BlendState
samplerState SamplerState
depthStencilState DepthStencilState
rasterizerState RasterizerState
autoHandleAlphaBlendedSprites bool

⭐ Properties

AllowIBasicShaderEffectParameterClone

public bool AllowIBasicShaderEffectParameterClone { get; public set; }

Returns
bool

AutoHandleAlphaBlendedSprites

public bool AutoHandleAlphaBlendedSprites { get; private set; }

Auto handle any non-opaque (i.e. with some transparency; Opacity < 1.0f) sprite rendering. By drawing first all opaque sprites, with depth write enabled, followed by non-opaque sprites, with only depth read enabled.

Returns
bool

BatchMode

public readonly BatchMode BatchMode;

Returns
BatchMode

BlendState

public readonly BlendState BlendState;

Returns
BlendState

DepthStencilState

public readonly DepthStencilState DepthStencilState;

Returns
DepthStencilState

Effect

public Effect Effect { get; public set; }

Returns
Effect

GraphicsDevice

public GraphicsDevice GraphicsDevice { get; public set; }

Returns
GraphicsDevice

IsBatching

public bool IsBatching { get; private set; }

Returns
bool

IsDisposed

public bool IsDisposed { get; private set; }

Returns
bool

Name

public string Name;

Returns
string

RasterizerState

public readonly RasterizerState RasterizerState;

Returns
RasterizerState

SamplerState

public readonly SamplerState SamplerState;

Returns
SamplerState

SpriteCount

public static int SpriteCount { get; private set; }

Sprite count at current buffer.

Returns
int

StartBatchItemsCount

public static const int StartBatchItemsCount;

Returns
int

TotalDrawCalls

public static int TotalDrawCalls { get; private set; }

Track number of draw calls.

Returns
int

TotalItemCount

public int TotalItemCount { get; }

Returns
int

TotalTransparentItemCount

public int TotalTransparentItemCount { get; }

Returns
int

Transform

public Matrix Transform { get; private set; }

Returns
Matrix

⭐ Methods

Dispose()

public virtual void Dispose()

Immediately releases the unmanaged resources used by this object.

Begin(Matrix)

public void Begin(Matrix cameraMatrix)

Parameters
cameraMatrix Matrix

Draw(Texture2D, Vector2, Vector2, Rectangle, float, float, Vector2, ImageFlip, Color, Vector2, Vector3)

public void Draw(Texture2D texture, Vector2 position, Vector2 targetSize, Rectangle sourceRectangle, float sort, float rotation, Vector2 scale, ImageFlip flip, Color color, Vector2 offset, Vector3 blendStyle)

Draw a sprite to this sprite batch.

Parameters
texture Texture2D

position Vector2

targetSize Vector2

sourceRectangle Rectangle

sort float

rotation float

scale Vector2

flip ImageFlip

color Color

offset Vector2

blendStyle Vector3

Exceptions
InvalidOperationException

DrawPolygon(Texture2D, ImmutableArray, DrawInfo)

public void DrawPolygon(Texture2D texture, ImmutableArray<T> vertices, DrawInfo drawInfo)

Parameters
texture Texture2D
vertices ImmutableArray<T>
drawInfo DrawInfo

DrawPolygon(Texture2D, Vector2[], DrawInfo)

public void DrawPolygon(Texture2D texture, Vector2[] vertices, DrawInfo drawInfo)

Parameters
texture Texture2D
vertices Vector2[]
drawInfo DrawInfo

End()

public void End()

Flush(bool)

public void Flush(bool includeAlphaBlendedSprites)

Send all stored batches to rendering, but doesn't end batching. If auto handle alpha blended sprites is active, be careful! Since it can includes alpha blended sprites too.

Parameters
includeAlphaBlendedSprites bool

GiveUp()

public void GiveUp()

Similar to Batch2D.End but without actually drawing the batch

SetTransform(Vector2, Vector2)

public void SetTransform(Vector2 position, Vector2 scale)

Parameters
position Vector2
scale Vector2

SetTransform(Vector2)

public void SetTransform(Vector2 position)

Parameters
position Vector2

Batches2D

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public class Batches2D

A list of all available RenderContext. If extend this class it will automatically show the new constants on the "Target SpriteBatch" in the inspector. Variables have "BachId" and "Batch" trimmed Numbers from 0 to 20 are reserved for Murder internal use.

⭐ Constructors

public Batches2D()

⭐ Properties

DebugBatchId

public static const int DebugBatchId;

Returns
int

DebugFxBatchId

public static const int DebugFxBatchId;

Returns
int

FloorBatchId

public static const int FloorBatchId;

Returns
int

GameplayBatchId

public static const int GameplayBatchId;

Returns
int

GameUiBatchId

public static const int GameUiBatchId;

Returns
int

UiBatchId

public static const int UiBatchId;

Returns
int

BatchMode

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed enum BatchMode : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

How SpriteBatch rendering should behave.

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

DepthSortAscending

public static const BatchMode DepthSortAscending;

Sort batches by Layer Depth using ascending order, but still trying to group as many batches as possible to reduce draw calls.

Returns
BatchMode

DepthSortDescending

public static const BatchMode DepthSortDescending;

Sort batches by Layer Depth using descending order, but still trying to group as many batches as possible to reduce draw calls.

Returns
BatchMode

DrawOrder

public static const BatchMode DrawOrder;

Standard way. Will respect SpriteBatch.Draw*() call order, ignoring Layer Depth, but still trying to group as many batches as possible to reduce draw calls.

Returns
BatchMode

Immediate

public static const BatchMode Immediate;

Every SpriteBatch.Draw*() will result in an isolate draw call. No batching will be made, so be careful.

Returns
BatchMode

BatchPreviewState

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

sealed enum BatchPreviewState : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Debug

public static const BatchPreviewState Debug;

Returns
BatchPreviewState

Gameplay

public static const BatchPreviewState Gameplay;

Returns
BatchPreviewState

Lights

public static const BatchPreviewState Lights;

Returns
BatchPreviewState

None

public static const BatchPreviewState None;

Returns
BatchPreviewState

Reflected

public static const BatchPreviewState Reflected;

Returns
BatchPreviewState

Reflection

public static const BatchPreviewState Reflection;

Returns
BatchPreviewState

Step1

public static const BatchPreviewState Step1;

Returns
BatchPreviewState

Step2

public static const BatchPreviewState Step2;

Returns
BatchPreviewState

Step3

public static const BatchPreviewState Step3;

Returns
BatchPreviewState

Step4

public static const BatchPreviewState Step4;

Returns
BatchPreviewState

Step5

public static const BatchPreviewState Step5;

Returns
BatchPreviewState

Ui

public static const BatchPreviewState Ui;

Returns
BatchPreviewState

BlendStyle

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed enum BlendStyle : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Color

public static const BlendStyle Color;

Returns
BlendStyle

Normal

public static const BlendStyle Normal;

Returns
BlendStyle

Wash

public static const BlendStyle Wash;

Returns
BlendStyle

BloomFilter

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public class BloomFilter : IDisposable

https://github.com/Kosmonaut3d/BloomFilter-for-Monogame-and-XNA Version 1.1, 16. Dez. 2016

        Bloom / Blur, 2016 TheKosmonaut
        
        High-Quality Bloom filter for high-performance applications
        Based largely on the implementations in Unreal Engine 4 and Call of Duty AW
        For more information look for
        "Next Generation Post Processing in Call of Duty Advanced Warfare" by Jorge Jimenez
        http://www.iryoku.com/downloads/Next-Generation-Post-Processing-in-Call-of-Duty-Advanced-Warfare-v18.pptx
        
        The idea is to have several rendertargets or one rendertarget with several mip maps
        so each mip has half resolution (1/2 width and 1/2 height) of the previous one.
        
        32, 16, 8, 4, 2
        
        In the first step we extract the bright spots from the original image. If not specified otherwise thsi happens in full resolution.
        We can do that based on the average RGB value or Luminance and check whether this value is higher than our Threshold.
            BloomUseLuminance = true / false (default is true)
            BloomThreshold = 0.8f;
        
        Then we downscale this extraction layer to the next mip map.
        While doing that we sample several pixels around the origin.
        We continue to downsample a few more times, defined in
            BloomDownsamplePasses = 5 ( default is 5)
        
        Afterwards we upsample again, but blur in this step, too.
        The final output should be a blur with a very large kernel and smooth gradient.
        
        The output in the draw is only the blurred extracted texture. 
        It can be drawn on top of / merged with the original image with an additive operation for example.
        
        If you use ToneMapping you should apply Bloom before that step.

Implements: IDisposable

⭐ Constructors

public BloomFilter(GraphicsDevice graphicsDevice, Effect bloomEffect, int width, int height, SurfaceFormat renderTargetFormat, QuadRenderer quadRenderer)

Initialize and load all needed components for the BloomEffect.

Parameters
graphicsDevice GraphicsDevice

bloomEffect Effect

width int

height int

renderTargetFormat SurfaceFormat

quadRenderer QuadRenderer

⭐ Properties

BloomDownsamplePasses

public int BloomDownsamplePasses;

Returns
int

BloomPreset

public BloomPresets BloomPreset { get; public set; }

Returns
BloomPresets

BloomStreakLength

public float BloomStreakLength { get; public set; }

Returns
float

BloomStrengthMultiplier

public float BloomStrengthMultiplier;

Returns
float

BloomThreshold

public float BloomThreshold { get; public set; }

Returns
float

BloomUseLuminance

public bool BloomUseLuminance;

Returns
bool

⭐ Methods

Draw(Texture2D, int, int)

public Texture2D Draw(Texture2D inputTexture, int width, int height)

Main draw function

Parameters
inputTexture Texture2D

width int

height int

Returns
Texture2D

Dispose()

public virtual void Dispose()

Dispose our RenderTargets. This is not covered by the Garbage Collector so we have to do it manually

UpdateResolution(int, int)

public void UpdateResolution(int width, int height)

Update the InverseResolution of the used rendertargets. This should be the InverseResolution of the processed image We use SurfaceFormat.Color, but you can use higher precision buffers obviously.

Parameters
width int

height int

BloomPresets

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

sealed enum BloomPresets : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Cheap

public static const BloomPresets Cheap;

Returns
BloomPresets

Focussed

public static const BloomPresets Focussed;

Returns
BloomPresets

One

public static const BloomPresets One;

Returns
BloomPresets

Small

public static const BloomPresets Small;

Returns
BloomPresets

SuperWide

public static const BloomPresets SuperWide;

Returns
BloomPresets

Wide

public static const BloomPresets Wide;

Returns
BloomPresets

CachedNineSlice

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct CachedNineSlice

⭐ Constructors

public CachedNineSlice(NineSliceInfo info)

Parameters
info NineSliceInfo

public CachedNineSlice(Guid SpriteAsset)

Parameters
SpriteAsset Guid

⭐ Properties

_core

public readonly Rectangle _core;

Returns
Rectangle

_image

public readonly SpriteAsset _image;

Returns
SpriteAsset

⭐ Methods

Draw(Batch2D, Rectangle, DrawInfo, AnimationInfo)

public void Draw(Batch2D batch, Rectangle target, DrawInfo drawInfo, AnimationInfo animationInfo)

Parameters
batch Batch2D
target Rectangle
drawInfo DrawInfo
animationInfo AnimationInfo

Draw(Batch2D, Rectangle, DrawInfo)

public void Draw(Batch2D batch, Rectangle target, DrawInfo drawInfo)

Parameters
batch Batch2D
target Rectangle
drawInfo DrawInfo

DrawWithText(Batch2D, string, int, Color, T?, T?, Rectangle, float)

public void DrawWithText(Batch2D batch, string text, int font, Color textColor, T? textOutlineColor, T? textShadowColor, Rectangle target, float sort)

Parameters
batch Batch2D
text string
font int
textColor Color
textOutlineColor T?
textShadowColor T?
target Rectangle
sort float

Camera2D

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public class Camera2D

Creates a camera 2D world view for our game.

⭐ Constructors

public Camera2D(int width, int height)

Parameters
width int
height int

⭐ Properties

Aspect

public float Aspect { get; }

Returns
float

Bounds

public Rectangle Bounds { get; private set; }

Returns
Rectangle

HalfWidth

public int HalfWidth { get; }

Returns
int

Height

public int Height { get; private set; }

Returns
int

Position

public Vector2 Position { get; public set; }

Returns
Vector2

SafeBounds

public Rectangle SafeBounds { get; private set; }

Returns
Rectangle

ShakeIntensity

public float ShakeIntensity;

Returns
float

ShakeTime

public float ShakeTime;

Returns
float

Size

public Point Size { get; }

Returns
Point

Width

public int Width { get; private set; }

Returns
int

WorldViewProjection

public Matrix WorldViewProjection { get; }

Returns
Matrix

Zoom

public float Zoom { get; public set; }

Returns
float

⭐ Methods

GetCursorWorldPosition(Point, Point)

public Point GetCursorWorldPosition(Point screenOffset, Point viewportSize)

Get coordinates of the cursor in the world. Ideally you should use the EditorHook for this if you are in an editor System.

Parameters
screenOffset Point
viewportSize Point

Returns
Point

ConvertWorldToScreenPosition(Vector2, Point)

public Vector2 ConvertWorldToScreenPosition(Vector2 position, Point viewportSize)

Get coordinates of the cursor in the world.

Parameters
position Vector2
viewportSize Point

Returns
Vector2

ScreenToWorldPosition(Vector2)

public Vector2 ScreenToWorldPosition(Vector2 screenPosition)

Parameters
screenPosition Vector2

Returns
Vector2

WorldToScreenPosition(Vector2)

public Vector2 WorldToScreenPosition(Vector2 screenPosition)

Parameters
screenPosition Vector2

Returns
Vector2

ClearCache()

public void ClearCache()

Lock()

public void Lock()

Rotate(float)

public void Rotate(float degrees)

Parameters
degrees float

Shake(float, float)

public void Shake(float intensity, float time)

Parameters
intensity float
time float

Unlock()

public void Unlock()

Color

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct Color : IEquatable<T>

The color type as described by the engine. Values are represented as float from 0 to 1. To create a color using 0-255, use [Color.CreateFrom256(System.Int32,System.Int32,System.Int32)](../../../Murder/Core/Graphics/Color.html#createfrom256(int,).

Implements: IEquatable<T>

⭐ Constructors

public Color(float r, float g, float b, float a)

Creates a color with the specified values. If the fourth argument is omitted, the value used for the alpha will be 1, meaning a completely opaque color. Do note colors in Murder use 0-1 as their range. To initialize a color using 0-255, please refer to [Color.CreateFrom256(System.Int32,System.Int32,System.Int32)](../../../Murder/Core/Graphics/Color.html#createfrom256(int,).

Parameters
r float

g float

b float

a float

⭐ Properties

A

public readonly float A;

Transparency of this color.

Returns
float

B

public readonly float B;

Amount of blue in this color.

Returns
float

Black

public static Color Black { get; }

Returns
Color

Blue

public static Color Blue { get; }

Returns
Color

BrightGray

public static Color BrightGray { get; }

Returns
Color

ColdGray

public static Color ColdGray { get; }

Returns
Color

G

public readonly float G;

Amount of green in this color.

Returns
float

Gray

public static Color Gray { get; }

Returns
Color

Green

public static Color Green { get; }

Returns
Color

Magenta

public static Color Magenta { get; }

Returns
Color

Orange

public static Color Orange { get; }

Returns
Color

R

public readonly float R;

Amount of red in this color.

Returns
float

Red

public static Color Red { get; }

Returns
Color

Transparent

public static Color Transparent { get; }

Returns
Color

WarmGray

public static Color WarmGray { get; }

Returns
Color

White

public static Color White { get; }

Returns
Color

⭐ Methods

CreateFrom256(int, int, int)

public Color CreateFrom256(int r, int g, int b)

Parameters
r int
g int
b int

Returns
Color

Darken(float)

public Color Darken(float r)

Parameters
r float

Returns
Color

FadeAlpha(float)

public Color FadeAlpha(float alpha)

Parameters
alpha float

Returns
Color

FromHex(string)

public Color FromHex(string hex)

Parses a string to Color.

Parameters
hex string

Returns
Color

Lerp(Color, Color, float)

public Color Lerp(Color a, Color b, float factor)

Parameters
a Color
b Color
factor float

Returns
Color

Parse(string)

public Color Parse(string str)

Parameters
str string

Returns
Color

Premultiply()

public Color Premultiply()

Returns
Color

ToUint(Vector4)

public uint ToUint(Vector4 Color)

Parameters
Color Vector4

Returns
uint

ToSysVector4()

public Vector4 ToSysVector4()

Returns
Vector4

Equals(Color)

public virtual bool Equals(Color other)

Parameters
other Color

Returns
bool

Equals(Object)

public virtual bool Equals(Object obj)

Parameters
obj Object

Returns
bool

GetHashCode()

public virtual int GetHashCode()

Returns
int

ToString()

public virtual string ToString()

Returns
string

DrawInfo

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct DrawInfo

Generic struct for drawing things without cluttering methods full of arguments. Note that not all fields are supported by all methods. Tip: Create a new one like this: new DrawInfo(){ Color = Color.Red, Sort = 0.2f}

⭐ Constructors

public DrawInfo()
public DrawInfo(Color color, float sort)

Parameters
color Color
sort float

public DrawInfo(float sort)

Parameters
sort float

⭐ Properties

BlendMode

public BlendStyle BlendMode { get; public set; }

Returns
BlendStyle

Clip

public Rectangle Clip { get; public set; }

Returns
Rectangle

Color

public Color Color { get; public set; }

Returns
Color

Debug

public bool Debug { get; public set; }

Returns
bool

Default

public static DrawInfo Default { get; }

Returns
DrawInfo

FlippedHorizontal

public bool FlippedHorizontal { get; public set; }

Returns
bool

Offset

public Vector2 Offset { get; public set; }

An offset to draw this image. In pixels

Returns
Vector2

Origin

public Vector2 Origin { get; public set; }

The origin of the image. From 0 to 1. Vector2Helper.Center is the center.

Returns
Vector2

Outline

public T? Outline { get; public set; }

Returns
T?

OutlineStyle

public OutlineStyle OutlineStyle { get; public set; }

Returns
OutlineStyle

Rotation

public float Rotation { get; public set; }

In degrees.

Returns
float

Scale

public Vector2 Scale { get; public set; }

Returns
Vector2

Shadow

public T? Shadow { get; public set; }

Returns
T?

Sort

public float Sort { get; public set; }

Returns
float

⭐ Methods

WithSort(float)

public DrawInfo WithSort(float sort)

Parameters
sort float

Returns
DrawInfo

GetBlendMode()

public Vector3 GetBlendMode()

Returns
Vector3

IBatchItem

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public abstract IBatchItem

⭐ Properties

IndexData

public abstract virtual Int32[] IndexData { get; }

Returns
int[]

Texture

public abstract virtual Texture2D Texture { get; }

Returns
Texture2D

VertexData

public abstract virtual VertexInfo[] VertexData { get; }

Returns
VertexInfo[]

⭐ Methods

Clear()

public abstract void Clear()

IGuiSystem

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public abstract IGuiSystem : IRenderSystem, ISystem

System for rendering Gui entities.

Implements: IRenderSystem, ISystem

⭐ Methods

DrawGui(RenderContext, Context)

public abstract void DrawGui(RenderContext render, Context context)

Called before rendering starts.

Parameters
render RenderContext
context Context

ImageFlip

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed enum ImageFlip : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Both

public static const ImageFlip Both;

Returns
ImageFlip

Horizontal

public static const ImageFlip Horizontal;

Returns
ImageFlip

None

public static const ImageFlip None;

Returns
ImageFlip

Vertical

public static const ImageFlip Vertical;

Returns
ImageFlip

IMonoPreRenderSystem

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public abstract IMonoPreRenderSystem : IRenderSystem, ISystem

System called right before rendering.

Implements: IRenderSystem, ISystem

⭐ Methods

BeforeDraw(Context)

public abstract void BeforeDraw(Context context)

Called before rendering starts. This gets called before the SpriteBatch.Begin() and SpriteBatch.End() starts.

Parameters
context Context

IMurderRenderSystem<T>

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public abstract IMurderRenderSystem<T> : IMurderRenderSystem, IRenderSystem, ISystem

Main render system. This is used to draw on the screen and should not have any update logic. This one includes a converter for your own RenderContext that you extended.

Implements: IMurderRenderSystem, IRenderSystem, ISystem

⭐ Methods

Draw(T, Context)

public abstract void Draw(T render, Context context)

Parameters
render T
context Context

IMurderRenderSystem

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public abstract IMurderRenderSystem : IRenderSystem, ISystem

Main render system. This is used to draw on the screen and should not have any update logic.

Implements: IRenderSystem, ISystem

⭐ Methods

Draw(RenderContext, Context)

public abstract void Draw(RenderContext render, Context context)

Called on rendering.

Parameters
render RenderContext
context Context

MurderTexture

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct MurderTexture

⭐ Constructors

public MurderTexture(AtlasCoordinates AtlasCoordinates)

Parameters
AtlasCoordinates AtlasCoordinates

public MurderTexture(string texture)

Parameters
texture string

⭐ Methods

Draw(Batch2D, Vector2, Vector2, Rectangle, Color, ImageFlip, float, Vector3)

public void Draw(Batch2D batch2D, Vector2 position, Vector2 scale, Rectangle clip, Color color, ImageFlip flip, float sort, Vector3 blend)

Draws a texture with a clipping area.

Parameters
batch2D Batch2D
position Vector2
scale Vector2
clip Rectangle
color Color
flip ImageFlip
sort float
blend Vector3

NineSliceInfo

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct NineSliceInfo

⭐ Constructors

public NineSliceInfo()
public NineSliceInfo(Rectangle core, Guid image)

Parameters
core Rectangle
image Guid

public NineSliceInfo(Guid image)

Parameters
image Guid

⭐ Properties

Core

public readonly Rectangle Core;

Returns
Rectangle

Empty

public static NineSliceInfo Empty { get; }

Returns
NineSliceInfo

Image

public readonly Guid Image;

Returns
Guid

⭐ Methods

Cache()

public CachedNineSlice Cache()

Returns
CachedNineSlice

Draw(Batch2D, Rectangle, DrawInfo, AnimationInfo)

public void Draw(Batch2D batch, Rectangle target, DrawInfo info, AnimationInfo animationInfo)

Parameters
batch Batch2D
target Rectangle
info DrawInfo
animationInfo AnimationInfo

Draw(Batch2D, Rectangle, string, Color, float)

public void Draw(Batch2D batch, Rectangle target, string animation, Color color, float sort)

Parameters
batch Batch2D
target Rectangle
animation string
color Color
sort float

NineSliceStyle

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed enum NineSliceStyle : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Stretch

public static const NineSliceStyle Stretch;

Returns
NineSliceStyle

Tile

public static const NineSliceStyle Tile;

Returns
NineSliceStyle

OutlineStyle

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed enum OutlineStyle : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Bottom

public static const OutlineStyle Bottom;

Returns
OutlineStyle

Full

public static const OutlineStyle Full;

Returns
OutlineStyle

Left

public static const OutlineStyle Left;

Returns
OutlineStyle

None

public static const OutlineStyle None;

Returns
OutlineStyle

Right

public static const OutlineStyle Right;

Returns
OutlineStyle

Top

public static const OutlineStyle Top;

Returns
OutlineStyle

PixelFont

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public class PixelFont

⭐ Constructors

public PixelFont(FontAsset asset)

Parameters
asset FontAsset

⭐ Properties

Index

public int Index;

Returns
int

LineHeight

public int LineHeight { get; }

Returns
int

PixelFontSize

public PixelFontSize PixelFontSize { get; }

Returns
PixelFontSize

⭐ Methods

GetLineWidth(ReadOnlySpan)

public float GetLineWidth(ReadOnlySpan<T> text)

Parameters
text ReadOnlySpan<T>

Returns
float

Draw(Batch2D, RuntimeTextData, Vector2, Vector2, Vector2, float, Color, T?, T?, int, bool)

public Point Draw(Batch2D spriteBatch, RuntimeTextData data, Vector2 position, Vector2 alignment, Vector2 scale, float sort, Color color, T? strokeColor, T? shadowColor, int visibleCharacters, bool debugBox)

Parameters
spriteBatch Batch2D
data RuntimeTextData
position Vector2
alignment Vector2
scale Vector2
sort float
color Color
strokeColor T?
shadowColor T?
visibleCharacters int
debugBox bool

Returns
Point

Draw(Batch2D, string, Vector2, Vector2, Vector2, float, Color, T?, T?, int, int, bool)

public Point Draw(Batch2D spriteBatch, string text, Vector2 position, Vector2 alignment, Vector2 scale, float sort, Color color, T? strokeColor, T? shadowColor, int maxWidth, int visibleCharacters, bool debugBox)

Parameters
spriteBatch Batch2D
text string
position Vector2
alignment Vector2
scale Vector2
sort float
color Color
strokeColor T?
shadowColor T?
maxWidth int
visibleCharacters int
debugBox bool

Returns
Point

DrawSimple(Batch2D, string, Vector2, Vector2, Vector2, float, Color, T?, T?, bool)

public Point DrawSimple(Batch2D spriteBatch, string text, Vector2 position, Vector2 alignment, Vector2 scale, float sort, Color color, T? strokeColor, T? shadowColor, bool debugBox)

Parameters
spriteBatch Batch2D
text string
position Vector2
alignment Vector2
scale Vector2
sort float
color Color
strokeColor T?
shadowColor T?
debugBox bool

Returns
Point

Escape(string)

public string Escape(string text)

Parameters
text string

Returns
string

PixelFontCharacter

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public class PixelFontCharacter

⭐ Constructors

public PixelFontCharacter()
public PixelFontCharacter(int character, Rectangle rectangle, int xOffset, int yOffset, int xAdvance)

Parameters
character int
rectangle Rectangle
xOffset int
yOffset int
xAdvance int

⭐ Properties

Character

public int Character;

Returns
int

Glyph

public Rectangle Glyph;

Returns
Rectangle

Kerning

public ImmutableDictionary<TKey, TValue> Kerning;

Returns
ImmutableDictionary<TKey, TValue>

Page

public int Page;

Returns
int

XAdvance

public int XAdvance;

Returns
int

XOffset

public int XOffset;

Returns
int

YOffset

public int YOffset;

Returns
int

PixelFontSize

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public class PixelFontSize

⭐ Constructors

public PixelFontSize()

⭐ Properties

BaseLine

public float BaseLine;

Returns
float

Characters

public Dictionary<TKey, TValue> Characters;

Returns
Dictionary<TKey, TValue>

Index

public int Index { get; public set; }

Index of the font that this belongs to.

Returns
int

LineHeight

public int LineHeight;

Returns
int

Offset

public Point Offset;

Returns
Point

Textures

public List<T> Textures;

Returns
List<T>

⭐ Methods

HeightOf(string)

public float HeightOf(string text)

Parameters
text string

Returns
float

WidthToNextLine(ReadOnlySpan, int, bool)

public float WidthToNextLine(ReadOnlySpan<T> text, int start, bool trimWhitespace)

Parameters
text ReadOnlySpan<T>
start int
trimWhitespace bool

Returns
float

Draw(RuntimeTextData, Batch2D, Vector2, Vector2, Vector2, int, float, Color, T?, T?, bool)

public Point Draw(RuntimeTextData data, Batch2D spriteBatch, Vector2 position, Vector2 origin, Vector2 scale, int visibleCharacters, float sort, Color color, T? strokeColor, T? shadowColor, bool debugBox)

Parameters
data RuntimeTextData
spriteBatch Batch2D
position Vector2
origin Vector2
scale Vector2
visibleCharacters int
sort float
color Color
strokeColor T?
shadowColor T?
debugBox bool

Returns
Point

Draw(string, Batch2D, Vector2, Vector2, Vector2, int, float, Color, T?, T?, int, bool)

public Point Draw(string text, Batch2D spriteBatch, Vector2 position, Vector2 origin, Vector2 scale, int visibleCharacters, float sort, Color color, T? strokeColor, T? shadowColor, int maxWidth, bool debugBox)

Draw a text with pixel font. If is specified, this will automatically wrap the text.

Parameters
text string
spriteBatch Batch2D
position Vector2
origin Vector2
scale Vector2
visibleCharacters int
sort float
color Color
strokeColor T?
shadowColor T?
maxWidth int
debugBox bool

Returns
Point

DrawSimple(string, Batch2D, Vector2, Vector2, Vector2, float, Color, T?, T?, bool)

public Point DrawSimple(string text, Batch2D spriteBatch, Vector2 position, Vector2 justify, Vector2 scale, float sort, Color color, T? strokeColor, T? shadowColor, bool debugBox)

Parameters
text string
spriteBatch Batch2D
position Vector2
justify Vector2
scale Vector2
sort float
color Color
strokeColor T?
shadowColor T?
debugBox bool

Returns
Point

AutoNewline(string, int)

public string AutoNewline(string text, int width)

Parameters
text string
width int

Returns
string

WrapString(ReadOnlySpan, int, float)

public string WrapString(ReadOnlySpan<T> text, int maxWidth, float scale)

Parameters
text ReadOnlySpan<T>
maxWidth int
scale float

Returns
string

Measure(string)

public Vector2 Measure(string text)

Parameters
text string

Returns
Vector2

Draw(string, Batch2D, Vector2, Color, float)

public void Draw(string text, Batch2D spriteBatch, Vector2 position, Color color, float sort)

Parameters
text string
spriteBatch Batch2D
position Vector2
color Color
sort float

Draw(string, Batch2D, Vector2, Vector2, Color, float)

public void Draw(string text, Batch2D spriteBatch, Vector2 position, Vector2 justify, Color color, float sort)

Parameters
text string
spriteBatch Batch2D
position Vector2
justify Vector2
color Color
sort float

PlayAnimationOnRuleComponent

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct PlayAnimationOnRuleComponent : IComponent

Implements: IComponent

⭐ Constructors

public PlayAnimationOnRuleComponent()

⭐ Properties

Rules

public readonly ImmutableArray<T> Rules;

Returns
ImmutableArray<T>

QuadRenderer

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public class QuadRenderer

Renders a simple quad to the screen. Uncomment the Vertex / Index buffers to make it a static fullscreen quad. The performance effect is barely measurable though and you need to dispose of the buffers when finished!

⭐ Constructors

public QuadRenderer(GraphicsDevice _)

Parameters
_ GraphicsDevice

⭐ Methods

RenderQuad(GraphicsDevice, Vector2, Vector2)

public void RenderQuad(GraphicsDevice graphicsDevice, Vector2 v1, Vector2 v2)

Parameters
graphicsDevice GraphicsDevice
v1 Vector2
v2 Vector2

RenderContext

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public class RenderContext : IDisposable

Implements: IDisposable

⭐ Constructors

public RenderContext(GraphicsDevice graphicsDevice, Camera2D camera, RenderContextFlags settings)

A context for how to render your game. Holds everything you need to draw on the screen. To make your own, extend this class and add it to [Game.CreateRenderContext(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Murder.Core.Graphics.Camera2D,Murder.Core.Graphics.RenderContextFlags)](../../../Murder/Game.html#createrendercontext(graphicsdevice,) Extending your Batches2D file is also recommended.

Parameters
graphicsDevice GraphicsDevice
camera Camera2D
settings RenderContextFlags

⭐ Properties

_debugTarget

protected RenderTarget2D _debugTarget;

Returns
RenderTarget2D

_debugTargetPreview

protected RenderTarget2D _debugTargetPreview;

Returns
RenderTarget2D

_finalTarget

protected RenderTarget2D _finalTarget;

The final screen target, has the real screen size.

Returns
RenderTarget2D

_floorBufferTarget

protected RenderTarget2D _floorBufferTarget;

Returns
RenderTarget2D

_graphicsDevice

protected GraphicsDevice _graphicsDevice;

Returns
GraphicsDevice

_mainTarget

protected RenderTarget2D _mainTarget;

Returns
RenderTarget2D

_scale

protected Vector2 _scale;

Returns
Vector2

_spriteBatches

public Batch2D[] _spriteBatches;

Returns
Batch2D[]

_subPixelOffset

protected Vector2 _subPixelOffset;

Returns
Vector2

_tempTarget

protected RenderTarget2D _tempTarget;

Temporary buffer with the camera size. Used so we can apply effects such as limited palette and bloom on a smaller screen before applying it to the final target

Returns
RenderTarget2D

_uiTarget

protected RenderTarget2D _uiTarget;

Returns
RenderTarget2D

_useCustomShader

protected bool _useCustomShader;

Returns
bool

_useDebugBatches

protected readonly bool _useDebugBatches;

Returns
bool

BackColor

public Color BackColor { get; }

Returns
Color

CachedTextTextures

public readonly CacheDictionary<TKey, TValue> CachedTextTextures;

Returns
CacheDictionary<TKey, TValue>

Camera

public readonly Camera2D Camera;

The active camera used for rendering scenes.

Returns
Camera2D

CAMERA_BLEED

public readonly static int CAMERA_BLEED;

Returns
int

CAMERA_BLEED_VECTOR

public readonly static Vector2 CAMERA_BLEED_VECTOR;

Returns
Vector2

ColorGrade

public Texture2D ColorGrade;

Returns
Texture2D

DebugBatch

public Batch2D DebugBatch { get; }

Only used if RenderContextFlags.Debug is set. Influenced by the camera.

Returns
Batch2D

DebugFxBatch

public Batch2D DebugFxBatch { get; }

Only used if RenderContextFlags.Debug is set, has a nice effect to it. Influenced by the camera.

Returns
Batch2D

FloorBatch

public Batch2D FloorBatch { get; }

Renders behind the RenderContext.GameplayBatch, influenced by the camera.

Returns
Batch2D

GameBufferSize

public Point GameBufferSize;

Returns
Point

GameplayBatch

public Batch2D GameplayBatch { get; }

Intended to be the main gameplay batch, influenced by the camera.

Returns
Batch2D

GameUiBatch

public Batch2D GameUiBatch { get; }

Renders in front of the RenderContext.GameplayBatch, influenced by the camera.

Returns
Batch2D

LastRenderTarget

public RenderTarget2D LastRenderTarget { get; }

Returns
RenderTarget2D

MainTarget

public RenderTarget2D MainTarget { get; }

Returns
RenderTarget2D

PreviewState

public BatchPreviewState PreviewState;

Returns
BatchPreviewState

PreviewStretch

public bool PreviewStretch;

Returns
bool

RenderToScreen

public bool RenderToScreen;

Returns
bool

Scale

public Vector2 Scale { get; }

Returns
Vector2

ScreenSize

public Point ScreenSize;

Returns
Point

SubPixelOffset

public Vector2 SubPixelOffset { get; }

Returns
Vector2

UiBatch

public Batch2D UiBatch { get; }

Renders above everything, ignores any camera movement.

Returns
Batch2D

⭐ Methods

SetupRenderTarget(RenderTarget2D, int, int, Color, bool)

protected RenderTarget2D SetupRenderTarget(RenderTarget2D existingTarget, int width, int height, Color clearColor, bool preserveContents)

Sets up a new RenderTarget2D, disposing of the existing one if necessary.

Parameters
existingTarget RenderTarget2D

width int

height int

clearColor Color

preserveContents bool

Returns
RenderTarget2D

UnloadImpl()

protected virtual void UnloadImpl()

Override for custom unload implementations in derived classes.

RegisterSpriteBatch(int, Batch2D)

protected void RegisterSpriteBatch(int index, Batch2D batch)

Registers a SpriteBatch at a specified index. If the index is already taken, it will be overwritten.

Parameters
index int

batch Batch2D

TakeScreenshotIfNecessary(RenderTarget2D)

protected void TakeScreenshotIfNecessary(RenderTarget2D target)

Parameters
target RenderTarget2D

GetBatch(int)

public Batch2D GetBatch(int index)

Parameters
index int

Returns
Batch2D

RefreshWindow(Point, float)

public bool RefreshWindow(Point size, float scale)

Refresh the window size with with width and height information, respectively.

Parameters
size Point
scale float

Returns
bool

GetRenderTargetFromEnum(RenderTargets)

public virtual Texture2D GetRenderTargetFromEnum(RenderTargets inspectingRenderTarget)

Parameters
inspectingRenderTarget RenderTargets

Returns
Texture2D

Begin()

public virtual void Begin()

Dispose()

public virtual void Dispose()

Disposes of all associated resources.

End()

public virtual void End()

Initialize()

public virtual void Initialize()

UpdateBufferTarget(float)

public virtual void UpdateBufferTarget(float scale)

Parameters
scale float

CreateDebugPreviewIfNecessary(BatchPreviewState, RenderTarget2D)

public void CreateDebugPreviewIfNecessary(BatchPreviewState currentState, RenderTarget2D target)

Parameters
currentState BatchPreviewState
target RenderTarget2D

SaveScreenShot(Rectangle)

public void SaveScreenShot(Rectangle cameraRect)

Saves a screenshot of the specified camera area.

Parameters
cameraRect Rectangle

SwitchCustomShader(bool)

public void SwitchCustomShader(bool enable)

Parameters
enable bool

Unload()

public void Unload()

Unload the render context. Called when the render context is no longer being actively displayed.

RenderContextFlags

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed enum RenderContextFlags : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

These are the flags consumed by RenderContext.

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

CustomShaders

public static const RenderContextFlags CustomShaders;

Whether it should apply custom shaders as part of the processing.

Returns
RenderContextFlags

Debug

public static const RenderContextFlags Debug;

Whether it should set the debug batches.

Returns
RenderContextFlags

None

public static const RenderContextFlags None;

Returns
RenderContextFlags

RenderTargets

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

sealed enum RenderTargets : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

FinalTarget

public static const RenderTargets FinalTarget;

Returns
RenderTargets

MainBufferTarget

public static const RenderTargets MainBufferTarget;

Returns
RenderTargets

UiTarget

public static const RenderTargets UiTarget;

Returns
RenderTargets

RuntimeLetterProperties

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct RuntimeLetterProperties : IEquatable<T>

Properties of a letter when printing it.

Implements: IEquatable<T>

⭐ Properties

Color

public T? Color { get; public set; }

Returns
T?

Glitch

public float Glitch { get; public set; }

Whether this will trigger a ~GLITCH~.

Returns
float

Pause

public int Pause { get; public set; }

Amount of pause after this letter is printed.

Returns
int

Properties

public RuntimeLetterPropertiesFlag Properties { get; public set; }

Returns
RuntimeLetterPropertiesFlag

Shake

public float Shake { get; public set; }

Whether this will trigger a !SHAKE! (and intensity).

Returns
float

Speed

public float Speed { get; public set; }

Override the text speed from this letter on.

Returns
float

⭐ Methods

CombineWith(RuntimeLetterProperties)

public RuntimeLetterProperties CombineWith(RuntimeLetterProperties other)

Parameters
other RuntimeLetterProperties

Returns
RuntimeLetterProperties

Equals(RuntimeLetterProperties)

public virtual bool Equals(RuntimeLetterProperties other)

Parameters
other RuntimeLetterProperties

Returns
bool

Equals(Object)

public virtual bool Equals(Object obj)

Parameters
obj Object

Returns
bool

GetHashCode()

public virtual int GetHashCode()

Returns
int

ToString()

public virtual string ToString()

Returns
string

RuntimeLetterPropertiesFlag

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed enum RuntimeLetterPropertiesFlag : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

DoNotSkipLineEnding

public static const RuntimeLetterPropertiesFlag DoNotSkipLineEnding;

Properties that guarantees that the writer does NOT skip this index when calculating. For example, '\n' will be ignored by default unless this is present.

Returns
RuntimeLetterPropertiesFlag

Fear

public static const RuntimeLetterPropertiesFlag Fear;

They are in !FEAR! while being displayed.

Returns
RuntimeLetterPropertiesFlag

ResetColor

public static const RuntimeLetterPropertiesFlag ResetColor;

Reset any color.

Returns
RuntimeLetterPropertiesFlag

ResetGlitch

public static const RuntimeLetterPropertiesFlag ResetGlitch;

Reset any glitch.

Returns
RuntimeLetterPropertiesFlag

ResetSpeed

public static const RuntimeLetterPropertiesFlag ResetSpeed;

Reset any speed.

Returns
RuntimeLetterPropertiesFlag

Wave

public static const RuntimeLetterPropertiesFlag Wave;

They ~wave~ while being displayed.

Returns
RuntimeLetterPropertiesFlag

RuntimeTextData

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct RuntimeTextData

This has runtime information about a text which is displayed in screen.

⭐ Constructors

public RuntimeTextData()
public RuntimeTextData(string text, ImmutableDictionary<TKey, TValue> letters)

Parameters
text string
letters ImmutableDictionary<TKey, TValue>

public RuntimeTextData(string text)

Parameters
text string

⭐ Properties

Empty

public bool Empty { get; }

Returns
bool

Font

public int Font { get; public set; }

Index of the font used to calculate the runtime text data.

Returns
int

HiRes

public bool HiRes { get; public set; }

Whether this is high resolution.

Returns
bool

Length

public int Length { get; }

Returns
int

Text

public readonly string Text;

Returns
string

⭐ Methods

TryGetLetterProperty(int)

public T? TryGetLetterProperty(int index)

Parameters
index int

Returns
T?

RuntimeTextDataKey

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct RuntimeTextDataKey : IEquatable<T>

Implements: IEquatable<T>

⭐ Constructors

public RuntimeTextDataKey(string Text, int Font, int Width)

Parameters
Text string
Font int
Width int

⭐ Properties

Font

public int Font { get; public set; }

Returns
int

Text

public string Text { get; public set; }

Returns
string

Width

public int Width { get; public set; }

Returns
int

⭐ Methods

Equals(RuntimeTextDataKey)

public virtual bool Equals(RuntimeTextDataKey other)

Parameters
other RuntimeTextDataKey

Returns
bool

Equals(Object)

public virtual bool Equals(Object obj)

Parameters
obj Object

Returns
bool

GetHashCode()

public virtual int GetHashCode()

Returns
int

ToString()

public virtual string ToString()

Returns
string

Deconstruct(out String&, out Int32&, out Int32&)

public void Deconstruct(String& Text, Int32& Font, Int32& Width)

Parameters
Text string&
Font int&
Width int&

SharedResources

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public static class SharedResources

Shared resources used per game instance. TODO: Move to RenderContext?

⭐ Methods

CreatePixel(Color)

public Texture2D CreatePixel(Color color)

Creates a new 1x1 pixel texture with a given color

Parameters
color Color

Returns
Texture2D

GetOrCreatePixel()

public Texture2D GetOrCreatePixel()

Returns
Texture2D

SpriteBatchItem

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public class SpriteBatchItem

⭐ Constructors

public SpriteBatchItem()

⭐ Properties

IndexData

public Int32[] IndexData;

Returns
int[]

Texture

public Texture2D Texture;

Returns
Texture2D

VertexCount

public int VertexCount;

Returns
int

VertexData

public VertexInfo[] VertexData;

Returns
VertexInfo[]

⭐ Methods

Set(Texture2D, Vector2, Vector2, T?, float, Vector2, ImageFlip, Color, Vector2, Vector3, float)

public void Set(Texture2D texture, Vector2 position, Vector2 destinationSize, T? sourceRectangle, float rotation, Vector2 scale, ImageFlip flip, Color color, Vector2 origin, Vector3 colorBlend, float layerDepth)

Sets a Texture to be drawn to the batch

Parameters
texture Texture2D

position Vector2

destinationSize Vector2

sourceRectangle T?

rotation float

scale Vector2

flip ImageFlip

color Color

origin Vector2

colorBlend Vector3

layerDepth float

SetPolygon(Texture2D, ReadOnlySpan, DrawInfo)

public void SetPolygon(Texture2D texture, ReadOnlySpan<T> vertices, DrawInfo drawInfo)

Parameters
texture Texture2D
vertices ReadOnlySpan<T>
drawInfo DrawInfo

TextDataServices

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public static class TextDataServices

⭐ Methods

EscapeRegex()

public Regex EscapeRegex()

Returns
Regex

GetOrCreateText(PixelFontSize, string, TextSettings)

public RuntimeTextData GetOrCreateText(PixelFontSize font, string text, TextSettings settings)

Parameters
font PixelFontSize
text string
settings TextSettings

Returns
RuntimeTextData

GetOrCreateText(int, string, TextSettings)

public RuntimeTextData GetOrCreateText(int fontId, string text, TextSettings settings)

Parameters
fontId int
text string
settings TextSettings

Returns
RuntimeTextData

TextSettings

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct TextSettings

⭐ Constructors

public TextSettings()

⭐ Properties

HiRes

public bool HiRes { get; public set; }

Returns
bool

MaxWidth

public int MaxWidth { get; public set; }

Returns
int

Scale

public Vector2 Scale { get; public set; }

Returns
Vector2

TextureAtlas

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public class TextureAtlas : IDisposable

A texture atlas, the texture2D can be loaded and unloaded from the GPU at any time We will keep the texture lists in memory all the time, though.

Implements: IDisposable

⭐ Constructors

public TextureAtlas(string name, AtlasId id)

Parameters
name string
id AtlasId

⭐ Properties

_entries

public Dictionary<TKey, TValue> _entries;

Used publically only for the json serializer

Returns
Dictionary<TKey, TValue>

CountEntries

public int CountEntries { get; }

Returns
int

Id

public readonly AtlasId Id;

Returns
AtlasId

Name

public readonly string Name;

Returns
string

⭐ Methods

Get(string)

public AtlasCoordinates Get(string id)

Parameters
id string

Returns
AtlasCoordinates

Exist(string)

public bool Exist(string id)

Parameters
id string

Returns
bool

HasId(string)

public bool HasId(string id)

Parameters
id string

Returns
bool

TryCreateTexture(string, out Texture2D&)

public bool TryCreateTexture(string id, Texture2D& texture)

Parameters
id string
texture Texture2D&

Returns
bool

TryGet(string, out AtlasCoordinates&)

public bool TryGet(string id, AtlasCoordinates& coord)

Parameters
id string
coord AtlasCoordinates&

Returns
bool

GetAllEntries()

public IEnumerable<T> GetAllEntries()

Returns
IEnumerable<T>

CreateTextureFromAtlas(AtlasCoordinates, SurfaceFormat, int)

public Texture2D CreateTextureFromAtlas(AtlasCoordinates textureCoord, SurfaceFormat format, int scale)

This creates a new texture on the fly and should be AVOIDED!. Use Get instead.

Parameters
textureCoord AtlasCoordinates

format SurfaceFormat

scale int

Returns
Texture2D

CreateTextureFromAtlas(string)

public Texture2D CreateTextureFromAtlas(string id)

This creates a new texture on the fly and should be AVOIDED!. Use Get instead.

Parameters
id string

Returns
Texture2D

Dispose()

public virtual void Dispose()

LoadTextures()

public void LoadTextures()

PopulateAtlas(IEnumerable)

public void PopulateAtlas(IEnumerable<T> entries)

Parameters
entries IEnumerable<T>

UnloadTextures()

public void UnloadTextures()

VertexInfo

Namespace: Murder.Core.Graphics
Assembly: Murder.dll

public sealed struct VertexInfo : IVertexType

Implements: IVertexType

⭐ Constructors

public VertexInfo(Vector3 position, Color color, Vector2 textureCoord, Vector3 blend)

Parameters
position Vector3
color Color
textureCoord Vector2
blend Vector3

⭐ Properties

BlendType

public Vector3 BlendType;

Returns
Vector3

Color

public Color Color;

Returns
Color

Position

public Vector3 Position;

Returns
Vector3

TextureCoordinate

public Vector2 TextureCoordinate;

Returns
Vector2

VertexDeclaration

public readonly static VertexDeclaration VertexDeclaration;

Returns
VertexDeclaration

⭐ Methods

Equals(Object)

public virtual bool Equals(Object obj)

Parameters
obj Object

Returns
bool

GetHashCode()

public virtual int GetHashCode()

Returns
int

ToString()

public virtual string ToString()

Returns
string

Chord

Namespace: Murder.Core.Input
Assembly: Murder.dll

public sealed class Chord

Represents a sequence of Key with optional modifiers.

⭐ Constructors

public Chord(Keys key, Keys[] modifiers)

Represents a sequence of Key with optional modifiers.

Parameters
key Keys

modifiers Keys[]

⭐ Properties

Key

public Keys Key { get; }

The key that needs to be pressed to trigger this chord.

Returns
Keys

Modifiers

public Keys[] Modifiers { get; }

A list of optional modifiers that need to be pressed along with Chord.Key in order to trigger this chord.

Returns
Keys[]

⭐ Methods

ToString()

public virtual string ToString()

Returns
string

GamepadAxis

Namespace: Murder.Core.Input
Assembly: Murder.dll

public sealed enum GamepadAxis : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Dpad

public static const GamepadAxis Dpad;

Returns
GamepadAxis

LeftThumb

public static const GamepadAxis LeftThumb;

Returns
GamepadAxis

RightThumb

public static const GamepadAxis RightThumb;

Returns
GamepadAxis

GenericMenuInfo<T>

Namespace: Murder.Core.Input
Assembly: Murder.dll

public sealed struct GenericMenuInfo<T>

⭐ Constructors

public GenericMenuInfo<T>(T[] options)

Parameters
options T[]

⭐ Properties

Canceled

public bool Canceled;

Returns
bool

Disabled

public bool Disabled;

Returns
bool

JustMoved

public bool JustMoved;

Returns
bool

LastMoved

public float LastMoved;

Returns
float

LastPressed

public float LastPressed;

Returns
float

Length

public int Length { get; }

Number of options in this menu

Returns
int

Options

public T[] Options;

Returns
T[]

Overflow

public int Overflow;

Returns
int

PreviousSelection

public int PreviousSelection;

Returns
int

Scroll

public int Scroll;

Returns
int

Selection

public int Selection { get; private set; }

Returns
int

Sounds

public MenuSounds Sounds;

Returns
MenuSounds

VisibleItems

public int VisibleItems;

Number of visible options on the screen, 8 is the default.

Returns
int

⭐ Methods

NextAvailableOption(int, int)

public int NextAvailableOption(int option, int direction)

Parameters
option int

direction int

Returns
int

Select(int, float)

public void Select(int index, float now)

Parameters
index int
now float

Select(int)

public void Select(int index)

Parameters
index int

GridMenuFlags

Namespace: Murder.Core.Input
Assembly: Murder.dll

sealed enum GridMenuFlags : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

ClampAll

public static const GridMenuFlags ClampAll;

Returns
GridMenuFlags

ClampBottom

public static const GridMenuFlags ClampBottom;

Returns
GridMenuFlags

ClampLeft

public static const GridMenuFlags ClampLeft;

Returns
GridMenuFlags

ClampRight

public static const GridMenuFlags ClampRight;

Returns
GridMenuFlags

ClampTop

public static const GridMenuFlags ClampTop;

Returns
GridMenuFlags

None

public static const GridMenuFlags None;

Returns
GridMenuFlags

InputButton

Namespace: Murder.Core.Input
Assembly: Murder.dll

public sealed struct InputButton

⭐ Constructors

public InputButton()
public InputButton(Buttons button)

Parameters
button Buttons

public InputButton(Keys key)

Parameters
key Keys

public InputButton(GamepadAxis axis)

Parameters
axis GamepadAxis

public InputButton(MouseButtons button)

Parameters
button MouseButtons

⭐ Properties

Source

public readonly InputSource Source;

Returns
InputSource

⭐ Methods

Check(InputState)

public bool Check(InputState state)

Parameters
state InputState

Returns
bool

IsAvailable(GamePadCapabilities)

public bool IsAvailable(GamePadCapabilities capabilities)

Parameters
capabilities GamePadCapabilities

Returns
bool

GetInputImageStyle()

public InputImageStyle GetInputImageStyle()

Returns
InputImageStyle

ButtonToAxis(bool, bool, bool, bool)

public Vector2 ButtonToAxis(bool up, bool right, bool left, bool down)

Parameters
up bool
right bool
left bool
down bool

Returns
Vector2

GetAxis(GamePadState)

public Vector2 GetAxis(GamePadState gamepadState)

Parameters
gamepadState GamePadState

Returns
Vector2

ToString()

public virtual string ToString()

Returns
string

InputButtonAxis

Namespace: Murder.Core.Input
Assembly: Murder.dll

public sealed struct InputButtonAxis

⭐ Constructors

public InputButtonAxis(Buttons up, Buttons left, Buttons down, Buttons right)

Parameters
up Buttons
left Buttons
down Buttons
right Buttons

public InputButtonAxis(Keys up, Keys left, Keys down, Keys right)

Parameters
up Keys
left Keys
down Keys
right Keys

public InputButtonAxis(GamepadAxis axis)

Parameters
axis GamepadAxis

public InputButtonAxis(InputButton up, InputButton left, InputButton down, InputButton right)

Parameters
up InputButton
left InputButton
down InputButton
right InputButton

⭐ Properties

Down

public readonly InputButton Down;

Returns
InputButton

Left

public readonly InputButton Left;

Returns
InputButton

Right

public readonly InputButton Right;

Returns
InputButton

Single

public readonly T? Single;

Returns
T?

Source

public readonly InputSource Source;

Returns
InputSource

Up

public readonly InputButton Up;

Returns
InputButton

⭐ Methods

Check(InputState)

public Vector2 Check(InputState state)

Parameters
state InputState

Returns
Vector2

ToString()

public virtual string ToString()

Returns
string

InputImageStyle

Namespace: Murder.Core.Input
Assembly: Murder.dll

public sealed enum InputImageStyle : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

GamepadButtonEast

public static const InputImageStyle GamepadButtonEast;

Returns
InputImageStyle

GamepadButtonGeneric

public static const InputImageStyle GamepadButtonGeneric;

Returns
InputImageStyle

GamepadButtonNorth

public static const InputImageStyle GamepadButtonNorth;

Returns
InputImageStyle

GamepadButtonSouth

public static const InputImageStyle GamepadButtonSouth;

Returns
InputImageStyle

GamepadButtonWest

public static const InputImageStyle GamepadButtonWest;

Returns
InputImageStyle

GamepadDPad

public static const InputImageStyle GamepadDPad;

Returns
InputImageStyle

GamepadDPadDown

public static const InputImageStyle GamepadDPadDown;

Returns
InputImageStyle

GamepadDPadLeft

public static const InputImageStyle GamepadDPadLeft;

Returns
InputImageStyle

GamepadDPadRight

public static const InputImageStyle GamepadDPadRight;

Returns
InputImageStyle

GamepadDPadUp

public static const InputImageStyle GamepadDPadUp;

Returns
InputImageStyle

GamepadExtra

public static const InputImageStyle GamepadExtra;

Returns
InputImageStyle

GamepadLeftShoulder

public static const InputImageStyle GamepadLeftShoulder;

Returns
InputImageStyle

GamepadRightShoulder

public static const InputImageStyle GamepadRightShoulder;

Returns
InputImageStyle

GamepadStick

public static const InputImageStyle GamepadStick;

Returns
InputImageStyle

Keyboard

public static const InputImageStyle Keyboard;

Returns
InputImageStyle

KeyboardLong

public static const InputImageStyle KeyboardLong;

Returns
InputImageStyle

MouseExtra

public static const InputImageStyle MouseExtra;

Returns
InputImageStyle

MouseLeft

public static const InputImageStyle MouseLeft;

Returns
InputImageStyle

MouseMiddle

public static const InputImageStyle MouseMiddle;

Returns
InputImageStyle

MouseRight

public static const InputImageStyle MouseRight;

Returns
InputImageStyle

MouseWheel

public static const InputImageStyle MouseWheel;

Returns
InputImageStyle

None

public static const InputImageStyle None;

Returns
InputImageStyle

InputSource

Namespace: Murder.Core.Input
Assembly: Murder.dll

public sealed enum InputSource : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Gamepad

public static const InputSource Gamepad;

Returns
InputSource

GamepadAxis

public static const InputSource GamepadAxis;

Returns
InputSource

Keyboard

public static const InputSource Keyboard;

Returns
InputSource

Mouse

public static const InputSource Mouse;

Returns
InputSource

None

public static const InputSource None;

Returns
InputSource

InputState

Namespace: Murder.Core.Input
Assembly: Murder.dll

public sealed struct InputState

⭐ Constructors

public InputState(KeyboardState keyboardState, GamePadState gamePadState, MouseState mouseState)

Parameters
keyboardState KeyboardState
gamePadState GamePadState
mouseState MouseState

⭐ Properties

GamePadState

public readonly GamePadState GamePadState;

Returns
GamePadState

KeyboardState

public readonly KeyboardState KeyboardState;

Returns
KeyboardState

MouseState

public readonly MouseState MouseState;

Returns
MouseState

IVirtualInput

Namespace: Murder.Core.Input
Assembly: Murder.dll

abstract IVirtualInput

⭐ Methods

Update(InputState)

public abstract void Update(InputState inputState)

Parameters
inputState InputState

ListenKeyboardHelper

Namespace: Murder.Core.Input
Assembly: Murder.dll

public class ListenKeyboardHelper : IDisposable

Implements: IDisposable

⭐ Constructors

public ListenKeyboardHelper(int maxCharacters)

Parameters
maxCharacters int

⭐ Methods

Dispose()

public virtual void Dispose()

Clamp(int)

public void Clamp(int length)

Parameters
length int

MenuInfo

Namespace: Murder.Core.Input
Assembly: Murder.dll

public sealed struct MenuInfo

⭐ Constructors

public MenuInfo()
public MenuInfo(MenuOption[] options)

Parameters
options MenuOption[]

public MenuInfo(IEnumerable<T> options)

Parameters
options IEnumerable<T>

public MenuInfo(int size)

Parameters
size int

public MenuInfo(String[] options)

Parameters
options string[]

⭐ Properties

Canceled

public bool Canceled;

Returns
bool

Disabled

public bool Disabled;

Returns
bool

HasOptions

public bool HasOptions { get; }

Returns
bool

Icons

public Portrait[] Icons;

Optional icons to be displayed near the options.

Returns
Portrait[]

JustMoved

public bool JustMoved;

Returns
bool

LargestOptionText

public float LargestOptionText { get; }

Returns
float

LastMoved

public float LastMoved;

Returns
float

LastPressed

public float LastPressed;

Returns
float

Length

public int Length { get; }

Number of options in this menu

Returns
int

Options

public MenuOption[] Options;

Returns
MenuOption[]

Overflow

public int Overflow;

Returns
int

PreviousSelection

public int PreviousSelection;

Returns
int

Scroll

public int Scroll;

Returns
int

Selection

public int Selection { get; private set; }

Returns
int

Sounds

public MenuSounds Sounds;

Returns
MenuSounds

VisibleItems

public int VisibleItems;

Number of visible options on the screen, 8 is the default.

Returns
int

⭐ Methods

IsOptionAvailable(int)

public bool IsOptionAvailable(int option)

Parameters
option int

Returns
bool

NextAvailableOption(int, int)

public int NextAvailableOption(int option, int direction)

Parameters
option int

direction int

Returns
int

Disable(bool)

public MenuInfo Disable(bool disabled)

Parameters
disabled bool

Returns
MenuInfo

GetOptionText(int)

public string GetOptionText(int index)

Parameters
index int

Returns
string

GetSelectedOptionText()

public string GetSelectedOptionText()

Returns
string

Cancel()

public void Cancel()

Clamp(int)

public void Clamp(int max)

Parameters
max int

Press(float)

public void Press(float now)

Parameters
now float

Reset()

public void Reset()

Resets the menu info selector to the first available option.

Resize(int)

public void Resize(int size)

Parameters
size int

Select(int, float)

public void Select(int index, float now)

Parameters
index int
now float

Select(int)

public void Select(int index)

Parameters
index int

SnapLeft(int)

public void SnapLeft(int width)

Parameters
width int

SnapRight(int)

public void SnapRight(int width)

Parameters
width int

MouseButtons

Namespace: Murder.Core.Input
Assembly: Murder.dll

public sealed enum MouseButtons : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Left

public static const MouseButtons Left;

Returns
MouseButtons

Middle

public static const MouseButtons Middle;

Returns
MouseButtons

Right

public static const MouseButtons Right;

Returns
MouseButtons

MurderInputAxis

Namespace: Murder.Core.Input
Assembly: Murder.dll

public class MurderInputAxis

Base class for input axis constants, numbers from 100 to 120 are reserved for the engine. We recomend that if you need to create new constants for more gameplay axis, start at 0.

⭐ Constructors

public MurderInputAxis()

⭐ Properties

EditorCamera

public static const int EditorCamera;

Returns
int

Movement

public static const int Movement;

Returns
int

Ui

public static const int Ui;

Returns
int

UiTab

public static const int UiTab;

Returns
int

MurderInputButtons

Namespace: Murder.Core.Input
Assembly: Murder.dll

public class MurderInputButtons

Base class for input button constants, numbers from 100 to 120 are reserved for the engine. We recomend that if you need to create new constants for more gameplay buttons, start at 0.

⭐ Constructors

public MurderInputButtons()

⭐ Properties

Cancel

public static const int Cancel;

Returns
int

Ctrl

public static const int Ctrl;

Returns
int

Debug

public static const int Debug;

Returns
int

Delete

public static const int Delete;

Returns
int

Esc

public static const int Esc;

Returns
int

LeftClick

public static const int LeftClick;

Returns
int

MiddleClick

public static const int MiddleClick;

Returns
int

Pause

public static const int Pause;

Returns
int

PlayGame

public static const int PlayGame;

Returns
int

RightClick

public static const int RightClick;

Returns
int

Shift

public static const int Shift;

Returns
int

Space

public static const int Space;

Returns
int

Submit

public static const int Submit;

Returns
int

PlayerInput

Namespace: Murder.Core.Input
Assembly: Murder.dll

public class PlayerInput

⭐ Constructors

public PlayerInput()

⭐ Properties

AllAxis

public Int32[] AllAxis { get; }

Returns
int[]

AllButtons

public Int32[] AllButtons { get; }

Returns
int[]

CursorPosition

public Point CursorPosition;

Cursor position on the screen. Null when using an ImGui window.

Returns
Point

KeyboardConsumed

public bool KeyboardConsumed;

Keyboard ignored because the player is probably typing something on ImGui

Returns
bool

MouseConsumed

public bool MouseConsumed;

Returns
bool

ScrollWheel

public int ScrollWheel { get; }

Scrollwheel delta

Returns
int

UsingKeyboard

public bool UsingKeyboard;

If true player is using the keyboard, false means the player is using a game controller

Returns
bool

⭐ Methods

Down(Keys)

public bool Down(Keys key)

Parameters
key Keys

Returns
bool

Down(int, bool)

public bool Down(int button, bool raw)

Parameters
button int
raw bool

Returns
bool

GridMenu(GenericMenuInfo`1&, int, int, GridMenuFlags)

public bool GridMenu(GenericMenuInfo`1& currentInfo, int width, int size, GridMenuFlags gridMenuFlags)

Parameters
currentInfo GenericMenuInfo<T>&
width int
size int
gridMenuFlags GridMenuFlags

Returns
bool

GridMenu(MenuInfo&, int, int, int, GridMenuFlags)

public bool GridMenu(MenuInfo& currentInfo, int width, int _, int size, GridMenuFlags gridMenuFlags)

Parameters
currentInfo MenuInfo&
width int
_ int
size int
gridMenuFlags GridMenuFlags

Returns
bool

HorizontalMenu(MenuInfo&)

public bool HorizontalMenu(MenuInfo& currentInfo)

Parameters
currentInfo MenuInfo&

Returns
bool

HorizontalMenu(Int32&, int)

public bool HorizontalMenu(Int32& selectedOption, int length)

Parameters
selectedOption int&
length int

Returns
bool

Pressed(Keys)

public bool Pressed(Keys enter)

Parameters
enter Keys

Returns
bool

Pressed(int, bool)

public bool Pressed(int button, bool raw)

Parameters
button int
raw bool

Returns
bool

PressedAndConsume(int)

public bool PressedAndConsume(int button)

Parameters
button int

Returns
bool

Released(int)

public bool Released(int button)

Parameters
button int

Returns
bool

Shortcut(Keys, Keys[])

public bool Shortcut(Keys key, Keys[] modifiers)

Parameters
key Keys
modifiers Keys[]

Returns
bool

Shortcut(Chord)

public bool Shortcut(Chord chord)

Parameters
chord Chord

Returns
bool

SimpleVerticalMenu(Int32&, int)

public bool SimpleVerticalMenu(Int32& selectedOption, int length)

Parameters
selectedOption int&
length int

Returns
bool

VerticalMenu(GenericMenuInfo`1&)

public bool VerticalMenu(GenericMenuInfo`1& currentInfo)

Parameters
currentInfo GenericMenuInfo<T>&

Returns
bool

VerticalMenu(MenuInfo&)

public bool VerticalMenu(MenuInfo& currentInfo)

Parameters
currentInfo MenuInfo&

Returns
bool

GetAxisDescriptor(int)

public string GetAxisDescriptor(int axis)

Parameters
axis int

Returns
string

GetButtonDescriptor(int)

public string GetButtonDescriptor(int button)

Parameters
button int

Returns
string

GetKeyboardInput()

public string GetKeyboardInput()

Returns
string

GetAxis(int)

public VirtualAxis GetAxis(int axis)

Parameters
axis int

Returns
VirtualAxis

GetOrCreateAxis(int)

public VirtualAxis GetOrCreateAxis(int axis)

Parameters
axis int

Returns
VirtualAxis

GetOrCreateButton(int)

public VirtualButton GetOrCreateButton(int button)

Parameters
button int

Returns
VirtualButton

Bind(int, Action)

public void Bind(int button, Action<T> action)

Parameters
button int
action Action<T>

ClampText(int)

public void ClampText(int size)

Parameters
size int

ClearBinds(int)

public void ClearBinds(int button)

Clears all binds from a button

Parameters
button int

Consume(int)

public void Consume(int button)

Consumes all buttons that have anything in common with this

Parameters
button int

ConsumeAll()

public void ConsumeAll()

ListenToKeyboardInput(bool, int)

public void ListenToKeyboardInput(bool enable, int maxCharacters)

Parameters
enable bool
maxCharacters int

Register(int, InputButtonAxis[])

public void Register(int axis, InputButtonAxis[] buttonAxes)

Registers input axes

Parameters
axis int
buttonAxes InputButtonAxis[]

Register(int, Buttons[])

public void Register(int button, Buttons[] buttons)

Registers a mouse button as a button

Parameters
button int
buttons Buttons[]

Register(int, Keys[])

public void Register(int button, Keys[] keys)

Registers a keyboard key as a button

Parameters
button int
keys Keys[]

Register(int, MouseButtons[])

public void Register(int button, MouseButtons[] buttons)

Parameters
button int
buttons MouseButtons[]

RegisterAxes(int, GamepadAxis[])

public void RegisterAxes(int axis, GamepadAxis[] gamepadAxis)

Registers a gamepad axis as a button

Parameters
axis int
gamepadAxis GamepadAxis[]

RegisterAxesAsButton(int, GamepadAxis[])

public void RegisterAxesAsButton(int button, GamepadAxis[] gamepadAxis)

Registers a gamepad axis as a button

Parameters
button int
gamepadAxis GamepadAxis[]

Update()

public void Update()

TilesetGridType

Namespace: Murder.Core.Input
Assembly: Murder.dll

public class TilesetGridType

⭐ Constructors

public TilesetGridType()

⭐ Properties

Empty

public static const int Empty;

Returns
int

Solid

public static const int Solid;

Returns
int

VirtualAxis

Namespace: Murder.Core.Input
Assembly: Murder.dll

public class VirtualAxis : IVirtualInput

Implements: IVirtualInput

⭐ Constructors

public VirtualAxis()

⭐ Properties

_lastPressedButton

public Nullable`1[] _lastPressedButton;

Returns
T?[]

ButtonAxis

public ImmutableArray<T> ButtonAxis { get; }

Returns
ImmutableArray<T>

Consumed

public bool Consumed;

Returns
bool

Down

public bool Down { get; private set; }

Returns
bool

IntPreviousValue

public Point IntPreviousValue { get; private set; }

Returns
Point

IntValue

public Point IntValue { get; private set; }

Returns
Point

Pressed

public bool Pressed { get; }

Returns
bool

PressedValue

public Point PressedValue { get; private set; }

Returns
Point

PressedX

public bool PressedX { get; }

Returns
bool

PressedY

public bool PressedY { get; }

Returns
bool

Previous

public bool Previous { get; private set; }

Returns
bool

PreviousValue

public Vector2 PreviousValue { get; private set; }

Returns
Vector2

TickX

public bool TickX { get; }

Like a keyboardkey, true on pressed and then every VirtualAxis._firstTickDelay.

Returns
bool

TickY

public bool TickY { get; }

Like a keyboardkey, true on pressed and then every VirtualAxis._firstTickDelay.

Returns
bool

Value

public Vector2 Value { get; private set; }

Returns
Vector2

⭐ Events

OnPress

public event Action<T> OnPress;

Returns
Action<T>

⭐ Methods

GetActiveButtonDescriptions()

public IEnumerable<T> GetActiveButtonDescriptions()

Returns
IEnumerable<T>

LastPressedAxes(bool)

public InputButtonAxis LastPressedAxes(bool keyboard)

Parameters
keyboard bool

Returns
InputButtonAxis

Update(InputState)

public virtual void Update(InputState inputState)

Parameters
inputState InputState

VirtualButton

Namespace: Murder.Core.Input
Assembly: Murder.dll

public class VirtualButton : IVirtualInput

Implements: IVirtualInput

⭐ Constructors

public VirtualButton()

⭐ Properties

_lastPressedButton

public Nullable`1[] _lastPressedButton;

Returns
T?[]

Buttons

public List<T> Buttons;

Returns
List<T>

Consumed

public bool Consumed;

Returns
bool

Down

public bool Down { get; private set; }

Returns
bool

LastPressed

public float LastPressed;

Returns
float

LastReleased

public float LastReleased;

Returns
float

Pressed

public bool Pressed { get; }

Returns
bool

Previous

public bool Previous { get; private set; }

Returns
bool

⭐ Events

OnPress

public event Action<T> OnPress;

Returns
Action<T>

⭐ Methods

LastPressedButton(bool)

public InputButton LastPressedButton(bool keyboard)

Parameters
keyboard bool

Returns
InputButton

GetDescriptor()

public string GetDescriptor()

Returns
string

Update(InputState)

public virtual void Update(InputState inputState)

Parameters
inputState InputState

Consume()

public void Consume()

Free()

public void Free()

MurderTargetedAction

Namespace: Murder.Core.MurderActions
Assembly: Murder.dll

public sealed struct MurderTargetedAction

⭐ Constructors

public MurderTargetedAction()

⭐ Properties

Interaction

public readonly ImmutableArray<T> Interaction;

Returns
ImmutableArray<T>

Target

public readonly Guid Target;

Returns
Guid

MurderTargetedRuntimeAction

Namespace: Murder.Core.MurderActions
Assembly: Murder.dll

public sealed struct MurderTargetedRuntimeAction

⭐ Constructors

public MurderTargetedRuntimeAction(int id, ImmutableArray<T> interaction)

Parameters
id int
interaction ImmutableArray<T>

⭐ Properties

EntityId

public readonly int EntityId;

Returns
int

Interaction

public readonly ImmutableArray<T> Interaction;

Returns
ImmutableArray<T>

Emitter

Namespace: Murder.Core.Particles
Assembly: Murder.dll

public sealed struct Emitter

⭐ Constructors

public Emitter()
public Emitter(int maxParticles, EmitterShape shape, ParticleValueProperty angle, ParticleValueProperty particlesPerSecond, ParticleIntValueProperty burst, ParticleValueProperty speed)

Parameters
maxParticles int
shape EmitterShape
angle ParticleValueProperty
particlesPerSecond ParticleValueProperty
burst ParticleIntValueProperty
speed ParticleValueProperty

⭐ Properties

Angle

public readonly ParticleValueProperty Angle;

Returns
ParticleValueProperty

Burst

public readonly ParticleIntValueProperty Burst;

Returns
ParticleIntValueProperty

MaxParticlesPool

public readonly int MaxParticlesPool;

Returns
int

ParticlesPerSecond

public readonly ParticleValueProperty ParticlesPerSecond;

Returns
ParticleValueProperty

ScaledTime

public readonly bool ScaledTime;

Returns
bool

Shape

public readonly EmitterShape Shape;

Returns
EmitterShape

Speed

public readonly ParticleValueProperty Speed;

Returns
ParticleValueProperty

⭐ Methods

WithShape(EmitterShape)

public Emitter WithShape(EmitterShape shape)

Parameters
shape EmitterShape

Returns
Emitter

EmitterShape

Namespace: Murder.Core.Particles
Assembly: Murder.dll

public sealed struct EmitterShape

⭐ Constructors

public EmitterShape()

⭐ Properties

Circle

public readonly Circle Circle;

Returns
Circle

Kind

public readonly EmitterShapeKind Kind;

Returns
EmitterShapeKind

Line

public readonly Line2 Line;

Returns
Line2

Rectangle

public readonly Rectangle Rectangle;

Returns
Rectangle

⭐ Methods

GetRandomPosition(Random)

public Vector2 GetRandomPosition(Random random)

Parameters
random Random

Returns
Vector2

EmitterShapeKind

Namespace: Murder.Core.Particles
Assembly: Murder.dll

public sealed enum EmitterShapeKind : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Circle

public static const EmitterShapeKind Circle;

Returns
EmitterShapeKind

CircleOutline

public static const EmitterShapeKind CircleOutline;

Returns
EmitterShapeKind

Line

public static const EmitterShapeKind Line;

Returns
EmitterShapeKind

Point

public static const EmitterShapeKind Point;

Returns
EmitterShapeKind

Rectangle

public static const EmitterShapeKind Rectangle;

Returns
EmitterShapeKind

Particle

Namespace: Murder.Core.Particles
Assembly: Murder.dll

public sealed struct Particle

⭐ Constructors

public Particle()
public Particle(ParticleTexture texture, ImmutableArray<T> colors, ImmutableArray<T> scale, ParticleValueProperty alpha, ParticleValueProperty acceleration, ParticleValueProperty friction, ParticleValueProperty startVelocity, ParticleValueProperty rotationSpeed, ParticleValueProperty rotation, ParticleValueProperty lifeTime, bool rotateWithVelocity, float sortOffset)

Parameters
texture ParticleTexture
colors ImmutableArray<T>
scale ImmutableArray<T>
alpha ParticleValueProperty
acceleration ParticleValueProperty
friction ParticleValueProperty
startVelocity ParticleValueProperty
rotationSpeed ParticleValueProperty
rotation ParticleValueProperty
lifeTime ParticleValueProperty
rotateWithVelocity bool
sortOffset float

⭐ Properties

Acceleration

public readonly ParticleValueProperty Acceleration;

Returns
ParticleValueProperty

Alpha

public readonly ParticleValueProperty Alpha;

Returns
ParticleValueProperty

Colors

public readonly ImmutableArray<T> Colors;

Returns
ImmutableArray<T>

FollowEntityPosition

public readonly bool FollowEntityPosition;

Returns
bool

Friction

public readonly ParticleValueProperty Friction;

Returns
ParticleValueProperty

Gravity

public readonly ParticleVectorValueProperty Gravity;

Returns
ParticleVectorValueProperty

LifeTime

public readonly ParticleValueProperty LifeTime;

Returns
ParticleValueProperty

RotateWithVelocity

public readonly bool RotateWithVelocity;

Returns
bool

Rotation

public readonly ParticleValueProperty Rotation;

Returns
ParticleValueProperty

RotationSpeed

public readonly ParticleValueProperty RotationSpeed;

Returns
ParticleValueProperty

Scale

public readonly ImmutableArray<T> Scale;

Returns
ImmutableArray<T>

SortOffset

public readonly float SortOffset;

Returns
float

SpriteBatch

public readonly int SpriteBatch;

Returns
int

StartVelocity

public readonly ParticleValueProperty StartVelocity;

Returns
ParticleValueProperty

Texture

public readonly ParticleTexture Texture;

Returns
ParticleTexture

⭐ Methods

CalculateColor(float)

public Color CalculateColor(float delta)

Calculate the color of a particle in a with internal {0, 1}.

Parameters
delta float

Returns
Color

WithRotation(float)

public Particle WithRotation(float rotation)

Parameters
rotation float

Returns
Particle

WithTexture(ParticleTexture)

public Particle WithTexture(ParticleTexture texture)

Parameters
texture ParticleTexture

Returns
Particle

CalculateScale(float)

public Vector2 CalculateScale(float delta)

Calculate the scale of a particle in a with internal {0, 1}.

Parameters
delta float

Returns
Vector2

ParticleIntValueProperty

Namespace: Murder.Core.Particles
Assembly: Murder.dll

public sealed struct ParticleIntValueProperty

⭐ Constructors

public ParticleIntValueProperty()
public ParticleIntValueProperty(int constant)

Parameters
constant int

public ParticleIntValueProperty(int rangeStart, int rangeEnd)

Parameters
rangeStart int
rangeEnd int

public ParticleIntValueProperty(int rangeStartMin, int rangeStartMax, int rangeEndMin, int rangeEndMax)

Parameters
rangeStartMin int
rangeStartMax int
rangeEndMin int
rangeEndMax int

⭐ Properties

Empty

public static ParticleIntValueProperty Empty { get; }

Returns
ParticleIntValueProperty

Kind

public readonly ParticleValuePropertyKind Kind;

Returns
ParticleValuePropertyKind

⭐ Methods

CalculateMaxValue()

public int CalculateMaxValue()

Returns
int

GetValue(Random)

public int GetValue(Random random)

Parameters
random Random

Returns
int

ParticleRuntime

Namespace: Murder.Core.Particles
Assembly: Murder.dll

public sealed struct ParticleRuntime

⭐ Constructors

public ParticleRuntime(float startTime, float lifetime, Vector2 position, Vector2 fromPosition, Vector2 gravity, float startAlpha, float startVelocity, float startRotation, float startAcceleration, float startFriction, float startRotationSpeed)

Parameters
startTime float
lifetime float
position Vector2
fromPosition Vector2
gravity Vector2
startAlpha float
startVelocity float
startRotation float
startAcceleration float
startFriction float
startRotationSpeed float

⭐ Properties

Acceleration

public float Acceleration;

Returns
float

Alpha

public float Alpha;

Returns
float

Delta

public float Delta { get; private set; }

This is the lifetime of the particle over 0 to 1.

Returns
float

Friction

public float Friction;

Returns
float

Gravity

public Vector2 Gravity;

Returns
Vector2

Lifetime

public readonly float Lifetime;

Returns
float

Position

public Vector2 Position { get; }

Returns
Vector2

Rotation

public float Rotation;

Returns
float

RotationSpeed

public float RotationSpeed;

Returns
float

StartRotation

public float StartRotation;

Returns
float

Velocity

public float Velocity;

Returns
float

⭐ Methods

Step(Particle&, float, float)

public void Step(Particle& particle, float currentTime, float dt)

Parameters
particle Particle&
currentTime float
dt float

UpdateFromPosition(Vector2)

public void UpdateFromPosition(Vector2 from)

Parameters
from Vector2

ParticleSystemTracker

Namespace: Murder.Core.Particles
Assembly: Murder.dll

public sealed struct ParticleSystemTracker

⭐ Constructors

public ParticleSystemTracker(Emitter emitter, Particle particle, int seed)

Parameters
emitter Emitter
particle Particle
seed int

⭐ Properties

CurrentTime

public float CurrentTime { get; }

Returns
float

Emitter

public readonly Emitter Emitter;

Returns
Emitter

LastEmitterPosition

public Vector2 LastEmitterPosition { get; }

The last position of the emitter.

Returns
Vector2

Particle

public readonly Particle Particle;

Returns
Particle

Particles

public ReadOnlySpan<T> Particles { get; }

Returns
ReadOnlySpan<T>

⭐ Methods

Step(bool, Vector2, int)

public bool Step(bool allowSpawn, Vector2 emitterPosition, int id)

Makes a "step" throughout the particle system.

Parameters
allowSpawn bool

emitterPosition Vector2

id int

Returns
bool

Start(Vector2, int)

public void Start(Vector2 emitterPosition, int id)

Parameters
emitterPosition Vector2
id int

ParticleTexture

Namespace: Murder.Core.Particles
Assembly: Murder.dll

public sealed struct ParticleTexture

⭐ Constructors

public ParticleTexture()
public ParticleTexture(Circle circle)

Parameters
circle Circle

public ParticleTexture(Rectangle rectangle)

Parameters
rectangle Rectangle

public ParticleTexture(Guid asset)

Parameters
asset Guid

public ParticleTexture(string texture)

Parameters
texture string

⭐ Properties

Asset

public readonly Guid Asset;

Returns
Guid

Circle

public readonly Circle Circle;

Returns
Circle

Kind

public readonly ParticleTextureKind Kind;

Returns
ParticleTextureKind

Rectangle

public readonly Rectangle Rectangle;

Returns
Rectangle

Texture

public readonly string Texture;

Returns
string

ParticleTextureKind

Namespace: Murder.Core.Particles
Assembly: Murder.dll

public sealed enum ParticleTextureKind : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Asset

public static const ParticleTextureKind Asset;

Returns
ParticleTextureKind

Circle

public static const ParticleTextureKind Circle;

Returns
ParticleTextureKind

CircleOutline

public static const ParticleTextureKind CircleOutline;

Returns
ParticleTextureKind

Point

public static const ParticleTextureKind Point;

Returns
ParticleTextureKind

Rectangle

public static const ParticleTextureKind Rectangle;

Returns
ParticleTextureKind

Texture

public static const ParticleTextureKind Texture;

Returns
ParticleTextureKind

ParticleValueProperty

Namespace: Murder.Core.Particles
Assembly: Murder.dll

public sealed struct ParticleValueProperty

⭐ Constructors

public ParticleValueProperty()
public ParticleValueProperty(float constant)

Parameters
constant float

public ParticleValueProperty(float rangeStart, float rangeEnd)

Parameters
rangeStart float
rangeEnd float

public ParticleValueProperty(float rangeStartMin, float rangeStartMax, float rangeEndMin, float rangeEndMax)

Parameters
rangeStartMin float
rangeStartMax float
rangeEndMin float
rangeEndMax float

⭐ Properties

Empty

public static ParticleValueProperty Empty { get; }

Returns
ParticleValueProperty

Kind

public readonly ParticleValuePropertyKind Kind;

Returns
ParticleValuePropertyKind

⭐ Methods

GetRandomValue(Random)

public float GetRandomValue(Random random)

Parameters
random Random

Returns
float

GetValueAt(float)

public float GetValueAt(float delta)

Get the value of this property over a delta lifetime.

Parameters
delta float

Returns
float

ParticleValuePropertyKind

Namespace: Murder.Core.Particles
Assembly: Murder.dll

public sealed enum ParticleValuePropertyKind : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Constant

public static const ParticleValuePropertyKind Constant;

Returns
ParticleValuePropertyKind

Curve

public static const ParticleValuePropertyKind Curve;

Returns
ParticleValuePropertyKind

Range

public static const ParticleValuePropertyKind Range;

Returns
ParticleValuePropertyKind

RangedStartAndRangedEnd

public static const ParticleValuePropertyKind RangedStartAndRangedEnd;

Returns
ParticleValuePropertyKind

ParticleVectorValueProperty

Namespace: Murder.Core.Particles
Assembly: Murder.dll

public sealed struct ParticleVectorValueProperty

⭐ Constructors

public ParticleVectorValueProperty()
public ParticleVectorValueProperty(Vector2 constant)

Parameters
constant Vector2

public ParticleVectorValueProperty(Vector2 rangeStart, Vector2 rangeEnd)

Parameters
rangeStart Vector2
rangeEnd Vector2

public ParticleVectorValueProperty(Vector2 rangeStartMin, Vector2 rangeStartMax, Vector2 rangeEndMin, Vector2 rangeEndMax)

Parameters
rangeStartMin Vector2
rangeStartMax Vector2
rangeEndMin Vector2
rangeEndMax Vector2

⭐ Properties

Empty

public static ParticleVectorValueProperty Empty { get; }

Returns
ParticleVectorValueProperty

Kind

public readonly ParticleValuePropertyKind Kind;

Returns
ParticleValuePropertyKind

⭐ Methods

GetRandomValue(Random)

public Vector2 GetRandomValue(Random random)

Parameters
random Random

Returns
Vector2

GetValueAt(float)

public Vector2 GetValueAt(float delta)

Get the value of this property over a delta lifetime.

Parameters
delta float

Returns
Vector2

WorldParticleSystemTracker

Namespace: Murder.Core.Particles
Assembly: Murder.dll

public class WorldParticleSystemTracker

⭐ Constructors

public WorldParticleSystemTracker(int seed)

Parameters
seed int

⭐ Methods

Synchronize(Entity)

public bool Synchronize(Entity particleEntity)

Parameters
particleEntity Entity

Returns
bool

Track(Entity)

public bool Track(Entity particleEntity)

Parameters
particleEntity Entity

Returns
bool

FetchActiveParticleTrackers()

public ReadOnlySpan<T> FetchActiveParticleTrackers()

Fetch all the active particle trackers.

Returns
ReadOnlySpan<T>

Activate(int)

public void Activate(int id)

Parameters
id int

Deactivate(int)

public void Deactivate(int id)

Parameters
id int

Step(World)

public void Step(World world)

Parameters
world World

Untrack(Entity)

public void Untrack(Entity particleEntity)

Parameters
particleEntity Entity

CollisionLayersBase

Namespace: Murder.Core.Physics
Assembly: Murder.dll

public class CollisionLayersBase

⭐ Constructors

protected CollisionLayersBase()

This class should never be instanced

⭐ Properties

ACTOR

public static const int ACTOR;

Returns
int

BLOCK_VISION

public static const int BLOCK_VISION;

Returns
int

CARVE

public static const int CARVE;

Returns
int

HITBOX

public static const int HITBOX;

Returns
int

HOLE

public static const int HOLE;

Returns
int

INTERIOR

public static const int INTERIOR;

Returns
int

NONE

public static const int NONE;

Returns
int

PATHFIND

public static const int PATHFIND;

Returns
int

RAYIGNORE

public static const int RAYIGNORE;

Returns
int

SOLID

public static const int SOLID;

Returns
int

TRIGGER

public static const int TRIGGER;

Returns
int

NodeInfo<T>

Namespace: Murder.Core.Physics
Assembly: Murder.dll

public sealed struct NodeInfo<T>

⭐ Constructors

public NodeInfo<T>(T info, Rectangle boundingBox)

Parameters
info T
boundingBox Rectangle

⭐ Properties

BoundingBox

public readonly Rectangle BoundingBox;

Returns
Rectangle

EntityInfo

public readonly T EntityInfo;

Returns
T

QTNode<T>

Namespace: Murder.Core.Physics
Assembly: Murder.dll

public class QTNode<T>

⭐ Constructors

public QTNode<T>(int level, Rectangle bounds)

Parameters
level int
bounds Rectangle

⭐ Properties

Bounds

public readonly Rectangle Bounds;

Returns
Rectangle

Entities

public readonly Dictionary<TKey, TValue> Entities;

Entities are indexed by their entity ID number

Returns
Dictionary<TKey, TValue>

Level

public readonly int Level;

Returns
int

Nodes

public ImmutableArray<T> Nodes;

Returns
ImmutableArray<T>

⭐ Methods

Remove(int)

public bool Remove(int entityId)

Removes an entity from the quadtree

Parameters
entityId int

Returns
bool

Clear()

public void Clear()

Recursively clears all entities of the node, but keeps the structure

DrawDebug(Batch2D)

public void DrawDebug(Batch2D spriteBatch)

Parameters
spriteBatch Batch2D

Insert(int, T, Rectangle)

public void Insert(int entityId, T info, Rectangle boundingBox)

Parameters
entityId int
info T
boundingBox Rectangle

Reset()

public void Reset()

Completely resets the node removing anything inside

Retrieve(Rectangle, List)

public void Retrieve(Rectangle boundingBox, List<T> returnEntities)

Parameters
boundingBox Rectangle
returnEntities List<T>

Split()

public void Split()

Quadtree

Namespace: Murder.Core.Physics
Assembly: Murder.dll

public class Quadtree

⭐ Constructors

public Quadtree(Rectangle mapBounds)

Parameters
mapBounds Rectangle

⭐ Properties

Collision

public readonly QTNode<T> Collision;

Returns
QTNode<T>

PushAway

public readonly QTNode<T> PushAway;

Returns
QTNode<T>

StaticRender

public readonly QTNode<T> StaticRender;

Returns
QTNode<T>

⭐ Methods

GetOrCreateUnique(World)

public Quadtree GetOrCreateUnique(World world)

Parameters
world World

Returns
Quadtree

AddToCollisionQuadTree(IEnumerable)

public void AddToCollisionQuadTree(IEnumerable<T> entities)

Parameters
entities IEnumerable<T>

AddToStaticRenderQuadTree(IEnumerable)

public void AddToStaticRenderQuadTree(IEnumerable<T> entities)

Parameters
entities IEnumerable<T>

GetCollisionEntitiesAt(Rectangle, List)

public void GetCollisionEntitiesAt(Rectangle boundingBox, List<T> list)

Parameters
boundingBox Rectangle
list List<T>

RemoveFromCollisionQuadTree(IEnumerable)

public void RemoveFromCollisionQuadTree(IEnumerable<T> entities)

Parameters
entities IEnumerable<T>

RemoveFromStaticRenderQuadTree(IEnumerable)

public void RemoveFromStaticRenderQuadTree(IEnumerable<T> entities)

Parameters
entities IEnumerable<T>

UpdateQuadTree(IEnumerable)

public void UpdateQuadTree(IEnumerable<T> entities)

Completelly clears and rebuilds the quad tree and pushAway quad tree using a given list of entities We should avoid this if possible

Parameters
entities IEnumerable<T>

SmartFloat

Namespace: Murder.Core.Smart
Assembly: Murder.dll

public sealed struct SmartFloat

⭐ Constructors

public SmartFloat()
public SmartFloat(float custom)

Parameters
custom float

public SmartFloat(Guid guid, int index, float custom)

Parameters
guid Guid
index int
custom float

⭐ Properties

Asset

public readonly Guid Asset;

Returns
Guid

Custom

public readonly float Custom;

Returns
float

Float

public float Float { get; }

Returns
float

Index

public readonly int Index;

Returns
int

ISoundPlayer

Namespace: Murder.Core.Sounds
Assembly: Murder.dll

public abstract ISoundPlayer

⭐ Methods

Stop(bool, out SoundEventId[]&)

public abstract bool Stop(bool fadeOut, SoundEventId[]& stoppedEvents)

Parameters
fadeOut bool
stoppedEvents SoundEventId[]&

Returns
bool

Stop(T?, bool)

public abstract bool Stop(T? id, bool fadeOut)

Stop a specific sound event id. If is set, this will stop with a fadeout.

Parameters
id T?

fadeOut bool

Returns
bool

UpdateEvent(SoundEventId, SoundSpatialAttributes)

public abstract bool UpdateEvent(SoundEventId id, SoundSpatialAttributes attributes)

Update spatial attributes for a specific event instance.

Parameters
id SoundEventId

attributes SoundSpatialAttributes

Returns
bool

GetGlobalParameter(ParameterId)

public abstract float GetGlobalParameter(ParameterId parameter)

Parameters
parameter ParameterId

Returns
float

LoadContentAsync()

public abstract Task LoadContentAsync()

This will load the actual bank content asynchonously.

Returns
Task

ReloadAsync()

public abstract Task ReloadAsync()

This will reload the content of all the fmod banks in the application.

Returns
Task

PlayEvent(SoundEventId, SoundProperties, T?)

public abstract ValueTask PlayEvent(SoundEventId id, SoundProperties properties, T? attributes)

Parameters
id SoundEventId
properties SoundProperties
attributes T?

Returns
ValueTask

Initialize(string)

public abstract void Initialize(string resourcesPath)

This will initialize the fmod libraries, but not load any banks.

Parameters
resourcesPath string

SetGlobalParameter(ParameterId, float)

public abstract void SetGlobalParameter(ParameterId parameter, float value)

Parameters
parameter ParameterId
value float

SetParameter(SoundEventId, ParameterId, float)

public abstract void SetParameter(SoundEventId instance, ParameterId parameter, float value)

Parameters
instance SoundEventId
parameter ParameterId
value float

SetVolume(T?, float)

public abstract void SetVolume(T? id, float volume)

Change volume.

Parameters
id T?
volume float

Update()

public abstract void Update()

UpdateListener(SoundSpatialAttributes)

public abstract void UpdateListener(SoundSpatialAttributes attributes)

Update listener information (e.g. position and facing).

Parameters
attributes SoundSpatialAttributes

Stop(bool, HashSet, out SoundEventId[]&)

public virtual bool Stop(bool fadeOut, HashSet<T> exceptForSoundsList, SoundEventId[]& stoppedEvents)

Parameters
fadeOut bool
exceptForSoundsList HashSet<T>
stoppedEvents SoundEventId[]&

Returns
bool

MenuSounds

Namespace: Murder.Core.Sounds
Assembly: Murder.dll

public sealed struct MenuSounds

⭐ Properties

Cancel

public readonly SoundEventId Cancel;

Returns
SoundEventId

public readonly SoundEventId MenuSubmit;

Returns
SoundEventId

OnError

public readonly SoundEventId OnError;

Returns
SoundEventId

SelectionChange

public readonly SoundEventId SelectionChange;

Returns
SoundEventId

TabSwitchChange

public readonly SoundEventId TabSwitchChange;

Returns
SoundEventId

ParameterId

Namespace: Murder.Core.Sounds
Assembly: Murder.dll

public sealed struct ParameterId : IEqualityComparer<T>, IEquatable<T>

Implements: IEqualityComparer<T>, IEquatable<T>

⭐ Constructors

public ParameterId()

⭐ Properties

Data1

public uint Data1 { get; public set; }

Returns
uint

Data2

public uint Data2 { get; public set; }

Returns
uint

EditorName

public string EditorName { get; }

Returns
string

IsGlobal

public bool IsGlobal { get; public set; }

Returns
bool

IsGuidEmpty

public bool IsGuidEmpty { get; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

Owner

public T? Owner { get; public set; }

Returns
T?

⭐ Methods

WithPath(string)

public ParameterId WithPath(string path)

Parameters
path string

Returns
ParameterId

Equals(ParameterId)

public virtual bool Equals(ParameterId other)

Parameters
other ParameterId

Returns
bool

Equals(ParameterId, ParameterId)

public virtual bool Equals(ParameterId x, ParameterId y)

Parameters
x ParameterId
y ParameterId

Returns
bool

GetHashCode(ParameterId)

public virtual int GetHashCode(ParameterId obj)

Parameters
obj ParameterId

Returns
int

ParameterRuleAction

Namespace: Murder.Core.Sounds
Assembly: Murder.dll

public sealed struct ParameterRuleAction

This is a generic blackboard action with a command.

⭐ Constructors

public ParameterRuleAction()
public ParameterRuleAction(ParameterId parameter, BlackboardActionKind kind, float value)

Parameters
parameter ParameterId
kind BlackboardActionKind
value float

⭐ Properties

Kind

public readonly BlackboardActionKind Kind;

Returns
BlackboardActionKind

Parameter

public readonly ParameterId Parameter;

Returns
ParameterId

Value

public readonly float Value;

Returns
float

SoundEventId

Namespace: Murder.Core.Sounds
Assembly: Murder.dll

public sealed struct SoundEventId : IEqualityComparer<T>, IEquatable<T>

Implements: IEqualityComparer<T>, IEquatable<T>

⭐ Properties

Data1

public int Data1 { get; public set; }

Returns
int

Data2

public int Data2 { get; public set; }

Returns
int

Data3

public int Data3 { get; public set; }

Returns
int

Data4

public int Data4 { get; public set; }

Returns
int

EditorName

public string EditorName { get; }

Returns
string

IsGuidEmpty

public bool IsGuidEmpty { get; }

Returns
bool

Path

public string Path { get; public set; }

Returns
string

⭐ Methods

WithPath(string)

public SoundEventId WithPath(string path)

Parameters
path string

Returns
SoundEventId

Equals(SoundEventId)

public virtual bool Equals(SoundEventId other)

Parameters
other SoundEventId

Returns
bool

Equals(SoundEventId, SoundEventId)

public virtual bool Equals(SoundEventId x, SoundEventId y)

Parameters
x SoundEventId
y SoundEventId

Returns
bool

GetHashCode(SoundEventId)

public virtual int GetHashCode(SoundEventId obj)

Parameters
obj SoundEventId

Returns
int

SoundFact

Namespace: Murder.Core.Sounds
Assembly: Murder.dll

public sealed struct SoundFact : IComparable<T>, IEquatable<T>

Implements: IComparable<T>, IEquatable<T>

⭐ Constructors

public SoundFact()
public SoundFact(string blackboard, string name)

Parameters
blackboard string
name string

⭐ Properties

Blackboard

public readonly string Blackboard;

If null, grab the default blackboard.

Returns
string

Name

public readonly string Name;

Returns
string

⭐ Methods

Equals(SoundFact)

public virtual bool Equals(SoundFact other)

Parameters
other SoundFact

Returns
bool

Equals(Object)

public virtual bool Equals(Object obj)

Parameters
obj Object

Returns
bool

CompareTo(SoundFact)

public virtual int CompareTo(SoundFact other)

Parameters
other SoundFact

Returns
int

GetHashCode()

public virtual int GetHashCode()

Returns
int

ToString()

public virtual string ToString()

Returns
string

SoundPlayer

Namespace: Murder.Core.Sounds
Assembly: Murder.dll

public class SoundPlayer : ISoundPlayer

Implements: ISoundPlayer

⭐ Constructors

public SoundPlayer()

⭐ Methods

Stop(bool, out SoundEventId[]&)

public virtual bool Stop(bool fadeOut, SoundEventId[]& stoppedEvents)

Parameters
fadeOut bool
stoppedEvents SoundEventId[]&

Returns
bool

Stop(T?, bool)

public virtual bool Stop(T? id, bool fadeOut)

Parameters
id T?
fadeOut bool

Returns
bool

UpdateEvent(SoundEventId, SoundSpatialAttributes)

public virtual bool UpdateEvent(SoundEventId id, SoundSpatialAttributes attributes)

Parameters
id SoundEventId
attributes SoundSpatialAttributes

Returns
bool

GetGlobalParameter(ParameterId)

public virtual float GetGlobalParameter(ParameterId _)

Parameters
_ ParameterId

Returns
float

LoadContentAsync()

public virtual Task LoadContentAsync()

Returns
Task

ReloadAsync()

public virtual Task ReloadAsync()

Returns
Task

PlayEvent(SoundEventId, SoundProperties, T?)

public virtual ValueTask PlayEvent(SoundEventId _, SoundProperties __, T? attributes)

Parameters
_ SoundEventId
__ SoundProperties
attributes T?

Returns
ValueTask

Initialize(string)

public virtual void Initialize(string resourcesPath)

Parameters
resourcesPath string

SetGlobalParameter(ParameterId, float)

public virtual void SetGlobalParameter(ParameterId parameter, float value)

Parameters
parameter ParameterId
value float

SetParameter(SoundEventId, ParameterId, float)

public virtual void SetParameter(SoundEventId instance, ParameterId parameter, float value)

Parameters
instance SoundEventId
parameter ParameterId
value float

SetVolume(T?, float)

public virtual void SetVolume(T? _, float volume)

Change volume.

Parameters
_ T?
volume float

Update()

public virtual void Update()

UpdateListener(SoundSpatialAttributes)

public virtual void UpdateListener(SoundSpatialAttributes attributes)

Parameters
attributes SoundSpatialAttributes

SoundProperties

Namespace: Murder.Core.Sounds
Assembly: Murder.dll

public sealed enum SoundProperties : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

None

public static const SoundProperties None;

Returns
SoundProperties

Persist

public static const SoundProperties Persist;

Returns
SoundProperties

SkipIfAlreadyPlaying

public static const SoundProperties SkipIfAlreadyPlaying;

Returns
SoundProperties

StopOtherMusic

public static const SoundProperties StopOtherMusic;

Returns
SoundProperties

SoundRuleAction

Namespace: Murder.Core.Sounds
Assembly: Murder.dll

public sealed struct SoundRuleAction

This is a generic blackboard action with a command.

⭐ Constructors

public SoundRuleAction()
public SoundRuleAction(SoundFact fact, BlackboardActionKind kind, Object value)

Parameters
fact SoundFact
kind BlackboardActionKind
value Object

⭐ Properties

Fact

public readonly SoundFact Fact;

Returns
SoundFact

Kind

public readonly BlackboardActionKind Kind;

Returns
BlackboardActionKind

Value

public readonly Object Value;

Returns
Object

SoundSpatialAttributes

Namespace: Murder.Core.Sounds
Assembly: Murder.dll

public sealed struct SoundSpatialAttributes

Properties

⭐ Properties

Direction

public Direction Direction;

Forwards orientation, must be of unit length (1.0) and perpendicular to up.

Returns
Direction

Position

public Vector2 Position;

Position in 2D space. Used for panning and attenuation.

Returns
Vector2

Velocity

public Vector2 Velocity;

Velocity in 2D space. Used for doppler effect.

Returns
Vector2

ButtonState

Namespace: Murder.Core.Ui
Assembly: Murder.dll

sealed enum ButtonState : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Disabled

public static const ButtonState Disabled;

Returns
ButtonState

Down

public static const ButtonState Down;

Returns
ButtonState

Hover

public static const ButtonState Hover;

Returns
ButtonState

Normal

public static const ButtonState Normal;

Returns
ButtonState

SimpleButton

Namespace: Murder.Core.Ui
Assembly: Murder.dll

public class SimpleButton

⭐ Constructors

public SimpleButton(Guid images, Rectangle rectangle)

Parameters
images Guid
rectangle Rectangle

public SimpleButton(Guid images, ButtonState state, Rectangle rectangle)

Parameters
images Guid
state ButtonState
rectangle Rectangle

⭐ Properties

Images

public Guid Images;

Returns
Guid

Rectangle

public Rectangle Rectangle;

Returns
Rectangle

State

public ButtonState State;

Returns
ButtonState

⭐ Methods

Draw(Batch2D, DrawInfo)

public void Draw(Batch2D batch, DrawInfo drawInfo)

Parameters
batch Batch2D
drawInfo DrawInfo

Update(Point, bool, bool, Action)

public void Update(Point cursorPosition, bool cursorClicked, bool cursorDown, Action action)

Parameters
cursorPosition Point
cursorClicked bool
cursorDown bool
action Action

UpdatePosition(Rectangle)

public void UpdatePosition(Rectangle rectangle)

Parameters
rectangle Rectangle

FrameInfo

Namespace: Murder.Core
Assembly: Murder.dll

public sealed struct FrameInfo

A struct representing information about a single animation frame, such as its index in the list and a flag indicating whether the animation is complete

⭐ Constructors

public FrameInfo()
public FrameInfo(Animation animation)

Parameters
animation Animation

public FrameInfo(int frame, int internalFrame, bool animationComplete, Animation animation)

Parameters
frame int
internalFrame int
animationComplete bool
animation Animation

⭐ Properties

Animation

public Animation Animation { get; public set; }

Returns
Animation

Complete

public readonly bool Complete;

Whether the animation is complete

Returns
bool

Fail

public static FrameInfo Fail { get; }

Returns
FrameInfo

Failed

public bool Failed { get; public set; }

Returns
bool

Frame

public readonly int Frame;

The index of the current frame

Returns
int

InternalFrame

public readonly int InternalFrame;

The index of the current frame inside the current animation

Returns
int

GameScene

Namespace: Murder.Core
Assembly: Murder.dll

public class GameScene : Scene, IDisposable

Implements: Scene, IDisposable

⭐ Constructors

public GameScene(Guid guid)

Parameters
guid Guid

⭐ Properties

_calledStart

protected bool _calledStart;

Returns
bool

Loaded

public bool Loaded { get; }

Returns
bool

RenderContext

public RenderContext RenderContext { get; }

Returns
RenderContext

World

public virtual MonoWorld World { get; }

Returns
MonoWorld

WorldGuid

public Guid WorldGuid { get; }

Returns
Guid

⭐ Methods

ReplaceWorld(MonoWorld, bool)

public bool ReplaceWorld(MonoWorld world, bool disposeWorld)

Replace world and return the previous one, which should be disposed.

Parameters
world MonoWorld
disposeWorld bool

Returns
bool

RefreshWindow(GraphicsDevice, GameProfile)

public virtual int RefreshWindow(GraphicsDevice graphics, GameProfile settings)

Parameters
graphics GraphicsDevice
settings GameProfile

Returns
int

UnloadAsyncImpl()

public virtual Task UnloadAsyncImpl()

Returns
Task

Dispose()

public virtual void Dispose()

Draw()

public virtual void Draw()

DrawGui()

public virtual void DrawGui()

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()

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)

Parameters
notification Action

LoadContent()

public void LoadContent()

Reload()

public void Reload()

ResetWindowRefreshEvents()

public void ResetWindowRefreshEvents()

Resume()

public void Resume()

Suspend()

public void Suspend()

Unload()

public void Unload()

Grid

Namespace: Murder.Core
Assembly: Murder.dll

public static class Grid

Helper static class that forwards the values of the default Game.Grid for easier access.

⭐ Properties

CellDimensions

public static Point CellDimensions { get; }

Returns
Point

CellSize

public static int CellSize { get; }

Returns
int

HalfCellDimensions

public static Point HalfCellDimensions { get; }

Returns
Point

HalfCellSize

public static int HalfCellSize { get; }

Returns
int

⭐ Methods

CeilToGrid(float)

public int CeilToGrid(float value)

Parameters
value float

Returns
int

FloorToGrid(float)

public int FloorToGrid(float value)

Parameters
value float

Returns
int

RoundToGrid(float)

public int RoundToGrid(float value)

Parameters
value float

Returns
int

GridConfiguration

Namespace: Murder.Core
Assembly: Murder.dll

public sealed struct GridConfiguration

⭐ Constructors

public GridConfiguration(int cellSize)

Default constructor

Parameters
cellSize int

⭐ Properties

CellDimensions

public readonly Point CellDimensions;

A point that is GridConfiguration.CellSize.

Returns
Point

CellSize

public readonly int CellSize;

Size of this grid's individual cell.

Returns
int

HalfCellDimensions

public readonly Point HalfCellDimensions;

A point that is GridConfiguration.HalfCellSize.

Returns
Point

HalfCellSize

public readonly int HalfCellSize;

GridConfiguration.CellSize divided by two.

Returns
int

⭐ Methods

CeilToGrid(float)

public int CeilToGrid(float value)

Find in which cell of the grid a value would land, rounding up.

Parameters
value float

Returns
int

FloorToGrid(float)

public int FloorToGrid(float value)

Find in which cell of the grid a value would land, rounding down.

Parameters
value float

Returns
int

RoundToGrid(float)

public int RoundToGrid(float value)

Find in which cell of the grid a value would land, with default [Calculator.RoundToInt(System.Single)](../../Murder/Utilities/Calculator.html#roundtoint(float) behavior.

Parameters
value float

Returns
int

GridNumberExtensions

Namespace: Murder.Core
Assembly: Murder.dll

public static class GridNumberExtensions

Numeric extensions that are grid related.

⭐ Methods

HasFlag(int, int)

public bool HasFlag(int value, int mask)

Parameters
value int
mask int

Returns
bool

ToMask(int)

public int ToMask(int value)

Parameters
value int

Returns
int

ITileProperties

Namespace: Murder.Core
Assembly: Murder.dll

public abstract ITileProperties

Interface for classes that have tile properties.

Map

Namespace: Murder.Core
Assembly: Murder.dll

public class Map

⭐ Constructors

public Map(int width, int height)

Parameters
width int
height int

⭐ Properties

Height

public readonly int Height;

Returns
int

Width

public readonly int Width;

Returns
int

⭐ Methods

HasCollision(int, int, int)

public bool HasCollision(int x, int y, int layer)

Parameters
x int
y int
layer int

Returns
bool

HasCollision(int, int, int, int, int)

public bool HasCollision(int x, int y, int width, int height, int mask)

Parameters
x int
y int
width int
height int
mask int

Returns
bool

HasLineOfSight(Point, Point, bool, int)

public bool HasLineOfSight(Point start, Point end, bool excludeEdges, int blocking)

A fast Line of Sight check It is not exact by any means, just tries to draw A line of tiles between start and end.

Parameters
start Point

end Point

excludeEdges bool

blocking int

Returns
bool

IsInsideGrid(int, int)

public bool IsInsideGrid(int x, int y)

Parameters
x int
y int

Returns
bool

IsObstacle(Point)

public bool IsObstacle(Point p)

Parameters
p Point

Returns
bool

IsObstacleOrBlockVision(Point)

public bool IsObstacleOrBlockVision(Point p)

Parameters
p Point

Returns
bool

GetStaticCollisions(IntRectangle)

public IEnumerable<T> GetStaticCollisions(IntRectangle rect)

Parameters
rect IntRectangle

Returns
IEnumerable<T>

FloorAt(Point)

public int FloorAt(Point p)

Parameters
p Point

Returns
int

GetCollision(int, int)

public int GetCollision(int x, int y)

Parameters
x int
y int

Returns
int

WeightAt(Point)

public int WeightAt(Point p)

Parameters
p Point

Returns
int

WeightAt(int, int)

public int WeightAt(int x, int y)

Parameters
x int
y int

Returns
int

GetGridMap(int, int)

public MapTile GetGridMap(int x, int y)

Parameters
x int
y int

Returns
MapTile

HasCollisionAt(IntRectangle, int)

public T? HasCollisionAt(IntRectangle rect, int mask)

Parameters
rect IntRectangle
mask int

Returns
T?

HasCollisionAt(int, int, int, int, int)

public T? HasCollisionAt(int x, int y, int width, int height, int mask)

Check for collision using tiles coordinates.

Parameters
x int
y int
width int
height int
mask int

Returns
T?

SetFloorAt(IntRectangle, int)

public void SetFloorAt(IntRectangle rect, int type)

Parameters
rect IntRectangle
type int

SetFloorAt(int, int, int)

public void SetFloorAt(int x, int y, int type)

Parameters
x int
y int
type int

SetOccupiedAsCarve(IntRectangle, bool, bool, bool, int)

public void SetOccupiedAsCarve(IntRectangle rect, bool blockVision, bool isObstacle, bool isClearPath, int weight)

Parameters
rect IntRectangle
blockVision bool
isObstacle bool
isClearPath bool
weight int

SetOccupiedAsStatic(int, int, int)

public void SetOccupiedAsStatic(int x, int y, int layer)

Parameters
x int
y int
layer int

SetUnoccupiedCarve(IntRectangle, bool, bool, int)

public void SetUnoccupiedCarve(IntRectangle rect, bool blockVision, bool isObstacle, int weight)

Parameters
rect IntRectangle
blockVision bool
isObstacle bool
weight int

MapTile

Namespace: Murder.Core
Assembly: Murder.dll

public sealed struct MapTile

⭐ Constructors

public MapTile()

⭐ Properties

CollisionType

public int CollisionType;

Returns
int

Weight

public int Weight;

Returns
int

Mask2D

Namespace: Murder.Core
Assembly: Murder.dll

public class Mask2D : IDisposable

Implements: IDisposable

⭐ Constructors

public Mask2D(int width, int height, T? color)

Parameters
width int
height int
color T?

public Mask2D(Vector2 size, T? color)

Parameters
size Vector2
color T?

⭐ Properties

IsDisposed

public bool IsDisposed { get; }

Returns
bool

RenderTarget

public RenderTarget2D RenderTarget { get; }

Returns
RenderTarget2D

Size

public readonly Vector2 Size;

Returns
Vector2

⭐ Methods

Begin(Color)

public Batch2D Begin(Color debug)

Parameters
debug Color

Returns
Batch2D

Begin(bool)

public Batch2D Begin(bool debug)

Parameters
debug bool

Returns
Batch2D

Dispose()

public virtual void Dispose()

End(Batch2D, Vector2, DrawInfo)

public void End(Batch2D targetBatch, Vector2 position, DrawInfo drawInfo)

Parameters
targetBatch Batch2D
position Vector2
drawInfo DrawInfo

End(Batch2D, Vector2, Vector2, DrawInfo)

public void End(Batch2D targetBatch, Vector2 position, Vector2 camera, DrawInfo drawInfo)

Parameters
targetBatch Batch2D
position Vector2
camera Vector2
drawInfo DrawInfo

MonoWorld

Namespace: Murder.Core
Assembly: Murder.dll

public class MonoWorld : World, IDisposable

World implementation based in MonoGame.

Implements: World, IDisposable

⭐ Constructors

public MonoWorld(IList<T> systems, Camera2D camera, Guid worldAssetGuid)

Parameters
systems IList<T>
camera Camera2D
worldAssetGuid Guid

⭐ Properties

_cachedRenderSystems

protected readonly SortedList<TKey, TValue> _cachedRenderSystems;

Returns
SortedList<TKey, TValue>

_overallStopwatch

protected readonly Stopwatch _overallStopwatch;

Returns
Stopwatch

_stopwatch

protected readonly Stopwatch _stopwatch;

Returns
Stopwatch

Camera

public readonly Camera2D Camera;

Returns
Camera2D

Contexts

protected readonly Dictionary<TKey, TValue> Contexts;

Returns
Dictionary<TKey, TValue>

EntityCount

public int EntityCount { get; }

Returns
int

FixedUpdateCounters

public readonly Dictionary<TKey, TValue> FixedUpdateCounters;

Returns
Dictionary<TKey, TValue>

GuiCounters

public readonly Dictionary<TKey, TValue> GuiCounters;

This has the duration of each gui render system (id) to its corresponding time (in ms). See World.IdToSystem on how to fetch the actual system.

Returns
Dictionary<TKey, TValue>

IdToSystem

public readonly ImmutableDictionary<TKey, TValue> IdToSystem;

Returns
ImmutableDictionary<TKey, TValue>

IsExiting

public bool IsExiting { get; }

Returns
bool

IsPaused

public bool IsPaused { get; }

Returns
bool

PreRenderCounters

public readonly Dictionary<TKey, TValue> PreRenderCounters;

This has the duration of each reactive system (id) to its corresponding time (in ms). See World.IdToSystem on how to fetch the actual system.

Returns
Dictionary<TKey, TValue>

ReactiveCounters

public readonly Dictionary<TKey, TValue> ReactiveCounters;

Returns
Dictionary<TKey, TValue>

RenderCounters

public readonly Dictionary<TKey, TValue> RenderCounters;

This has the duration of each render system (id) to its corresponding time (in ms). See World.IdToSystem on how to fetch the actual system.

Returns
Dictionary<TKey, TValue>

UpdateCounters

public readonly Dictionary<TKey, TValue> UpdateCounters;

Returns
Dictionary<TKey, TValue>

WorldAssetGuid

public readonly Guid WorldAssetGuid;

Returns
Guid

⭐ Methods

ClearDiagnosticsCountersForSystem(int)

protected virtual void ClearDiagnosticsCountersForSystem(int id)

Parameters
id int

InitializeDiagnosticsForSystem(int, ISystem)

protected virtual void InitializeDiagnosticsForSystem(int systemId, ISystem system)

Parameters
systemId int
system ISystem

InitializeDiagnosticsCounters()

protected void InitializeDiagnosticsCounters()

ActivateSystem()

public bool ActivateSystem()

Returns
bool

ActivateSystem(Type)

public bool ActivateSystem(Type t)

Parameters
t Type

Returns
bool

DeactivateSystem(bool)

public bool DeactivateSystem(bool immediately)

Parameters
immediately bool

Returns
bool

DeactivateSystem(int, bool)

public bool DeactivateSystem(int id, bool immediately)

Parameters
id int
immediately bool

Returns
bool

DeactivateSystem(Type, bool)

public bool DeactivateSystem(Type t, bool immediately)

Parameters
t Type
immediately bool

Returns
bool

IsSystemActive(Type)

public bool IsSystemActive(Type t)

Parameters
t Type

Returns
bool

AddEntity()

public Entity AddEntity()

Returns
Entity

AddEntity(IComponent[])

public Entity AddEntity(IComponent[] components)

Parameters
components IComponent[]

Returns
Entity

AddEntity(T?, IComponent[])

public Entity AddEntity(T? id, IComponent[] components)

Parameters
id T?
components IComponent[]

Returns
Entity

GetEntity(int)

public Entity GetEntity(int id)

Parameters
id int

Returns
Entity

GetUniqueEntity()

public Entity GetUniqueEntity()

Returns
Entity

TryGetEntity(int)

public Entity TryGetEntity(int id)

Parameters
id int

Returns
Entity

TryGetUniqueEntity()

public Entity TryGetUniqueEntity()

Returns
Entity

GetAllEntities()

public ImmutableArray<T> GetAllEntities()

Returns
ImmutableArray<T>

GetEntitiesWith(ContextAccessorFilter, Type[])

public ImmutableArray<T> GetEntitiesWith(ContextAccessorFilter filter, Type[] components)

Parameters
filter ContextAccessorFilter
components Type[]

Returns
ImmutableArray<T>

GetEntitiesWith(Type[])

public ImmutableArray<T> GetEntitiesWith(Type[] components)

Parameters
components Type[]

Returns
ImmutableArray<T>

GetUnique()

public T GetUnique()

Returns
T

TryGetUnique()

public T? TryGetUnique()

Returns
T?

Dispose()

public virtual void Dispose()

Pause()

public virtual void Pause()

Resume()

public virtual void Resume()

ActivateAllSystems()

public void ActivateAllSystems()

DeactivateAllSystems(Type[])

public void DeactivateAllSystems(Type[] skip)

Parameters
skip Type[]

Draw(RenderContext)

public void Draw(RenderContext render)

Parameters
render RenderContext

DrawGui(RenderContext)

public void DrawGui(RenderContext render)

Parameters
render RenderContext

Exit()

public void Exit()

FixedUpdate()

public void FixedUpdate()

PreDraw()

public void PreDraw()

Start()

public void Start()

Update()

public void Update()

MurderTagsBase

Namespace: Murder.Core
Assembly: Murder.dll

public class MurderTagsBase

⭐ Constructors

public MurderTagsBase()

This class should never be instanced

⭐ Properties

NONE

public static const int NONE;

Returns
int

PLAYER

public static const int PLAYER;

Returns
int

TRIGGER

public static const int TRIGGER;

Returns
int

Orientation

Namespace: Murder.Core
Assembly: Murder.dll

public sealed enum Orientation : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Any

public static const Orientation Any;

Returns
Orientation

Horizontal

public static const Orientation Horizontal;

Returns
Orientation

Vertical

public static const Orientation Vertical;

Returns
Orientation

OrientationHelper

Namespace: Murder.Core
Assembly: Murder.dll

public static class OrientationHelper

⭐ Methods

GetOrientationAmount(Vector2, Orientation)

public float GetOrientationAmount(Vector2 vector, Orientation orientation)

Parameters
vector Vector2
orientation Orientation

Returns
float

GetDominantOrientation(Vector2)

public Orientation GetDominantOrientation(Vector2 vector)

Parameters
vector Vector2

Returns
Orientation

Portrait

Namespace: Murder.Core
Assembly: Murder.dll

public sealed struct Portrait : IEquatable<T>

Implements: IEquatable<T>

⭐ Constructors

public Portrait()
public Portrait(Guid aseprite, string animationId)

Parameters
aseprite Guid
animationId string

⭐ Properties

AnimationId

public readonly string AnimationId;

Returns
string

HasImage

public bool HasImage { get; }

Returns
bool

HasValue

public bool HasValue { get; }

Returns
bool

Sprite

public readonly Guid Sprite;

Returns
Guid

⭐ Methods

WithAnimationId(string)

public Portrait WithAnimationId(string animationId)

Parameters
animationId string

Returns
Portrait

Equals(Portrait)

public virtual bool Equals(Portrait other)

Parameters
other Portrait

Returns
bool

RequirementsCollection

Namespace: Murder.Core
Assembly: Murder.dll

public sealed struct RequirementsCollection

⭐ Constructors

public RequirementsCollection()

⭐ Properties

Requirements

public readonly ImmutableArray<T> Requirements;

List of requirements which will trigger the interactive component within the same entity.

Returns
ImmutableArray<T>

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

RefreshWindow(GraphicsDevice, GameProfile)

public virtual int RefreshWindow(GraphicsDevice graphics, GameProfile settings)

Parameters
graphics GraphicsDevice
settings GameProfile

Returns
int

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()

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()

SceneLoader

Namespace: Murder.Core
Assembly: Murder.dll

public class SceneLoader

⭐ Constructors

public SceneLoader(GraphicsDeviceManager graphics, GameProfile settings, Scene scene, bool isDiagnosticEnabled)

Parameters
graphics GraphicsDeviceManager
settings GameProfile
scene Scene
isDiagnosticEnabled bool

⭐ Properties

_graphics

protected readonly GraphicsDeviceManager _graphics;

Returns
GraphicsDeviceManager

_settings

protected readonly GameProfile _settings;

Returns
GameProfile

ActiveScene

public Scene ActiveScene { get; }

Returns
Scene

IsDiagnosticEnabled

protected readonly bool IsDiagnosticEnabled;

Whether it will load a scene and a load context that has advanced diagnostic features enabled (which also implies in more processing overhead).

Returns
bool

⭐ Methods

ReplaceWorldOnCurrentScene(MonoWorld, bool)

public bool ReplaceWorldOnCurrentScene(MonoWorld world, bool disposeWorld)

Parameters
world MonoWorld
disposeWorld bool

Returns
bool

Initialize()

public void Initialize()

Initialize current active scene.

LoadContent()

public void LoadContent()

Load the content of the current active scene.

SwitchScene()

public void SwitchScene()

Switch to a scene of type .

SwitchScene(Scene)

public void SwitchScene(Scene scene)

Switch to .

Parameters
scene Scene

SwitchScene(Guid)

public void SwitchScene(Guid worldGuid)

Parameters
worldGuid Guid

Tags

Namespace: Murder.Core
Assembly: Murder.dll

public sealed struct Tags

⭐ Constructors

public Tags()
public Tags(int flags, bool all)

Parameters
flags int
all bool

public Tags(int flags)

Parameters
flags int

⭐ Properties

All

public readonly bool All;

Returns
bool

Flags

public readonly int Flags;

Returns
int

⭐ Methods

HasTag(int)

public bool HasTag(int tag)

Parameters
tag int

Returns
bool

HasTags(Tags)

public bool HasTags(Tags tags)

Parameters
tags Tags

Returns
bool

TileDimensions

Namespace: Murder.Core
Assembly: Murder.dll

public sealed struct TileDimensions

⭐ Constructors

public TileDimensions(Vector2 origin, Point size)

Parameters
origin Vector2
size Point

⭐ Properties

Origin

public Vector2 Origin;

Returns
Vector2

Size

public Point Size;

Returns
Point

TileGrid

Namespace: Murder.Core
Assembly: Murder.dll

public class TileGrid

⭐ Constructors

public TileGrid(Point origin, int width, int height)

Parameters
origin Point
width int
height int

⭐ Properties

Height

public int Height { get; }

Returns
int

Origin

public Point Origin { get; }

Returns
Point

Width

public int Width { get; }

Returns
int

⭐ Methods

HasFlagAtGridPosition(int, int, int)

public bool HasFlagAtGridPosition(int x, int y, int value)

Checks whether is solid at a position and . This will take a position from the grid (world) back to the local grid, using TileGrid.Origin.

Parameters
x int
y int
value int

Returns
bool

At(Point)

public int At(Point p)

Parameters
p Point

Returns
int

At(int, int)

public int At(int x, int y)

Parameters
x int
y int

Returns
int

AtGridPosition(Point)

public int AtGridPosition(Point p)

Parameters
p Point

Returns
int

GetTile(ImmutableArray, int, int, int, int)

public ValueTuple<T1, T2, T3> GetTile(ImmutableArray<T> tileEntities, int index, int totalTilemaps, int x, int y)

Parameters
tileEntities ImmutableArray<T>
index int
totalTilemaps int
x int
y int

Returns
ValueTuple<T1, T2, T3>

HasFlagAt(int, int, int)

public virtual bool HasFlagAt(int x, int y, int value)

Parameters
x int
y int
value int

Returns
bool

Resize(IntRectangle)

public void Resize(IntRectangle rectangle)

This supports resize the grid up to: _____ ______ | | -> | | |x | | |_x or _____ _____ | x | -> | x | || ||

        Where x is the bullet point.

Parameters
rectangle IntRectangle

Resize(int, int, Point)

public void Resize(int width, int height, Point origin)

Parameters
width int
height int
origin Point

Set(Point, int)

public void Set(Point p, int value)

Parameters
p Point
value int

Set(int, int, int)

public void Set(int x, int y, int value)

Parameters
x int
y int
value int

SetGridPosition(IntRectangle, int)

public void SetGridPosition(IntRectangle rect, int value)

Parameters
rect IntRectangle
value int

SetGridPosition(Point, int)

public void SetGridPosition(Point p, int value)

Parameters
p Point
value int

Unset(Point, int)

public void Unset(Point p, int value)

Parameters
p Point
value int

Unset(int, int, int)

public void Unset(int x, int y, int value)

Parameters
x int
y int
value int

UnsetAll(int)

public void UnsetAll(int value)

Unset all the tiles according to the bitness of .

Parameters
value int

UnsetGridPosition(IntRectangle, int)

public void UnsetGridPosition(IntRectangle rect, int value)

Parameters
rect IntRectangle
value int

UnsetGridPosition(Point, int)

public void UnsetGridPosition(Point p, int value)

Parameters
p Point
value int

UpdateCache(ImmutableArray)

public void UpdateCache(ImmutableArray<T> tileEntities)

Parameters
tileEntities ImmutableArray<T>

TileKind

Namespace: Murder.Core
Assembly: Murder.dll

public sealed enum TileKind : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Physics

public static const TileKind Physics;

Returns
TileKind

Trigger

public static const TileKind Trigger;

Returns
TileKind

TriggerEventOn

Namespace: Murder.Core
Assembly: Murder.dll

public sealed struct TriggerEventOn

⭐ Constructors

public TriggerEventOn()
public TriggerEventOn(string name)

Parameters
name string

⭐ Properties

Name

public readonly string Name;

Returns
string

OnlyOnce

public readonly bool OnlyOnce;

Returns
bool

Requirements

public readonly ImmutableArray<T> Requirements;

Returns
ImmutableArray<T>

Triggers

public readonly ImmutableArray<T> Triggers;

Returns
ImmutableArray<T>

World

public readonly T? World;

Returns
T?

⭐ Methods

CreateComponents()

public IComponent[] CreateComponents()

Returns
IComponent[]

AtlasId

Namespace: Murder.Data
Assembly: Murder.dll

public sealed enum AtlasId : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Editor

public static const AtlasId Editor;

Returns
AtlasId

Gameplay

public static const AtlasId Gameplay;

Returns
AtlasId

None

public static const AtlasId None;

Returns
AtlasId

Preload

public static const AtlasId Preload;

Returns
AtlasId

Static

public static const AtlasId Static;

Returns
AtlasId

Temporary

public static const AtlasId Temporary;

Returns
AtlasId

BlackboardInfo

Namespace: Murder.Data
Assembly: Murder.dll

public class BlackboardInfo : IEquatable<T>

Implements: IEquatable<T>

⭐ Constructors

protected BlackboardInfo(BlackboardInfo original)

Parameters
original BlackboardInfo

public BlackboardInfo(Type Type, IBlackboard Blackboard)

Parameters
Type Type
Blackboard IBlackboard

⭐ Properties

Blackboard

public IBlackboard Blackboard { get; public set; }

Returns
IBlackboard

EqualityContract

protected virtual Type EqualityContract { get; }

Returns
Type

Type

public Type Type { get; public set; }

Returns
Type

⭐ Methods

PrintMembers(StringBuilder)

protected virtual bool PrintMembers(StringBuilder builder)

Parameters
builder StringBuilder

Returns
bool

Equals(BlackboardInfo)

public virtual bool Equals(BlackboardInfo other)

Parameters
other BlackboardInfo

Returns
bool

Equals(Object)

public virtual bool Equals(Object obj)

Parameters
obj Object

Returns
bool

GetHashCode()

public virtual int GetHashCode()

Returns
int

ToString()

public virtual string ToString()

Returns
string

Deconstruct(out Type&, out IBlackboard&)

public void Deconstruct(Type& Type, IBlackboard& Blackboard)

Parameters
Type Type&
Blackboard IBlackboard&

GameDataManager

Namespace: Murder.Data
Assembly: Murder.dll

public class GameDataManager : IDisposable

Implements: IDisposable

⭐ Constructors

public GameDataManager(IMurderGame game)

Creates a new game data manager.

Parameters
game IMurderGame

⭐ Properties

_allAssets

protected readonly Dictionary<TKey, TValue> _allAssets;

Maps: [Guid] -> [Asset]

Returns
Dictionary<TKey, TValue>

_allSavedData

protected readonly Dictionary<TKey, TValue> _allSavedData;

This is the collection of save data according to the slots.

Returns
Dictionary<TKey, TValue>

_assetsBinDirectoryPath

protected string _assetsBinDirectoryPath;

Returns
string

_binResourcesDirectory

protected string _binResourcesDirectory;

Returns
string

_database

protected readonly Dictionary<TKey, TValue> _database;

Maps: [Game asset type] -> [Guid]

Returns
Dictionary<TKey, TValue>

_fonts

public ImmutableDictionary<TKey, TValue> _fonts;

Returns
ImmutableDictionary<TKey, TValue>

_gameProfile

protected GameProfile _gameProfile;

Returns
GameProfile

_skipLoadingAssetAtPaths

protected readonly HashSet<T> _skipLoadingAssetAtPaths;

Perf: In order to avoid reloading assets that were generated by the importers, track which ones were reloaded completely here.

Returns
HashSet<T>

ActiveSaveData

public SaveData ActiveSaveData { get; }

Active saved run in the game.

Returns
SaveData

AssetsBinDirectoryPath

public string AssetsBinDirectoryPath { get; }

Returns
string

AssetsLock

public Object AssetsLock;

Used for loading the editor asynchronously.

Returns
Object

AvailableUniqueTextures

public ImmutableArray<T> AvailableUniqueTextures;

Returns
ImmutableArray<T>

BinResourcesDirectoryPath

public string BinResourcesDirectoryPath { get; }

Returns
string

BloomShader

public Effect BloomShader;

A shader that can blur and find brightness areas in images

Returns
Effect

CachedUniqueTextures

public readonly CacheDictionary<TKey, TValue> CachedUniqueTextures;

Returns
CacheDictionary<TKey, TValue>

CallAfterLoadContent

public bool CallAfterLoadContent;

Whether we should call the methods after an async load has happened.

Returns
bool

CurrentLocalization

public LanguageIdData CurrentLocalization { get; private set; }

Current localization data.

Returns
LanguageIdData

CurrentPalette

public ImmutableArray<T> CurrentPalette;

Returns
ImmutableArray<T>

CustomGameShader

public Effect[] CustomGameShader;

Custom optional game shader, provided by GameDataManager._game.

Returns
Effect[]

DitherTexture

public Texture2D DitherTexture;

Returns
Texture2D

GameDirectory

public virtual string GameDirectory { get; }

Directory used for saving custom data.

Returns
string

GameProfile

public GameProfile GameProfile { get; protected set; }

Returns
GameProfile

GameProfileFileName

public static const string GameProfileFileName;

Returns
string

LoadContentProgress

public Task LoadContentProgress;

Returns
Task

LoadedAtlasses

public readonly Dictionary<TKey, TValue> LoadedAtlasses;

Returns
Dictionary<TKey, TValue>

Localization

public LocalizationAsset Localization { get; }

Returns
LocalizationAsset

MaskShader

public Effect MaskShader;

A shader that mask images

Returns
Effect

OtherEffects

public virtual Effect[] OtherEffects { get; }

Returns
Effect[]

PackedBinDirectoryPath

public string PackedBinDirectoryPath { get; }

Returns
string

PendingSave

public T? PendingSave;

Returns
T?

PosterizerShader

public Effect PosterizerShader;

A shader that can blur and find brightness areas in images

Returns
Effect

Preferences

public GamePreferences Preferences { get; }

Returns
GamePreferences

SaveBasePath

public static string SaveBasePath { get; }

Save directory path used when serializing user data.

Returns
string

ShaderRelativePath

protected readonly string ShaderRelativePath;

Returns
string

ShaderSimple

public Effect ShaderSimple;

The cheapest and simplest shader.

Returns
Effect

ShaderSprite

public Effect ShaderSprite;

Actually a fancy shader, has some sprite effect tools for us, like different color blending modes.

Returns
Effect

SKIP_CHAR

public static const char SKIP_CHAR;

Returns
char

⭐ Methods

FetchAssetsAtPath(string, bool, bool, bool, bool)

protected IEnumerable<T> FetchAssetsAtPath(string fullPath, bool recursive, bool skipFailures, bool stopOnFailure, bool hasEditorPath)

Fetch all assets at a given path.

Parameters
fullPath string

recursive bool

skipFailures bool

stopOnFailure bool

hasEditorPath bool

Returns
IEnumerable<T>

LoadContentAsync()

protected Task LoadContentAsync()

Returns
Task

ShouldSkipAsset(FileInfo)

protected virtual bool ShouldSkipAsset(FileInfo f)

This will skip loading assets that start with a certain char. This is used to filter assets that are only used in the editor.

Parameters
f FileInfo

Returns
bool

TryCompileShader(string, out Effect&)

protected virtual bool TryCompileShader(string name, Effect& result)

Parameters
name string
result Effect&

Returns
bool

CreateGameProfile()

protected virtual GameProfile CreateGameProfile()

Returns
GameProfile

FetchSystemsToStartWith()

protected virtual ImmutableArray<T> FetchSystemsToStartWith()

This has the collection of systems which will be added to any world that will be created. Used when hooking new systems into the editor.

Returns
ImmutableArray<T>

GetLocalization(LanguageId)

protected virtual LocalizationAsset GetLocalization(LanguageId id)

Parameters
id LanguageId

Returns
LocalizationAsset

CreateSaveDataWithVersion(int)

protected virtual SaveData CreateSaveDataWithVersion(int slot)

Creates an implementation of SaveData for the game.

Parameters
slot int

Returns
SaveData

LoadContentAsyncImpl()

protected virtual Task LoadContentAsyncImpl()

Returns
Task

OnAfterPreloadLoaded()

protected virtual void OnAfterPreloadLoaded()

Immediately fired once the "fast" loading finishes.

PreprocessSoundFiles()

protected virtual void PreprocessSoundFiles()

Implemented by custom implementations of data manager that want to do some preprocessing on the sounds.

RemoveAsset(Type, Guid)

protected virtual void RemoveAsset(Type t, Guid assetGuid)

Parameters
t Type
assetGuid Guid

LoadAssetsAtPath(String&, bool)

protected void LoadAssetsAtPath(String& relativePath, bool hasEditorPath)

Parameters
relativePath string&
hasEditorPath bool

PreloadContent()

protected void PreloadContent()

GetAsepriteFrame(Guid)

public AtlasCoordinates GetAsepriteFrame(Guid id)

Quick and dirty way to get a aseprite frame, animated when you don't want to deal with the animation system.

Parameters
id Guid

Returns
AtlasCoordinates

AddAssetForCurrentSave(GameAsset)

public bool AddAssetForCurrentSave(GameAsset asset)

Parameters
asset GameAsset

Returns
bool

CanLoadSaveData(int)

public bool CanLoadSaveData(int slot)

Parameters
slot int

Returns
bool

HasAsset(Guid)

public bool HasAsset(Guid id)

Parameters
id Guid

Returns
bool

IsPathOnSkipLoading(string)

public bool IsPathOnSkipLoading(string name)

Parameters
name string

Returns
bool

LoadAllSaves()

public bool LoadAllSaves()

Returns
bool

LoadSaveAsCurrentSave(int)

public bool LoadSaveAsCurrentSave(int slot)

Load a save as the current save. If more than one, it will grab whatever is first available in all saved data.

Parameters
slot int

Returns
bool

LoadShader(string, out Effect&, bool, bool)

public bool LoadShader(string name, Effect& effect, bool breakOnFail, bool forceReload)

Parameters
name string
effect Effect&
breakOnFail bool
forceReload bool

Returns
bool

RemoveAssetForCurrentSave(Guid)

public bool RemoveAssetForCurrentSave(Guid guid)

Parameters
guid Guid

Returns
bool

TryGetDynamicAsset(out T&)

public bool TryGetDynamicAsset(T& asset)

Parameters
asset T&

Returns
bool

GetAllSaves()

public Dictionary<TKey, TValue> GetAllSaves()

List all the available saves within the game.

Returns
Dictionary<TKey, TValue>

GetAsset(Guid)

public GameAsset GetAsset(Guid id)

Parameters
id Guid

Returns
GameAsset

TryGetAsset(Guid)

public GameAsset TryGetAsset(Guid id)

Get a generic asset with a .

Parameters
id Guid

Returns
GameAsset

TryGetAssetForCurrentSave(Guid)

public GameAsset TryGetAssetForCurrentSave(Guid guid)

Retrieve a dynamic asset within the current save data based on a guid.

Parameters
guid Guid

Returns
GameAsset

TryLoadAsset(string, string, bool, bool)

public GameAsset TryLoadAsset(string path, string relativePath, bool skipFailures, bool hasEditorPath)

Parameters
path string
relativePath string
skipFailures bool
hasEditorPath bool

Returns
GameAsset

GetAllAssets()

public IEnumerable<T> GetAllAssets()

Returns
IEnumerable<T>

FilterAllAssets(Type[])

public ImmutableDictionary<TKey, TValue> FilterAllAssets(Type[] types)

Parameters
types Type[]

Returns
ImmutableDictionary<TKey, TValue>

FilterAllAssetsWithImplementation(Type[])

public ImmutableDictionary<TKey, TValue> FilterAllAssetsWithImplementation(Type[] types)

Filter all the assets and any types that implement those types. Cautious: this may be slow or just imply extra allocations.

Parameters
types Type[]

Returns
ImmutableDictionary<TKey, TValue>

FilterOutAssets(Type[])

public ImmutableDictionary<TKey, TValue> FilterOutAssets(Type[] types)

Return all the assets except the ones in .

Parameters
types Type[]

Returns
ImmutableDictionary<TKey, TValue>

FindAllNamesForAsset(Type)

public ImmutableHashSet<T> FindAllNamesForAsset(Type t)

Find all the assets names for an asset type .

Parameters
t Type

Returns
ImmutableHashSet<T>

GetDefaultLocalization()

public LocalizationAsset GetDefaultLocalization()

Returns
LocalizationAsset

CreateWorldInstanceFromSave(Guid, Camera2D)

public MonoWorld CreateWorldInstanceFromSave(Guid guid, Camera2D camera)

Parameters
guid Guid
camera Camera2D

Returns
MonoWorld

GetFont(int)

public PixelFont GetFont(int index)

Parameters
index int

Returns
PixelFont

GetPrefab(Guid)

public PrefabAsset GetPrefab(Guid id)

Parameters
id Guid

Returns
PrefabAsset

TryGetPrefab(Guid)

public PrefabAsset TryGetPrefab(Guid id)

Parameters
id Guid

Returns
PrefabAsset

ResetActiveSave()

public SaveData ResetActiveSave()

This resets the active save data.

Returns
SaveData

TryGetActiveSaveData()

public SaveData TryGetActiveSaveData()

Active saved run in the game.

Returns
SaveData

GetAsset(Guid)

public T GetAsset(Guid id)

Parameters
id Guid

Returns
T

GetDynamicAsset()

public T GetDynamicAsset()

Retrieve a dynamic asset within the current save data. If no dynamic asset is found, it creates a new one to the save data.

Returns
T

TryGetAsset(Guid)

public T TryGetAsset(Guid id)

Parameters
id Guid

Returns
T

FetchTexture(string)

public Texture2D FetchTexture(string path)

Parameters
path string

Returns
Texture2D

TryFetchTexture(string)

public Texture2D TryFetchTexture(string path)

Parameters
path string

Returns
Texture2D

FetchAtlas(AtlasId, bool)

public TextureAtlas FetchAtlas(AtlasId atlas, bool warnOnError)

Parameters
atlas AtlasId
warnOnError bool

Returns
TextureAtlas

TryFetchAtlas(AtlasId)

public TextureAtlas TryFetchAtlas(AtlasId atlas)

Parameters
atlas AtlasId

Returns
TextureAtlas

LoadSounds(bool)

public ValueTask LoadSounds(bool reload)

This will load all the sounds to the game.

Parameters
reload bool

Returns
ValueTask

SerializeSaveAsync()

public ValueTask<TResult> SerializeSaveAsync()

Returns
ValueTask<TResult>

DeleteSaveAt(int)

public virtual bool DeleteSaveAt(int slot)

Parameters
slot int

Returns
bool

CreateSave(int)

public virtual SaveData CreateSave(int slot)

Create a new save data based on a name.

Parameters
slot int

Returns
SaveData

DeleteAllSaves()

public virtual void DeleteAllSaves()

Dispose()

public virtual void Dispose()

Initialize(string)

public virtual void Initialize(string resourcesBinPath)

Parameters
resourcesBinPath string

InitShaders()

public virtual void InitShaders()

LoadContent()

public virtual void LoadContent()

LoadFontsAndTextures()

public virtual void LoadFontsAndTextures()

AddAsset(T, bool)

public void AddAsset(T asset, bool overwriteDuplicateGuids)

Parameters
asset T
overwriteDuplicateGuids bool

ChangeLanguage(LanguageId)

public void ChangeLanguage(LanguageId id)

Parameters
id LanguageId

ChangeLanguage(LanguageIdData)

public void ChangeLanguage(LanguageIdData data)

Parameters
data LanguageIdData

ClearContent()

public void ClearContent()

DisposeAtlas(AtlasId)

public void DisposeAtlas(AtlasId atlasId)

Parameters
atlasId AtlasId

DisposeAtlases()

public void DisposeAtlases()

InitializeAssets()

public void InitializeAssets()

LoadShaders(bool, bool)

public void LoadShaders(bool breakOnFail, bool forceReload)

Override this to load all shaders present in the game.

Parameters
breakOnFail bool

forceReload bool

QuickSave()

public void QuickSave()

Quickly serialize our save assets.

RemoveAsset(Guid)

public void RemoveAsset(Guid assetGuid)

Parameters
assetGuid Guid

RemoveAsset(T)

public void RemoveAsset(T asset)

Parameters
asset T

ReplaceAtlas(AtlasId, TextureAtlas)

public void ReplaceAtlas(AtlasId atlasId, TextureAtlas newAtlas)

Parameters
atlasId AtlasId
newAtlas TextureAtlas

SaveWorld(MonoWorld)

public void SaveWorld(MonoWorld world)

Parameters
world MonoWorld

SkipLoadingAssetsAt(string)

public void SkipLoadingAssetsAt(string path)

Parameters
path string

UnloadAllSaves()

public void UnloadAllSaves()

Used to clear all saves files currently active.

Command

Namespace: Murder.Diagnostics
Assembly: Murder.dll

sealed struct Command

⭐ Properties

Arguments

public ValueTuple`2[] Arguments { get; public set; }

Returns
ValueTuple<T1, T2>[]

Help

public string Help { get; public set; }

Returns
string

Method

public MethodInfo Method { get; public set; }

Returns
MethodInfo

Name

public string Name { get; }

Returns
string

CommandAttribute

Namespace: Murder.Diagnostics
Assembly: Murder.dll

public class CommandAttribute : Attribute

Implements: Attribute

⭐ Constructors

public CommandAttribute(string help)

Parameters
help string

⭐ Properties

Help

public readonly string Help;

Returns
string

TypeId

public virtual Object TypeId { get; }

Returns
Object

CommandServices

Namespace: Murder.Diagnostics
Assembly: Murder.dll

public static class CommandServices

⭐ Properties

AllCommands

public static ImmutableDictionary<TKey, TValue> AllCommands { get; }

Returns
ImmutableDictionary<TKey, TValue>

⭐ Methods

Parse(World, string)

public string Parse(World world, string input)

Parameters
world World
input string

Returns
string

GameLogger

Namespace: Murder.Diagnostics
Assembly: Murder.dll

public class GameLogger

⭐ Constructors

protected GameLogger()

This is a singleton.

⭐ Properties

_instance

protected static GameLogger _instance;

Returns
GameLogger

_lastInputIndex

protected int _lastInputIndex;

Returns
int

_lastInputs

protected readonly String[] _lastInputs;

These are for supporting ^ functionality in console. Fancyy....

Returns
string[]

_log

protected readonly List<T> _log;

Returns
List<T>

_resetInputFocus

protected bool _resetInputFocus;

Returns
bool

_scrollToBottom

protected int _scrollToBottom;

Returns
int

_showDebug

protected bool _showDebug;

Returns
bool

_traceCount

protected static const int _traceCount;

Returns
int

IsShowing

public static bool IsShowing { get; }

Returns
bool

⭐ Methods

Input(Func<T, TResult>)

protected virtual void Input(Func<T, TResult> onInputAction)

Receive input from the user. Called when a console is displayed.

Parameters
onInputAction Func<T, TResult>

LogText(bool)

protected virtual void LogText(bool copy)

Log text in the console display. Called when a console is displayed.

Parameters
copy bool

TopBar(Boolean&)

protected virtual void TopBar(Boolean& copy)

Parameters
copy bool&

ClearLog()

protected void ClearLog()

LogCommand(string)

protected void LogCommand(string msg)

Parameters
msg string

LogCommandOutput(string)

protected void LogCommandOutput(string msg)

Parameters
msg string

CaptureCrash(Exception, string)

public bool CaptureCrash(Exception ex, string logFile)

Used to filter exceptions once a crash is yet to happen.

Parameters
ex Exception
logFile string

Returns
bool

GetOrCreateInstance()

public GameLogger GetOrCreateInstance()

Returns
GameLogger

FetchLogs()

public ImmutableArray<T> FetchLogs()

Returns
ImmutableArray<T>

DrawConsole(Func<T, TResult>)

public virtual void DrawConsole(Func<T, TResult> onInputAction)

Draws the console of the game.

Parameters
onInputAction Func<T, TResult>

ClearAllGraphs()

public void ClearAllGraphs()

ClearGraph(string)

public void ClearGraph(string callerFilePath)

Parameters
callerFilePath string

Error(string, string, int)

public void Error(string msg, string memberName, int lineNumber)

Parameters
msg string
memberName string
lineNumber int

Fail(string)

public void Fail(string message)

This will fail a given message and paste it in the log.

Parameters
message string

Initialize(bool)

public void Initialize(bool diagnostic)

Parameters
diagnostic bool

Log(string, Vector4)

public void Log(string v, Vector4 color)

Parameters
v string
color Vector4

Log(string, T?)

public void Log(string v, T? color)

Parameters
v string
color T?

LogPerf(string, T?)

public void LogPerf(string v, T? color)

Parameters
v string
color T?

PlotGraph(float, int, string)

public void PlotGraph(float point, int max, string callerFilePath)

Parameters
point float
max int
callerFilePath string

PlotGraph(float, string)

public void PlotGraph(float point, string callerFilePath)

Parameters
point float
callerFilePath string

Toggle(bool)

public void Toggle(bool value)

Parameters
value bool

ToggleDebugWindow()

public void ToggleDebugWindow()

Verify(bool, string)

public void Verify(bool condition, string message)

This will verify a condition. If false, this will paste in the log.

Parameters
condition bool
message string

Verify(bool)

public void Verify(bool condition)

This will verify a condition. If false, this will paste in the log.

Parameters
condition bool

Warning(string, string, int)

public void Warning(string msg, string memberName, int lineNumber)

Parameters
msg string
memberName string
lineNumber int

GraphLogger

Namespace: Murder.Diagnostics
Assembly: Murder.dll

public class GraphLogger

Implement this for plotting graphs into the debug system.

⭐ Constructors

public GraphLogger()

⭐ Methods

ClearAllGraphs()

public virtual void ClearAllGraphs()

ClearGraph(string)

public virtual void ClearGraph(string callerFilePath)

Parameters
callerFilePath string

PlotGraph(float, int, string)

public virtual void PlotGraph(float value, int max, string callerFilePath)

Parameters
value float
max int
callerFilePath string

PlotGraph(float, string)

public virtual void PlotGraph(float value, string callerFilePath)

Parameters
value float
callerFilePath string

ICommands

Namespace: Murder.Diagnostics
Assembly: Murder.dll

public abstract ICommands

Implemented by static classes that would like to export command functionality.

LogLine

Namespace: Murder.Diagnostics
Assembly: Murder.dll

sealed struct LogLine

⭐ Properties

Color

public Vector4 Color { get; public set; }

Returns
Vector4

Message

public string Message { get; public set; }

Returns
string

Repeats

public int Repeats { get; public set; }

Returns
int

PerfTimeRecorder

Namespace: Murder.Diagnostics
Assembly: Murder.dll

public class PerfTimeRecorder : IDisposable

Implements: IDisposable

⭐ Constructors

public PerfTimeRecorder(string name)

Parameters
name string

⭐ Methods

Dispose()

public virtual void Dispose()

SmoothFpsCounter

Namespace: Murder.Diagnostics
Assembly: Murder.dll

public class SmoothFpsCounter

This will smooth the average FPS of the game.

⭐ Constructors

public SmoothFpsCounter(int size)

Parameters
size int

⭐ Properties

Value

public double Value { get; }

Latest FPS value.

Returns
double

⭐ Methods

Update(double)

public void Update(double dt)

Parameters
dt double

OnlyShowOnDebugViewAttribute

Namespace: Murder.Editor.Attributes
Assembly: Murder.dll

public class OnlyShowOnDebugViewAttribute : Attribute

Indicates that a system will only be displayed on debug.

Implements: Attribute

⭐ Constructors

public OnlyShowOnDebugViewAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

Direction

Namespace: Murder.Helpers
Assembly: Murder.dll

public sealed enum Direction : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

8 directions, enumerated clockwise, starting from right = 0:

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Down

public static const Direction Down;

Returns
Direction

DownLeft

public static const Direction DownLeft;

Returns
Direction

DownRight

public static const Direction DownRight;

Returns
Direction

Left

public static const Direction Left;

Returns
Direction

Right

public static const Direction Right;

Returns
Direction

Up

public static const Direction Up;

Returns
Direction

UpLeft

public static const Direction UpLeft;

Returns
Direction

UpRight

public static const Direction UpRight;

Returns
Direction

DirectionHelper

Namespace: Murder.Helpers
Assembly: Murder.dll

public static class DirectionHelper

⭐ Properties

Cardinal

public static ImmutableArray<T> Cardinal;

Returns
ImmutableArray<T>

Cardinal4Flipped

public static ImmutableArray<T> Cardinal4Flipped;

Returns
ImmutableArray<T>

CardinalFlipped

public static ImmutableArray<T> CardinalFlipped;

Returns
ImmutableArray<T>

⭐ Methods

Flipped(Direction)

public bool Flipped(Direction direction)

Parameters
direction Direction

Returns
bool

FromAngle(float)

public Direction FromAngle(float angle)

Parameters
angle float

Returns
Direction

FromVector(Vector2)

public Direction FromVector(Vector2 vector)

Parameters
vector Vector2

Returns
Direction

FromVectorWith4Directions(Vector2)

public Direction FromVectorWith4Directions(Vector2 vector)

Parameters
vector Vector2

Returns
Direction

Invert(Direction)

public Direction Invert(Direction direction)

Parameters
direction Direction

Returns
Direction

LookAtEntity(Entity, Entity)

public Direction LookAtEntity(Entity e, Entity target)

Parameters
e Entity
target Entity

Returns
Direction

LookAtPosition(Entity, Vector2)

public Direction LookAtPosition(Entity e, Vector2 target)

Parameters
e Entity
target Vector2

Returns
Direction

Random()

public Direction Random()

Returns
Direction

RandomCardinal()

public Direction RandomCardinal()

Returns
Direction

Reverse(Direction)

public Direction Reverse(Direction direction)

Parameters
direction Direction

Returns
Direction

RoundTo4Directions(Direction, Orientation)

public Direction RoundTo4Directions(Direction direction, Orientation bias)

Parameters
direction Direction
bias Orientation

Returns
Direction

Angle(Direction)

public float Angle(Direction direction)

The angle of the direction, in radians.

Parameters
direction Direction

Returns
float

GetFlipped(Direction)

public SpriteEffects GetFlipped(Direction direction)

Parameters
direction Direction

Returns
SpriteEffects

ToCardinal(Direction, string, string, string, string)

public string ToCardinal(Direction direction, string n, string e, string s, string w)

Parameters
direction Direction
n string
e string
s string
w string

Returns
string

ToCardinal(Direction)

public string ToCardinal(Direction direction)

Parameters
direction Direction

Returns
string

ToCardinal4(Direction, string, string, string, bool)

public string ToCardinal4(Direction direction, string n, string e, string s, bool verticalPriority)

Parameters
direction Direction
n string
e string
s string
verticalPriority bool

Returns
string

GetSuffixFromAngle(AgentSpriteComponent, float)

public ValueTuple<T1, T2> GetSuffixFromAngle(AgentSpriteComponent sprite, float angle)

Get the suffix from a suffix list based on an angle

Parameters
sprite AgentSpriteComponent

angle float

Returns
ValueTuple<T1, T2>

ToCardinalFlipped(Direction, string, string, string)

public ValueTuple<T1, T2> ToCardinalFlipped(Direction direction, string n, string e, string s)

Parameters
direction Direction
n string
e string
s string

Returns
ValueTuple<T1, T2>

ToCardinalFlipped(Direction)

public ValueTuple<T1, T2> ToCardinalFlipped(Direction direction)

Parameters
direction Direction

Returns
ValueTuple<T1, T2>

ToVector(Direction)

public Vector2 ToVector(Direction direction)

Parameters
direction Direction

Returns
Vector2

AddChildOnInteraction

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct AddChildOnInteraction : IInteraction

This will set up a landing plot by adding a child to it.

Implements: IInteraction

⭐ Constructors

public AddChildOnInteraction()

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

AddComponentOnInteraction

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct AddComponentOnInteraction : IInteraction

This will trigger an effect by placing AddComponentOnInteraction.Component in the world.

Implements: IInteraction

⭐ Properties

Component

public readonly IComponent Component;

Returns
IComponent

Target

public readonly TargetEntity Target;

Returns
TargetEntity

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

AddEntityOnInteraction

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct AddEntityOnInteraction : IInteraction

This will trigger an effect by placing AddEntityOnInteraction._prefab in the world.

Implements: IInteraction

⭐ Constructors

public AddEntityOnInteraction()
public AddEntityOnInteraction(Guid prefab)

Parameters
prefab Guid

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

AdvancedBlackboardInteraction

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct AdvancedBlackboardInteraction : IInteraction

Implements: IInteraction

⭐ Constructors

public AdvancedBlackboardInteraction()

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

BlackboardActionInteraction

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct BlackboardActionInteraction : IInteraction

Implements: IInteraction

⭐ Constructors

public BlackboardActionInteraction()

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

DebugInteraction

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct DebugInteraction : IInteraction

Implements: IInteraction

⭐ Constructors

public DebugInteraction(string log)

Parameters
log string

⭐ Properties

Log

public readonly string Log;

Returns
string

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

DestroyWho

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed enum DestroyWho : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Children

public static const DestroyWho Children;

Returns
DestroyWho

Interacted

public static const DestroyWho Interacted;

Returns
DestroyWho

Interactor

public static const DestroyWho Interactor;

Returns
DestroyWho

None

public static const DestroyWho None;

Returns
DestroyWho

Parent

public static const DestroyWho Parent;

Returns
DestroyWho

Target

public static const DestroyWho Target;

Returns
DestroyWho

EnableChildrenInteraction

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct EnableChildrenInteraction : IInteraction

Implements: IInteraction

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

InteractChildOnInteraction

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct InteractChildOnInteraction : IInteraction

Implements: IInteraction

⭐ Constructors

public InteractChildOnInteraction()

⭐ Properties

Children

public readonly ImmutableArray<T> Children;

Returns
ImmutableArray<T>

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

InteractionCollection

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct InteractionCollection : IInteraction

This triggers a list of different interactions within this entity.

Implements: IInteraction

⭐ Constructors

public InteractionCollection()
public InteractionCollection(ImmutableArray<T> interactives)

Parameters
interactives ImmutableArray<T>

⭐ Properties

Interactives

public readonly ImmutableArray<T> Interactives;

Returns
ImmutableArray<T>

⭐ Methods

WithInteraction(IInteractiveComponent)

public InteractionCollection WithInteraction(IInteractiveComponent interactive)

Parameters
interactive IInteractiveComponent

Returns
InteractionCollection

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

InteractorComponent

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct InteractorComponent : IComponent

Component used to signal that an entity is able to interact with other objects.

Implements: IComponent

PlayMusicInteraction

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct PlayMusicInteraction : IInteraction

Implements: IInteraction

⭐ Constructors

public PlayMusicInteraction()

⭐ Properties

Music

public readonly SoundEventId Music;

Returns
SoundEventId

PreviousMusic

public readonly T? PreviousMusic;

Returns
T?

StopPrevious

public readonly bool StopPrevious;

Returns
bool

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

PlaySoundInteraction

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct PlaySoundInteraction : IInteraction

Implements: IInteraction

⭐ Constructors

public PlaySoundInteraction()

⭐ Properties

Sound

public readonly SoundEventId Sound;

Returns
SoundEventId

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

RemoveEntityOnInteraction

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct RemoveEntityOnInteraction : IInteraction

Implements: IInteraction

⭐ Constructors

public RemoveEntityOnInteraction()

⭐ Properties

AddComponentsBeforeRemoving

public readonly ImmutableArray<T> AddComponentsBeforeRemoving;

Returns
ImmutableArray<T>

DestroyWho

public readonly DestroyWho DestroyWho;

Returns
DestroyWho

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

SendToOtherInteraction

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct SendToOtherInteraction : IInteraction

Implements: IInteraction

⭐ Constructors

public SendToOtherInteraction()

⭐ Properties

_targets

public readonly ImmutableArray<T> _targets;

Guid of the target entity.

Returns
ImmutableArray<T>

Message

public readonly IMessage Message;

Returns
IMessage

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

SendToParentInteraction

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct SendToParentInteraction : IInteraction

Implements: IInteraction

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

SetPositionInteraction

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct SetPositionInteraction : IInteraction

Implements: IInteraction

⭐ Constructors

public SetPositionInteraction()

⭐ Properties

Position

public readonly Point Position;

Returns
Point

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

SetSoundOnInteraction

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct SetSoundOnInteraction : IInteraction

Implements: IInteraction

⭐ Constructors

public SetSoundOnInteraction()

⭐ Properties

Parameters

public readonly ImmutableArray<T> Parameters;

Returns
ImmutableArray<T>

Triggers

public readonly ImmutableArray<T> Triggers;

Returns
ImmutableArray<T>

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

StopMusicInteraction

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct StopMusicInteraction : IInteraction

Implements: IInteraction

⭐ Constructors

public StopMusicInteraction()

⭐ Properties

ExceptFor

public readonly T? ExceptFor;

TODO: We might replace this with a "category" of sounds we want to exclude/include in the stop. I will wait until we need that first.

Returns
T?

FadeOut

public readonly bool FadeOut;

Returns
bool

Music

public readonly T? Music;

Returns
T?

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

TalkToInteraction

Namespace: Murder.Interactions
Assembly: Murder.dll

public sealed struct TalkToInteraction : IInteraction

Implements: IInteraction

⭐ Constructors

public TalkToInteraction()

⭐ Methods

Interact(World, Entity, Entity)

public virtual void Interact(World world, Entity interactor, Entity interacted)

Parameters
world World
interactor Entity
interacted Entity

OnActorEnteredOrExitedMessage

Namespace: Murder.Messages.Physics
Assembly: Murder.dll

public sealed struct OnActorEnteredOrExitedMessage : IMessage

Message sent to the TRIGGER when touching an actor touches it.

Implements: IMessage

⭐ Constructors

public OnActorEnteredOrExitedMessage(int actorId, CollisionDirection movement)

Message sent to the TRIGGER when touching an actor touches it.

Parameters
actorId int
movement CollisionDirection

⭐ Properties

EntityId

public readonly int EntityId;

Returns
int

Movement

public readonly CollisionDirection Movement;

Returns
CollisionDirection

OnTriggerEnteredMessage

Namespace: Murder.Messages.Physics
Assembly: Murder.dll

public sealed struct OnTriggerEnteredMessage : IMessage

Message sent to the ACTOR when touching a trigger area.

Implements: IMessage

⭐ Constructors

public OnTriggerEnteredMessage(int triggerId, CollisionDirection movement)

Message sent to the ACTOR when touching a trigger area.

Parameters
triggerId int
movement CollisionDirection

⭐ Properties

EntityId

public readonly int EntityId;

Returns
int

Movement

public readonly CollisionDirection Movement;

Returns
CollisionDirection

AnimationCompleteMessage

Namespace: Murder.Messages
Assembly: Murder.dll

public sealed struct AnimationCompleteMessage : IMessage

Implements: IMessage

CollidedWithMessage

Namespace: Murder.Messages
Assembly: Murder.dll

public sealed struct CollidedWithMessage : IMessage

Implements: IMessage

⭐ Constructors

public CollidedWithMessage(int entityId, int layer)

Signals a collision with another entity

Parameters
entityId int

layer int

⭐ Properties

EntityId

public readonly int EntityId;

Returns
int

Layer

public readonly int Layer;

Returns
int

FatalDamageMessage

Namespace: Murder.Messages
Assembly: Murder.dll

public sealed struct FatalDamageMessage : IMessage

A message signaling that this entity should be killed

Implements: IMessage

⭐ Constructors

public FatalDamageMessage(Vector2 fromPosition, int damageAmount)

Parameters
fromPosition Vector2
damageAmount int

⭐ Properties

Amount

public readonly int Amount;

Returns
int

FromPosition

public readonly Vector2 FromPosition;

Returns
Vector2

HighlightMessage

Namespace: Murder.Messages
Assembly: Murder.dll

public sealed struct HighlightMessage : IMessage

Implements: IMessage

InteractMessage

Namespace: Murder.Messages
Assembly: Murder.dll

public sealed struct InteractMessage : IMessage

Generic struct for interacting with an entity.

Implements: IMessage

⭐ Constructors

public InteractMessage(Entity interactor)

Parameters
interactor Entity

⭐ Properties

Interactor

public readonly Entity Interactor;

Returns
Entity

IsInsideOfMessage

Namespace: Murder.Messages
Assembly: Murder.dll

public sealed struct IsInsideOfMessage : IMessage

Implements: IMessage

⭐ Constructors

public IsInsideOfMessage(int insideOf)

Parameters
insideOf int

⭐ Properties

InsideOf

public readonly int InsideOf;

Returns
int

NextDialogMessage

Namespace: Murder.Messages
Assembly: Murder.dll

public sealed struct NextDialogMessage : IMessage

Implements: IMessage

OnInteractExitMessage

Namespace: Murder.Messages
Assembly: Murder.dll

public sealed struct OnInteractExitMessage : IMessage

Generic struct for notifying that an interaction exit has occurred.

Implements: IMessage

PathNotPossibleMessage

Namespace: Murder.Messages
Assembly: Murder.dll

public sealed struct PathNotPossibleMessage : IMessage

Implements: IMessage

PickChoiceMessage

Namespace: Murder.Messages
Assembly: Murder.dll

public sealed struct PickChoiceMessage : IMessage

Implements: IMessage

⭐ Constructors

public PickChoiceMessage(bool cancel)

Parameters
cancel bool

public PickChoiceMessage(int choice)

Parameters
choice int

⭐ Properties

Choice

public readonly int Choice;

Returns
int

IsCancel

public readonly bool IsCancel;

Returns
bool

TouchedGroundMessage

Namespace: Murder.Messages
Assembly: Murder.dll

public sealed struct TouchedGroundMessage : IMessage

Implements: IMessage

⭐ Constructors

public TouchedGroundMessage()

EntityBuilder

Namespace: Murder.Prefabs
Assembly: Murder.dll

public static class EntityBuilder

⭐ Methods

CreateInstance(Guid, string, T?)

public EntityInstance CreateInstance(Guid assetGuid, string name, T? instanceGuid)

Parameters
assetGuid Guid
name string
instanceGuid T?

Returns
EntityInstance

EntityInstance

Namespace: Murder.Prefabs
Assembly: Murder.dll

public class EntityInstance : IEntity

Represents an entity as an instance placed on the map. This map may be relative to the world or another entity.

Implements: IEntity

⭐ Constructors

public EntityInstance()
public EntityInstance(string name, T? guid)

Parameters
name string
guid T?

⭐ Properties

_children

protected Dictionary<TKey, TValue> _children;

Returns
Dictionary<TKey, TValue>

_components

protected readonly Dictionary<TKey, TValue> _components;

List of custom components that difer from the parent entity.

Returns
Dictionary<TKey, TValue>

ActivateWithParent

public bool ActivateWithParent;

Whether this instance must have its activation propagated according to the parent.

TODO: We might need to revisit on whether this is okay/actually scales well.

Returns
bool

Children

public virtual ImmutableArray<T> Children { get; }

Returns
ImmutableArray<T>

Components

public virtual ImmutableArray<T> Components { get; }

Returns
ImmutableArray<T>

Guid

public virtual Guid Guid { get; }

Returns
Guid

Id

public T? Id;

Entity id, if any. This will be persisted across save files. This only exists for instances in the world.

Returns
T?

IsDeactivated

public bool IsDeactivated;

Returns whether the entity is currently deactivated once instantiated in the map.

Returns
bool

IsEmpty

public virtual bool IsEmpty { get; }

Returns
bool

Name

public virtual string Name { get; }

Returns
string

PrefabRefName

public virtual string PrefabRefName { get; }

By default, this is not based on any prefab. Return null.

Returns
string

⭐ Methods

AddOrReplaceComponentForChild(Guid, IComponent)

public virtual bool AddOrReplaceComponentForChild(Guid childGuid, IComponent component)

Parameters
childGuid Guid
component IComponent

Returns
bool

CanRemoveChild(Guid)

public virtual bool CanRemoveChild(Guid instanceGuid)

Parameters
instanceGuid Guid

Returns
bool

CanRevertComponent(Type)

public virtual bool CanRevertComponent(Type t)

Parameters
t Type

Returns
bool

HasComponent(Type)

public virtual bool HasComponent(Type type)

Returns whether an instance of exists in the list of components.

Parameters
type Type

Returns
bool

HasComponentAtChild(Guid, Type)

public virtual bool HasComponentAtChild(Guid childGuid, Type type)

Parameters
childGuid Guid
type Type

Returns
bool

IsComponentInAsset(IComponent)

public virtual bool IsComponentInAsset(IComponent c)

Returns whether a component is present in the entity asset.

Parameters
c IComponent

Returns
bool

RemoveAllComponents()

public virtual bool RemoveAllComponents()

Returns
bool

RemoveChild(Guid)

public virtual bool RemoveChild(Guid instanceGuid)

Parameters
instanceGuid Guid

Returns
bool

RemoveComponent(Type)

public virtual bool RemoveComponent(Type t)

Parameters
t Type

Returns
bool

RevertComponent(Type)

public virtual bool RevertComponent(Type t)

Parameters
t Type

Returns
bool

RevertComponentForChild(Guid, Type)

public virtual bool RevertComponentForChild(Guid childGuid, Type t)

Parameters
childGuid Guid
t Type

Returns
bool

TryGetChild(Guid, out EntityInstance&)

public virtual bool TryGetChild(Guid guid, EntityInstance& instance)

Parameters
guid Guid
instance EntityInstance&

Returns
bool

GetChild(Guid)

public virtual EntityInstance GetChild(Guid instanceGuid)

Parameters
instanceGuid Guid

Returns
EntityInstance

GetComponent(Type)

public virtual IComponent GetComponent(Type componentType)

Parameters
componentType Type

Returns
IComponent

TryGetComponentForChild(Guid, Type)

public virtual IComponent TryGetComponentForChild(Guid guid, Type t)

Parameters
guid Guid
t Type

Returns
IComponent

FetchChildren()

public virtual ImmutableArray<T> FetchChildren()

Returns
ImmutableArray<T>

GetChildComponents(Guid)

public virtual ImmutableArray<T> GetChildComponents(Guid guid)

Try to get the components for a child. TODO: Do not expose the instance children directly...? Is this only necessary for prefabs? Are we limiting the amount of children recursive to two?

Parameters
guid Guid

Returns
ImmutableArray<T>

Create(World, IEntity)

public virtual int Create(World world, IEntity parent)

Create the instance entity in the world with a specified parent.

Parameters
world World

parent IEntity

Returns
int

Create(World)

public virtual int Create(World world)

Create the instance entity in the world.

Parameters
world World

Returns
int

AddChild(EntityInstance)

public virtual void AddChild(EntityInstance asset)

Parameters
asset EntityInstance

AddOrReplaceComponent(IComponent)

public virtual void AddOrReplaceComponent(IComponent c)

Parameters
c IComponent

RemoveComponentForChild(Guid, Type)

public virtual void RemoveComponentForChild(Guid childGuid, Type t)

Parameters
childGuid Guid
t Type

SetName(string)

public virtual void SetName(string name)

Set the name of the entity instance.

Parameters
name string

IEntity

Namespace: Murder.Prefabs
Assembly: Murder.dll

public abstract IEntity

⭐ Properties

Children

public abstract virtual ImmutableArray<T> Children { get; }

Returns all the identifiers for this entity children.

Returns
ImmutableArray<T>

Components

public abstract virtual ImmutableArray<T> Components { get; }

Returns all the components of the entity asset, followed by all the components of the instance.

Returns
ImmutableArray<T>

Guid

public abstract virtual Guid Guid { get; }

Returns
Guid

Name

public abstract virtual string Name { get; }

Returns
string

PrefabRefName

public abstract virtual string PrefabRefName { get; }

If this has a prefab reference, this will return its name. Otherwise, return null.

Returns
string

⭐ Methods

AddOrReplaceComponentForChild(Guid, IComponent)

public abstract bool AddOrReplaceComponentForChild(Guid childGuid, IComponent component)

Parameters
childGuid Guid
component IComponent

Returns
bool

CanRemoveChild(Guid)

public abstract bool CanRemoveChild(Guid instanceGuid)

Parameters
instanceGuid Guid

Returns
bool

CanRevertComponent(Type)

public abstract bool CanRevertComponent(Type type)

Parameters
type Type

Returns
bool

HasComponent(Type)

public abstract bool HasComponent(Type type)

Parameters
type Type

Returns
bool

HasComponentAtChild(Guid, Type)

public abstract bool HasComponentAtChild(Guid childGuid, Type type)

Parameters
childGuid Guid
type Type

Returns
bool

RemoveChild(Guid)

public abstract bool RemoveChild(Guid guid)

Parameters
guid Guid

Returns
bool

RemoveComponent(Type)

public abstract bool RemoveComponent(Type t)

Parameters
t Type

Returns
bool

RevertComponent(Type)

public abstract bool RevertComponent(Type t)

Parameters
t Type

Returns
bool

RevertComponentForChild(Guid, Type)

public abstract bool RevertComponentForChild(Guid childGuid, Type t)

Parameters
childGuid Guid
t Type

Returns
bool

TryGetChild(Guid, out EntityInstance&)

public abstract bool TryGetChild(Guid guid, EntityInstance& instance)

Parameters
guid Guid
instance EntityInstance&

Returns
bool

GetComponent(Type)

public abstract IComponent GetComponent(Type componentType)

Parameters
componentType Type

Returns
IComponent

TryGetComponentForChild(Guid, Type)

public abstract IComponent TryGetComponentForChild(Guid guid, Type t)

Parameters
guid Guid
t Type

Returns
IComponent

FetchChildren()

public abstract ImmutableArray<T> FetchChildren()

INTERNAL ONLY Fetches the actual entities for all children.

Returns
ImmutableArray<T>

GetChildComponents(Guid)

public abstract ImmutableArray<T> GetChildComponents(Guid guid)

Parameters
guid Guid

Returns
ImmutableArray<T>

Create(World)

public abstract int Create(World world)

Create the entity in the world!

Parameters
world World

Returns
int

AddChild(EntityInstance)

public abstract void AddChild(EntityInstance asset)

Parameters
asset EntityInstance

AddOrReplaceComponent(IComponent)

public abstract void AddOrReplaceComponent(IComponent c)

Parameters
c IComponent

RemoveComponentForChild(Guid, Type)

public abstract void RemoveComponentForChild(Guid childGuid, Type t)

Parameters
childGuid Guid
t Type

SetName(string)

public abstract void SetName(string name)

Parameters
name string

GetComponent()

public virtual T GetComponent()

Returns
T

PrefabEntityInstance

Namespace: Murder.Prefabs
Assembly: Murder.dll

public class PrefabEntityInstance : EntityInstance, IEntity

Implements: EntityInstance, IEntity

⭐ Properties

_children

protected Dictionary<TKey, TValue> _children;

Returns
Dictionary<TKey, TValue>

_components

protected readonly Dictionary<TKey, TValue> _components;

Returns
Dictionary<TKey, TValue>

ActivateWithParent

public bool ActivateWithParent;

Returns
bool

Children

public virtual ImmutableArray<T> Children { get; }

Returns
ImmutableArray<T>

Components

public virtual ImmutableArray<T> Components { get; }

Returns all the components of the entity asset, followed by all the components of the instance.

Returns
ImmutableArray<T>

Guid

public virtual Guid Guid { get; }

Returns
Guid

Id

public T? Id;

Returns
T?

IsDeactivated

public bool IsDeactivated;

Returns
bool

IsEmpty

public virtual bool IsEmpty { get; }

Returns
bool

Name

public virtual string Name { get; }

Returns
string

PrefabRef

public readonly PrefabReference PrefabRef;

This is the guid of the PrefabAsset that this refers to.

Returns
PrefabReference

PrefabRefName

public virtual string PrefabRefName { get; }

Returns
string

⭐ Methods

CanRevertComponentForChild(Guid, Type)

public bool CanRevertComponentForChild(Guid guid, Type t)

Parameters
guid Guid
t Type

Returns
bool

FetchChildChildren(IEntity)

public ImmutableArray<T> FetchChildChildren(IEntity child)

Get all the children of a child. This will take into account any modifiers of the parent.

Parameters
child IEntity

Returns
ImmutableArray<T>

CreateChildrenlessInstance(Guid)

public PrefabEntityInstance CreateChildrenlessInstance(Guid assetGuid)

Parameters
assetGuid Guid

Returns
PrefabEntityInstance

AddOrReplaceComponentForChild(Guid, IComponent)

public virtual bool AddOrReplaceComponentForChild(Guid instance, IComponent component)

Parameters
instance Guid
component IComponent

Returns
bool

CanModifyChildAt(Guid)

public virtual bool CanModifyChildAt(Guid childId)

This checks whether a child can be modified. This means that it does not belong to any prefab reference.

Parameters
childId Guid

Returns
bool

CanRemoveChild(Guid)

public virtual bool CanRemoveChild(Guid instanceGuid)

Parameters
instanceGuid Guid

Returns
bool

CanRevertComponent(Type)

public virtual bool CanRevertComponent(Type t)

Parameters
t Type

Returns
bool

HasComponent(Type)

public virtual bool HasComponent(Type type)

Returns whether an instance of exists in the list of components.

Parameters
type Type

Returns
bool

HasComponentAtChild(Guid, Type)

public virtual bool HasComponentAtChild(Guid instance, Type type)

Parameters
instance Guid
type Type

Returns
bool

IsComponentInAsset(IComponent)

public virtual bool IsComponentInAsset(IComponent c)

Returns whether a component is present in the entity asset.

Parameters
c IComponent

Returns
bool

RemoveAllComponents()

public virtual bool RemoveAllComponents()

Returns
bool

RemoveChild(Guid)

public virtual bool RemoveChild(Guid instanceGuid)

Parameters
instanceGuid Guid

Returns
bool

RemoveComponent(Type)

public virtual bool RemoveComponent(Type t)

Parameters
t Type

Returns
bool

RevertComponent(Type)

public virtual bool RevertComponent(Type t)

Parameters
t Type

Returns
bool

RevertComponentForChild(Guid, Type)

public virtual bool RevertComponentForChild(Guid childGuid, Type t)

Parameters
childGuid Guid
t Type

Returns
bool

TryGetChild(Guid, out EntityInstance&)

public virtual bool TryGetChild(Guid guid, EntityInstance& instance)

Parameters
guid Guid
instance EntityInstance&

Returns
bool

GetChild(Guid)

public virtual EntityInstance GetChild(Guid instanceGuid)

Parameters
instanceGuid Guid

Returns
EntityInstance

GetComponent(Type)

public virtual IComponent GetComponent(Type componentType)

Parameters
componentType Type

Returns
IComponent

TryGetComponentForChild(Guid, Type)

public virtual IComponent TryGetComponentForChild(Guid guid, Type t)

Parameters
guid Guid
t Type

Returns
IComponent

FetchChildren()

public virtual ImmutableArray<T> FetchChildren()

Returns all the children of the entity asset, followed by all the children of the instance.

Returns
ImmutableArray<T>

GetChildComponents(Guid)

public virtual ImmutableArray<T> GetChildComponents(Guid guid)

Fetch the components for a given child. This will filter any modifiers made to the children components.

Parameters
guid Guid

Returns
ImmutableArray<T>

Create(World, IEntity)

public virtual int Create(World world, IEntity parent)

Parameters
world World
parent IEntity

Returns
int

Create(World)

public virtual int Create(World world)

Create the instance entity in the world.

Parameters
world World

Returns
int

AddChild(EntityInstance)

public virtual void AddChild(EntityInstance asset)

Parameters
asset EntityInstance

AddChildAtChild(Guid, EntityInstance)

public virtual void AddChildAtChild(Guid childId, EntityInstance instance)

Parameters
childId Guid
instance EntityInstance

AddOrReplaceComponent(IComponent)

public virtual void AddOrReplaceComponent(IComponent c)

Parameters
c IComponent

RemoveChildAtChild(Guid, Guid)

public virtual void RemoveChildAtChild(Guid childId, Guid instance)

Parameters
childId Guid
instance Guid

RemoveComponentForChild(Guid, Type)

public virtual void RemoveComponentForChild(Guid instance, Type t)

Parameters
instance Guid
t Type

SetName(string)

public virtual void SetName(string name)

Parameters
name string

PrefabReference

Namespace: Murder.Prefabs
Assembly: Murder.dll

public sealed struct PrefabReference

Represents an entity placed on the map.

⭐ Constructors

public PrefabReference(Guid guid)

Parameters
guid Guid

⭐ Properties

CanFetch

public bool CanFetch { get; }

Returns
bool

Guid

public readonly Guid Guid;

Reference to a PrefabAsset.

Returns
Guid

⭐ Methods

Fetch()

public PrefabAsset Fetch()

Returns
PrefabAsset

BlackboardTracker

Namespace: Murder.Save
Assembly: Murder.dll

public class BlackboardTracker

Track variables that contain the state of the world.

⭐ Constructors

public BlackboardTracker()

⭐ Methods

GetBool(string, string, T?)

public bool GetBool(string name, string fieldName, T? character)

Parameters
name string
fieldName string
character T?

Returns
bool

HasPlayed(Guid, int, int)

public bool HasPlayed(Guid guid, int situationId, int dialogId)

Returns whether a particular dialog option has been played.

Parameters
guid Guid
situationId int
dialogId int

Returns
bool

HasVariable(string, string)

public bool HasVariable(string blackboardName, string fieldName)

Return whether a exists on .

Parameters
blackboardName string
fieldName string

Returns
bool

Matches(Criterion, T?, World, T?, out Int32&)

public bool Matches(Criterion criterion, T? character, World world, T? entityId, Int32& weight)

Parameters
criterion Criterion
character T?
world World
entityId T?
weight int&

Returns
bool

SetValueForAllCharacterBlackboards(string, string, T)

public bool SetValueForAllCharacterBlackboards(string blackboardName, string fieldName, T value)

Parameters
blackboardName string
fieldName string
value T

Returns
bool

GetInt(string, string, T?)

public int GetInt(string name, string fieldName, T? character)

Parameters
name string
fieldName string
character T?

Returns
int

PlayCount(Guid, int, int)

public int PlayCount(Guid guid, int situationId, int dialogId)

Returns whether how many times a dialog has been executed.

Parameters
guid Guid
situationId int
dialogId int

Returns
int

GetString(string, string, T?)

public string GetString(string name, string fieldName, T? character)

Parameters
name string
fieldName string
character T?

Returns
string

GetValueAsString(string)

public string GetValueAsString(string fieldName)

Get a blackboard value as a string. This returns the first blackboard that has the field.

Parameters
fieldName string

Returns
string

FetchCharacterFor(Guid)

public T? FetchCharacterFor(Guid guid)

Fetch a cached character out of BlackboardTracker._characterCache

Parameters
guid Guid

Returns
T?

FindBlackboard(string, T?)

public virtual BlackboardInfo FindBlackboard(string name, T? guid)

Parameters
name string
guid T?

Returns
BlackboardInfo

FetchBlackboards()

public virtual ImmutableDictionary<TKey, TValue> FetchBlackboards()

Returns
ImmutableDictionary<TKey, TValue>

Track(Guid, int, int)

public virtual void Track(Guid character, int situationId, int dialogId)

Track that a particular dialog option has been played.

Parameters
character Guid
situationId int
dialogId int

OnModified(BlackboardKind)

public void OnModified(BlackboardKind kind)

Notify that the blackboard has been changed (externally or internally).

Parameters
kind BlackboardKind

ResetPendingTriggers()

public void ResetPendingTriggers()

Reset all fields marked with a [Trigger] attribute, so they are only activated for one frame.

ResetWatcher(BlackboardKind, Action)

public void ResetWatcher(BlackboardKind kind, Action notification)

This will reset all watchers of trackers.

Parameters
kind BlackboardKind
notification Action

SetBool(string, string, BlackboardActionKind, bool, T?)

public void SetBool(string name, string fieldName, BlackboardActionKind kind, bool value, T? character)

Parameters
name string
fieldName string
kind BlackboardActionKind
value bool
character T?

SetInt(string, string, BlackboardActionKind, int, T?)

public void SetInt(string name, string fieldName, BlackboardActionKind kind, int value, T? character)

Parameters
name string
fieldName string
kind BlackboardActionKind
value int
character T?

SetString(string, string, string, T?)

public void SetString(string name, string fieldName, string value, T? character)

Parameters
name string
fieldName string
value string
character T?

SetValue(string, string, T, T?)

public void SetValue(string name, string fieldName, T value, T? character)

Parameters
name string
fieldName string
value T
character T?

Watch(Action, BlackboardKind)

public void Watch(Action notification, BlackboardKind kind)

This will watch any chages to any of the blackboard properties.

Parameters
notification Action
kind BlackboardKind

GamePreferences

Namespace: Murder.Save
Assembly: Murder.dll

public class GamePreferences

Tracks preferences of the current session. This is unique per run. Used to track the game settings that are not tied to any game run (for example, volume).

⭐ Constructors

public GamePreferences()

⭐ Properties

_bloom

protected bool _bloom;

Returns
bool

_downscale

protected bool _downscale;

Returns
bool

_language

protected LanguageId _language;

Returns
LanguageId

_musicVolume

protected float _musicVolume;

Returns
float

_soundVolume

protected float _soundVolume;

Returns
float

Bloom

public bool Bloom { get; }

Returns
bool

Downscale

public bool Downscale { get; }

Returns
bool

Language

public LanguageId Language { get; }

Returns
LanguageId

MusicVolume

public float MusicVolume { get; }

Returns
float

SoundVolume

public float SoundVolume { get; }

Returns
float

⭐ Methods

SaveSettings()

protected void SaveSettings()

ToggleBloomAndSave()

public bool ToggleBloomAndSave()

Returns
bool

ToggleDownscaleAndSave()

public bool ToggleDownscaleAndSave()

Returns
bool

SetMusicVolume(float)

public float SetMusicVolume(float value)

Parameters
value float

Returns
float

SetSoundVolume(float)

public float SetSoundVolume(float value)

Parameters
value float

Returns
float

ToggleMusicVolumeAndSave()

public float ToggleMusicVolumeAndSave()

This toggles the volume to the opposite of the current setting. Immediately serialize (and save) afterwards.

Returns
float

ToggleSoundVolumeAndSave()

public float ToggleSoundVolumeAndSave()

This toggles the volume to the opposite of the current setting. Immediately serialize (and save) afterwards.

Returns
float

OnPreferencesChangedImpl()

public virtual void OnPreferencesChangedImpl()

OnPreferencesChanged()

public void OnPreferencesChanged()

SetLanguage(LanguageId)

public void SetLanguage(LanguageId id)

Parameters
id LanguageId

ComplexDictionary<TKey, TValue>

Namespace: Murder.Serialization
Assembly: Murder.dll

public class ComplexDictionary<TKey, TValue> : Dictionary<TKey, TValue>, IDictionary<TKey, TValue>, ICollection<T>, IEnumerable<T>, IEnumerable, IDictionary, ICollection, IReadOnlyDictionary<TKey, TValue>, IReadOnlyCollection<T>, ISerializable, IDeserializationCallback

When serializing dictionaries, Newtonsoft is not able to resolve custom dictionary keys. As a workaround for that, we will implement our own complex dictionary which serializes its keys as a value tuple, with JsonArrayAttribute.

Implements: Dictionary<TKey, TValue>, IDictionary<TKey, TValue>, ICollection<T>, IEnumerable<T>, IEnumerable, IDictionary, ICollection, IReadOnlyDictionary<TKey, TValue>, IReadOnlyCollection<T>, ISerializable, IDeserializationCallback

⭐ Constructors

public ComplexDictionary<TKey, TValue>()

⭐ Properties

Comparer

public IEqualityComparer<T> Comparer { get; }

Returns
IEqualityComparer<T>

Count

public virtual int Count { get; }

Returns
int

Item

public virtual TValue Item { get; public set; }

Returns
TValue

Keys

public KeyCollection<TKey, TValue> Keys { get; }

Returns
KeyCollection<TKey, TValue>

Values

public ValueCollection<TKey, TValue> Values { get; }

Returns
ValueCollection<TKey, TValue>

⭐ Methods

ContainsValue(TValue)

public bool ContainsValue(TValue value)

Parameters
value TValue

Returns
bool

Remove(TKey, out TValue&)

public bool Remove(TKey key, TValue& value)

Parameters
key TKey
value TValue&

Returns
bool

TryAdd(TKey, TValue)

public bool TryAdd(TKey key, TValue value)

Parameters
key TKey
value TValue

Returns
bool

GetEnumerator()

public Enumerator<TKey, TValue> GetEnumerator()

Returns
Enumerator<TKey, TValue>

EnsureCapacity(int)

public int EnsureCapacity(int capacity)

Parameters
capacity int

Returns
int

ContainsKey(TKey)

public virtual bool ContainsKey(TKey key)

Parameters
key TKey

Returns
bool

Remove(TKey)

public virtual bool Remove(TKey key)

Parameters
key TKey

Returns
bool

TryGetValue(TKey, out TValue&)

public virtual bool TryGetValue(TKey key, TValue& value)

Parameters
key TKey
value TValue&

Returns
bool

Add(TKey, TValue)

public virtual void Add(TKey key, TValue value)

Parameters
key TKey
value TValue

Clear()

public virtual void Clear()

GetObjectData(SerializationInfo, StreamingContext)

public virtual void GetObjectData(SerializationInfo info, StreamingContext context)

Parameters
info SerializationInfo
context StreamingContext

OnDeserialization(Object)

public virtual void OnDeserialization(Object sender)

Parameters
sender Object

TrimExcess()

public void TrimExcess()

TrimExcess(int)

public void TrimExcess(int capacity)

Parameters
capacity int

FileHelper

Namespace: Murder.Serialization
Assembly: Murder.dll

public static class FileHelper

FileHelper which will do OS operations. This is system-agnostic.

⭐ Methods

DeleteDirectoryIfExists(String&)

public bool DeleteDirectoryIfExists(String& path)

Parameters
path string&

Returns
bool

DeleteFileIfExists(String&)

public bool DeleteFileIfExists(String& path)

Parameters
path string&

Returns
bool

Exists(String&)

public bool Exists(String& path)

Parameters
path string&

Returns
bool

ExistsFromRelativePath(String&)

public bool ExistsFromRelativePath(String& relativePath)

Parameters
relativePath string&

Returns
bool

FileExists(String&)

public bool FileExists(String& path)

Parameters
path string&

Returns
bool

IsPathInsideOf(string, String[])

public bool IsPathInsideOf(string path, String[] filterFolders)

Parameters
path string
filterFolders string[]

Returns
bool

GetOrCreateDirectory(String&)

public DirectoryInfo GetOrCreateDirectory(String& path)

Parameters
path string&

Returns
DirectoryInfo

GuidFromName(string)

public Guid GuidFromName(string name)

Parameters
name string

Returns
Guid

GetAllFilesInFolder(string, bool, String[])

public IEnumerable<T> GetAllFilesInFolder(string path, bool recursive, String[] filters)

Parameters
path string
recursive bool
filters string[]

Returns
IEnumerable<T>

GetAllFilesInFolder(string, string, bool)

public IEnumerable<T> GetAllFilesInFolder(string path, string filter, bool recursive)

Parameters
path string
filter string
recursive bool

Returns
IEnumerable<T>

ListAllDirectories(string)

public IEnumerable<T> ListAllDirectories(string path)

Parameters
path string

Returns
IEnumerable<T>

DirectoryDeepCopy(string, string)

public int DirectoryDeepCopy(string sourceDirectoryPath, string destDirectoryPath)

Copies all files from to . Do not delete existing files.

Parameters
sourceDirectoryPath string

destDirectoryPath string

Returns
int

Exceptions
DirectoryNotFoundException

Normalize(string)

public Object Normalize(string source)

Used to normalize file paths from different OS into the same output.

Parameters
source string

Returns
Object

Clean(string)

public ReadOnlySpan<T> Clean(string str)

Parameters
str string

Returns
ReadOnlySpan<T>

ComputeHash(string)

public string ComputeHash(string filePath)

Computes a file Hash to watch it for changes

Parameters
filePath string

Returns
string

EscapePath(string)

public string EscapePath(string path)

Parameters
path string

Returns
string

ExtensionForOperatingSystem()

public string ExtensionForOperatingSystem()

Returns the assembly extension for the target operating system. For example, if targeting Windows, this returns ".dll".

Returns
string

Exceptions
PlatformNotSupportedException

GetPath(String[])

public string GetPath(String[] paths)

Gets the rooted path from a relative one

Parameters
paths string[]

Returns
string

GetPathWithoutExtension(string)

public string GetPathWithoutExtension(string path)

Parameters
path string

Returns
string

RemoveExtension(string)

public string RemoveExtension(string filePath)

Remove extension from a string.

Parameters
filePath string

Returns
string

SaveSerialized(T, string, bool)

public string SaveSerialized(T value, string path, bool isCompressed)

Parameters
value T
path string
isCompressed bool

Returns
string

SaveSerializedFromRelativePath(T, String&)

public string SaveSerializedFromRelativePath(T value, String& relativePath)

Parameters
value T
relativePath string&

Returns
string

DeserializeAsset(string)

public T DeserializeAsset(string path)

Parameters
path string

Returns
T

DeserializeGeneric(string, bool)

public T DeserializeGeneric(string path, bool warnOnErrors)

Parameters
path string
warnOnErrors bool

Returns
T

TryGetLastWrite(string)

public T? TryGetLastWrite(string path)

This will iterate recursively over all files in and return the latest modified date.

Parameters
path string

Returns
T?

SaveTextAsync(string, string)

public Task SaveTextAsync(string fullpath, string content)

Parameters
fullpath string
content string

Returns
Task

SaveSerializedAsync(T, string, bool)

public ValueTask<TResult> SaveSerializedAsync(T value, string path, bool isCompressed)

Parameters
value T
path string
isCompressed bool

Returns
ValueTask<TResult>

CreateDirectoryPathIfNotExists(string)

public void CreateDirectoryPathIfNotExists(string filePath)

This will create a directory on the root of this , if the directory is not available.

Parameters
filePath string

DeleteContent(String&, bool)

public void DeleteContent(String& fullpath, bool deleteRootFiles)

Parameters
fullpath string&
deleteRootFiles bool

OpenFolder(string)

public void OpenFolder(string path)

Parameters
path string

SaveText(String&, String&)

public void SaveText(String& fullpath, String& content)

Parameters
fullpath string&
content string&

SaveTextFromRelativePath(String&, String&)

public void SaveTextFromRelativePath(String& relativePath, String& content)

Parameters
relativePath string&
content string&

WritablePropertiesOnlyResolver

Namespace: Murder.Serialization
Assembly: Murder.dll

public class WritablePropertiesOnlyResolver : DefaultContractResolver, IContractResolver

Custom contract resolver for serializing our game assets. This currently filters out getters and filters in readonly fields.

Implements: DefaultContractResolver, IContractResolver

⭐ Constructors

public WritablePropertiesOnlyResolver()

⭐ Properties

DefaultMembersSearchFlags

public BindingFlags DefaultMembersSearchFlags { get; public set; }

Returns
BindingFlags

DynamicCodeGeneration

public bool DynamicCodeGeneration { get; }

Returns
bool

IgnoreIsSpecifiedMembers

public bool IgnoreIsSpecifiedMembers { get; public set; }

Returns
bool

IgnoreSerializableAttribute

public bool IgnoreSerializableAttribute { get; public set; }

Returns
bool

IgnoreSerializableInterface

public bool IgnoreSerializableInterface { get; public set; }

Returns
bool

IgnoreShouldSerializeMembers

public bool IgnoreShouldSerializeMembers { get; public set; }

Returns
bool

NamingStrategy

public NamingStrategy NamingStrategy { get; public set; }

Returns
NamingStrategy

SerializeCompilerGeneratedMembers

public bool SerializeCompilerGeneratedMembers { get; public set; }

Returns
bool

⭐ Methods

CreateConstructorParameters(ConstructorInfo, JsonPropertyCollection)

protected virtual IList<T> CreateConstructorParameters(ConstructorInfo constructor, JsonPropertyCollection memberProperties)

Parameters
constructor ConstructorInfo
memberProperties JsonPropertyCollection

Returns
IList<T>

CreateProperties(Type, MemberSerialization)

protected virtual IList<T> CreateProperties(Type type, MemberSerialization memberSerialization)

Only create properties that are able to be set. See: https://stackoverflow.com/a/18548894.

Parameters
type Type
memberSerialization MemberSerialization

Returns
IList<T>

CreateMemberValueProvider(MemberInfo)

protected virtual IValueProvider CreateMemberValueProvider(MemberInfo member)

Parameters
member MemberInfo

Returns
IValueProvider

CreateArrayContract(Type)

protected virtual JsonArrayContract CreateArrayContract(Type objectType)

Parameters
objectType Type

Returns
JsonArrayContract

CreateContract(Type)

protected virtual JsonContract CreateContract(Type objectType)

Parameters
objectType Type

Returns
JsonContract

ResolveContractConverter(Type)

protected virtual JsonConverter ResolveContractConverter(Type objectType)

Parameters
objectType Type

Returns
JsonConverter

CreateDictionaryContract(Type)

protected virtual JsonDictionaryContract CreateDictionaryContract(Type objectType)

Parameters
objectType Type

Returns
JsonDictionaryContract

CreateDynamicContract(Type)

protected virtual JsonDynamicContract CreateDynamicContract(Type objectType)

Parameters
objectType Type

Returns
JsonDynamicContract

CreateISerializableContract(Type)

protected virtual JsonISerializableContract CreateISerializableContract(Type objectType)

Parameters
objectType Type

Returns
JsonISerializableContract

CreateLinqContract(Type)

protected virtual JsonLinqContract CreateLinqContract(Type objectType)

Parameters
objectType Type

Returns
JsonLinqContract

CreateObjectContract(Type)

protected virtual JsonObjectContract CreateObjectContract(Type objectType)

Parameters
objectType Type

Returns
JsonObjectContract

CreatePrimitiveContract(Type)

protected virtual JsonPrimitiveContract CreatePrimitiveContract(Type objectType)

Parameters
objectType Type

Returns
JsonPrimitiveContract

CreateProperty(MemberInfo, MemberSerialization)

protected virtual JsonProperty CreateProperty(MemberInfo member, MemberSerialization memberSerialization)

While we ignore getter properties, we do not want to ignore readonly fields.

Parameters
member MemberInfo
memberSerialization MemberSerialization

Returns
JsonProperty

CreatePropertyFromConstructorParameter(JsonProperty, ParameterInfo)

protected virtual JsonProperty CreatePropertyFromConstructorParameter(JsonProperty matchingMemberProperty, ParameterInfo parameterInfo)

Parameters
matchingMemberProperty JsonProperty
parameterInfo ParameterInfo

Returns
JsonProperty

CreateStringContract(Type)

protected virtual JsonStringContract CreateStringContract(Type objectType)

Parameters
objectType Type

Returns
JsonStringContract

GetSerializableMembers(Type)

protected virtual List<T> GetSerializableMembers(Type t)

Make sure we fetch all the fields that define [ShowInEditor] in addition to JsonProperty.

Parameters
t Type

Returns
List<T>

ResolveDictionaryKey(string)

protected virtual string ResolveDictionaryKey(string dictionaryKey)

Parameters
dictionaryKey string

Returns
string

ResolveExtensionDataName(string)

protected virtual string ResolveExtensionDataName(string extensionDataName)

Parameters
extensionDataName string

Returns
string

ResolvePropertyName(string)

protected virtual string ResolvePropertyName(string propertyName)

Parameters
propertyName string

Returns
string

GetResolvedPropertyName(string)

public string GetResolvedPropertyName(string propertyName)

Parameters
propertyName string

Returns
string

ResolveContract(Type)

public virtual JsonContract ResolveContract(Type type)

Parameters
type Type

Returns
JsonContract

DrawMenuInfo

Namespace: Murder.Services.Info
Assembly: Murder.dll

public sealed struct DrawMenuInfo

⭐ Constructors

public DrawMenuInfo()

⭐ Properties

MaximumSelectionWidth

public int MaximumSelectionWidth { get; public set; }

Returns
int

PreviousSelectorPosition

public Vector2 PreviousSelectorPosition { get; public set; }

Returns
Vector2

SelectorEasedPosition

public Vector2 SelectorEasedPosition { get; public set; }

Returns
Vector2

SelectorPosition

public Vector2 SelectorPosition { get; public set; }

Returns
Vector2

BoxUiInfo

Namespace: Murder.Services
Assembly: Murder.dll

sealed struct BoxUiInfo

⭐ Constructors

public BoxUiInfo()

⭐ Properties

BackgroundFadeColor

public T? BackgroundFadeColor { get; public set; }

Returns
T?

BorderColor

public Color BorderColor { get; public set; }

Returns
Color

BoxFade

public float BoxFade { get; public set; }

Returns
float

ExtraHeight

public int ExtraHeight { get; public set; }

Returns
int

NineSliceGuid

public Guid NineSliceGuid { get; public set; }

Returns
Guid

TextAlignment

public Vector2 TextAlignment { get; public set; }

Returns
Vector2

TextColor

public Color TextColor { get; public set; }

Returns
Color

TextFade

public float TextFade { get; public set; }

Returns
float

WhiteFadeColor

public Color WhiteFadeColor { get; }

Returns
Color

Width

public int Width { get; public set; }

Returns
int

ButtonInfo

Namespace: Murder.Services
Assembly: Murder.dll

sealed struct ButtonInfo

⭐ Constructors

public ButtonInfo()

⭐ Properties

ButtonBorderColor

public Color ButtonBorderColor { get; public set; }

Returns
Color

ButtonNineSliceInfo

public NineSliceInfo ButtonNineSliceInfo { get; public set; }

Returns
NineSliceInfo

ButtonsText

public IList<T> ButtonsText { get; public set; }

Returns
IList<T>

ButtonTextColor

public Color ButtonTextColor { get; public set; }

Returns
Color

IsButtonValid

public bool IsButtonValid { get; public set; }

Returns
bool

public T? MenuInfo { get; public set; }

Returns
T?

CameraServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class CameraServices

⭐ Methods

ShakeCamera(World, float, float)

public void ShakeCamera(World world, float intensity, float time)

Parameters
world World
intensity float
time float

ColliderServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class ColliderServices

⭐ Methods

GetBoundingBox(Entity)

public IntRectangle GetBoundingBox(Entity e)

Parameters
e Entity

Returns
IntRectangle

ToGrid(IntRectangle)

public IntRectangle ToGrid(IntRectangle rectangle)

Parameters
rectangle IntRectangle

Returns
IntRectangle

GetCollidersBoundingBox(Entity, bool)

public IntRectangle[] GetCollidersBoundingBox(Entity e, bool gridCoordinates)

Parameters
e Entity
gridCoordinates bool

Returns
IntRectangle[]

FindCenter(Entity)

public Point FindCenter(Entity e)

Returns the center point of an entity with all its colliders.

Parameters
e Entity

Returns
Point

SnapToGrid(Vector2)

public Vector2 SnapToGrid(Vector2 positive)

Parameters
positive Vector2

Returns
Vector2

SnapToRelativeGrid(Vector2, Vector2)

public Vector2 SnapToRelativeGrid(Vector2 position, Vector2 origin)

Parameters
position Vector2
origin Vector2

Returns
Vector2

CoroutineServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class CoroutineServices

⭐ Methods

RunCoroutine(Entity, IEnumerator)

public void RunCoroutine(Entity e, IEnumerator<T> routine)

Parameters
e Entity
routine IEnumerator<T>

RunCoroutine(World, IEnumerator)

public void RunCoroutine(World world, IEnumerator<T> routine)

Parameters
world World
routine IEnumerator<T>

DebugServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class DebugServices

⭐ Properties

DebugPreviewImage

public static Texture2D DebugPreviewImage;

Returns
Texture2D

⭐ Methods

StopwatchStart()

public DateTime StopwatchStart()

Returns
DateTime

StopwatchStop()

public float StopwatchStop()

Returns
float

SaveLogAsync(string)

public Task SaveLogAsync(string fullpath)

Parameters
fullpath string

Returns
Task

DrawLine(World, Vector2, Vector2, float, Color)

public void DrawLine(World world, Vector2 start, Vector2 end, float duration, Color color)

Parameters
world World
start Vector2
end Vector2
duration float
color Color

DrawLine(World, Vector2, Vector2, float)

public void DrawLine(World world, Vector2 start, Vector2 end, float duration)

Parameters
world World
start Vector2
end Vector2
duration float

DrawPoint(World, Vector2, float)

public void DrawPoint(World world, Vector2 point, float duration)

Parameters
world World
point Vector2
duration float

DrawRect(World, Rectangle, float)

public void DrawRect(World world, Rectangle rect, float duration)

Parameters
world World
rect Rectangle
duration float

DrawText(World, string, Vector2, float, Color)

public void DrawText(World world, string ev, Vector2 position, float duration, Color color)

Parameters
world World
ev string
position Vector2
duration float
color Color

DrawText(World, string, Vector2, float)

public void DrawText(World world, string ev, Vector2 position, float duration)

Parameters
world World
ev string
position Vector2
duration float

DialogueServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class DialogueServices

⭐ Methods

HasDialogue(World, Entity, SituationComponent)

public bool HasDialogue(World world, Entity e, SituationComponent situation)

Parameters
world World
e Entity
situation SituationComponent

Returns
bool

HasNewDialogue(World, Entity, SituationComponent)

public bool HasNewDialogue(World world, Entity e, SituationComponent situation)

Parameters
world World
e Entity
situation SituationComponent

Returns
bool

CreateCharacterFrom(Guid, int)

public CharacterRuntime CreateCharacterFrom(Guid character, int situation)

Parameters
character Guid
situation int

Returns
CharacterRuntime

FetchAllLines(World, Entity, SituationComponent)

public Line[] FetchAllLines(World world, Entity target, SituationComponent situation)

Parameters
world World
target Entity
situation SituationComponent

Returns
Line[]

CreateLine(Line)

public LineComponent CreateLine(Line line)

Parameters
line Line

Returns
LineComponent

FetchFirstLine(World, Entity, SituationComponent)

public string FetchFirstLine(World world, Entity target, SituationComponent situation)

Parameters
world World
target Entity
situation SituationComponent

Returns
string

DrawMenuStyle

Namespace: Murder.Services
Assembly: Murder.dll

public sealed struct DrawMenuStyle

⭐ Constructors

public DrawMenuStyle()

⭐ Properties

Color

public Color Color;

Returns
Color

Ease

public EaseKind Ease;

Returns
EaseKind

ExtraVerticalSpace

public int ExtraVerticalSpace;

Returns
int

Font

public int Font;

Returns
int

Origin

public Vector2 Origin;

Returns
Vector2

SelectedColor

public Color SelectedColor;

Returns
Color

SelectorMoveTime

public float SelectorMoveTime;

Returns
float

Shadow

public Color Shadow;

Returns
Color

⭐ Methods

WithOrigin(Vector2)

public DrawMenuStyle WithOrigin(Vector2 origin)

Parameters
origin Vector2

Returns
DrawMenuStyle

EffectsServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class EffectsServices

⭐ Methods

ApplyHighlight(World, Entity, HighlightSpriteComponent)

public void ApplyHighlight(World world, Entity e, HighlightSpriteComponent highlight)

Parameters
world World
e Entity
highlight HighlightSpriteComponent

FadeIn(World, float, Color, float)

public void FadeIn(World world, float time, Color color, float sorting)

Add an entity which will apply a "fade-in" effect. Darkening the screen to black.

Parameters
world World
time float
color Color
sorting float

FadeOut(World, float, Color, float, int)

public void FadeOut(World world, float time, Color color, float delay, int bufferDrawFrames)

Add an entity which will apply a "fade-out" effect. Clearing the screen.

Parameters
world World
time float
color Color
delay float
bufferDrawFrames int

PlayAnimationAt(World, Portrait, Vector2)

public void PlayAnimationAt(World world, Portrait blastAnimation, Vector2 position)

Parameters
world World
blastAnimation Portrait
position Vector2

RemoveHighlight(Entity)

public void RemoveHighlight(Entity e)

Parameters
e Entity

EntityServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class EntityServices

⭐ Methods

AnimationAvailable(Entity, string)

public bool AnimationAvailable(Entity entity, string id)

Parameters
entity Entity
id string

Returns
bool

IsChildOf(World, Entity, Entity)

public bool IsChildOf(World world, Entity parent, Entity child)

Parameters
world World
parent Entity
child Entity

Returns
bool

IsInCamera(Entity, World)

public bool IsInCamera(Entity e, World world)

Parameters
e Entity
world World

Returns
bool

FindRootEntity(Entity)

public Entity FindRootEntity(Entity e)

Parameters
e Entity

Returns
Entity

TryFindTarget(Entity, World, string)

public Entity TryFindTarget(Entity entity, World world, string name)

Try to find the target of a GuidToIdTargetCollectionComponent.

Parameters
entity Entity
world World
name string

Returns
Entity

TryFindTarget(Entity, World)

public Entity TryFindTarget(Entity entity, World world)

Try to find the target of a GuidToIdTargetComponent.

Parameters
entity Entity
world World

Returns
Entity

TryActiveSpriteAsset(Entity)

public SpriteAsset TryActiveSpriteAsset(Entity entity)

Parameters
entity Entity

Returns
SpriteAsset

PlayAsepriteAnimationNext(Entity, string)

public T? PlayAsepriteAnimationNext(Entity entity, string animationName)

Parameters
entity Entity
animationName string

Returns
T?

PlaySpriteAnimation(Entity, ImmutableArray)

public T? PlaySpriteAnimation(Entity entity, ImmutableArray<T> animations)

Parameters
entity Entity
animations ImmutableArray<T>

Returns
T?

PlaySpriteAnimation(Entity, String[])

public T? PlaySpriteAnimation(Entity entity, String[] nextAnimations)

Parameters
entity Entity
nextAnimations string[]

Returns
T?

TryPlayAsepriteAnimation(Entity, String[])

public T? TryPlayAsepriteAnimation(Entity entity, String[] nextAnimations)

Parameters
entity Entity
nextAnimations string[]

Returns
T?

TryPlayAsepriteAnimationNext(Entity, string)

public T? TryPlayAsepriteAnimationNext(Entity entity, string animationName)

Parameters
entity Entity
animationName string

Returns
T?

RotateChildPositions(World, Entity, float)

public void RotateChildPositions(World world, Entity entity, float angle)

Parameters
world World
entity Entity
angle float

RotatePosition(Entity, float)

public void RotatePosition(Entity entity, float angle)

Parameters
entity Entity
angle float

RotatePositionAround(Entity, Vector2, float)

public void RotatePositionAround(Entity entity, Vector2 center, float angle)

Parameters
entity Entity
center Vector2
angle float

Spawn(World, Vector2, Guid, int, float, IComponent[])

public void Spawn(World world, Vector2 spawnerPosition, Guid entityToSpawn, int count, float radius, IComponent[] addComponents)

Parameters
world World
spawnerPosition Vector2
entityToSpawn Guid
count int
radius float
addComponents IComponent[]

SubscribeToAnimationEvents(Entity, Entity)

public void SubscribeToAnimationEvents(Entity listener, Entity broadcaster)

Parameters
listener Entity
broadcaster Entity

GeometryServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class GeometryServices

⭐ Methods

CheckOverlap(float, float, float, float)

public bool CheckOverlap(float minA, float maxA, float minB, float maxB)

Check if two ranges overlap at any point.

Parameters
minA float
maxA float
minB float
maxB float

Returns
bool

CheckOverlap(ValueTuple<T1, T2>, ValueTuple<T1, T2>)

public bool CheckOverlap(ValueTuple<T1, T2> a, ValueTuple<T1, T2> b)

Check if two ranges overlap at any point.

Parameters
a ValueTuple<T1, T2>
b ValueTuple<T1, T2>

Returns
bool

InRect(float, float, Rectangle)

public bool InRect(float x, float y, Rectangle rect)

Check for a point in a rectangle.

Parameters
x float

y float

rect Rectangle

Returns
bool

InRect(float, float, float, float, float, float)

public bool InRect(float x, float y, float rx, float ry, float rw, float rh)

Check for a point in a rectangle.

Parameters
x float

y float

rx float

ry float

rw float

rh float

Returns
bool

InRect(Vector2, Rectangle)

public bool InRect(Vector2 xy, Rectangle rect)

Check for a point in a rectangle.

Parameters
xy Vector2

rect Rectangle

Returns
bool

IntersectsCircle(Rectangle, Vector2, float)

public bool IntersectsCircle(Rectangle rectangle, Vector2 circleCenter, float circleRadiusSquared)

Parameters
rectangle Rectangle
circleCenter Vector2
circleRadiusSquared float

Returns
bool

IsConvex(Vector2[], bool)

public bool IsConvex(Vector2[] vertices, bool isClockwise)

Determines if a polygon is convex or not.

Parameters
vertices Vector2[]

isClockwise bool

Returns
bool

IsValidPosition(IntRectangle[], Vector2, Point)

public bool IsValidPosition(IntRectangle[] area, Vector2 endPosition, Point size)

Checks whether , with , fits in given an .

Parameters
area IntRectangle[]
endPosition Vector2
size Point

Returns
bool

Decimals(float)

public float Decimals(float x)

Parameters
x float

Returns
float

Distance(float, float, float, float)

public float Distance(float x1, float y1, float x2, float y2)

Distance check.

Parameters
x1 float

y1 float

x2 float

y2 float

Returns
float

DistanceLinePoint(float, float, float, float, float, float)

public float DistanceLinePoint(float x, float y, float x1, float y1, float x2, float y2)

Distance between a line and a point.

Parameters
x float

y float

x1 float

y1 float

x2 float

y2 float

Returns
float

DistanceRectPoint(float, float, float, float, float, float)

public float DistanceRectPoint(float px, float py, float rx, float ry, float rw, float rh)

Find the distance between a point and a rectangle.

Parameters
px float

py float

rx float

ry float

rw float

rh float

Returns
float

RoundedDecimals(float)

public float RoundedDecimals(float x)

Parameters
x float

Returns
float

SignedPolygonArea(Vector2[])

public float SignedPolygonArea(Vector2[] vertices)

Calculates the signed area of a polygon. The signed area is positive if the vertices are in clockwise order, and negative if the vertices are in counterclockwise order.

Parameters
vertices Vector2[]

Returns
float

GetOuterIntersection(Rectangle, Rectangle)

public IList<T> GetOuterIntersection(Rectangle a, Rectangle b)

Returns the area of that does not interlap with .

Parameters
a Rectangle
b Rectangle

Returns
IList<T>

Shrink(Rectangle, int)

public Rectangle Shrink(Rectangle rectangle, int amount)

Parameters
rectangle Rectangle
amount int

Returns
Rectangle

PointInCircleEdge(float)

public Vector2 PointInCircleEdge(float percent)

Parameters
percent float

Returns
Vector2

CreateCircle(double, int)

public Vector2[] CreateCircle(double radius, int sides)

Creates a list of vectors that represents a circle

Parameters
radius double

sides int

Returns
Vector2[]

CreateOrGetCircle(Vector2, int)

public Vector2[] CreateOrGetCircle(Vector2 size, int sides)

Gets or creates a list of vectors that represents a circle using a rectangle as a base

Parameters
size Vector2
sides int

Returns
Vector2[]

CreateOrGetFlattenedCircle(float, float, int)

public Vector2[] CreateOrGetFlattenedCircle(float radius, float scaleY, int sides)

Parameters
radius float
scaleY float
sides int

Returns
Vector2[]

LevelServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class LevelServices

⭐ Methods

SwitchSceneOnSecondsCoroutine(Guid, float)

public IEnumerator<T> SwitchSceneOnSecondsCoroutine(Guid nextWorldGuid, float seconds)

Parameters
nextWorldGuid Guid
seconds float

Returns
IEnumerator<T>

SwitchScene(Guid)

public ValueTask SwitchScene(Guid nextWorldGuid)

Parameters
nextWorldGuid Guid

Returns
ValueTask

SwitchSceneAfterSeconds(World, Guid, float)

public ValueTask SwitchSceneAfterSeconds(World world, Guid nextWorldGuid, float seconds)

Parameters
world World
nextWorldGuid Guid
seconds float

Returns
ValueTask

LocalizationServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class LocalizationServices

⭐ Methods

GetCurrentLocalization()

public LocalizationAsset GetCurrentLocalization()

Returns
LocalizationAsset

GetLocalizedString(LocalizedString)

public string GetLocalizedString(LocalizedString localized)

Parameters
localized LocalizedString

Returns
string

TryGetLocalizedString(T?)

public string TryGetLocalizedString(T? localized)

Parameters
localized T?

Returns
string

MenuOption

Namespace: Murder.Services
Assembly: Murder.dll

public sealed struct MenuOption

⭐ Constructors

public MenuOption()
public MenuOption(bool selectable)

Parameters
selectable bool

public MenuOption(string text, bool selectable)

Parameters
text string
selectable bool

⭐ Properties

Enabled

public readonly bool Enabled;

Returns
bool

Length

public int Length { get; }

Length of the text option.

Returns
int

SoundOnClick

public bool SoundOnClick;

Returns
bool

Text

public readonly string Text;

Returns
string

MurderFonts

Namespace: Murder.Services
Assembly: Murder.dll

public sealed enum MurderFonts : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

LargeFont

public static const MurderFonts LargeFont;

Returns
MurderFonts

PixelFont

public static const MurderFonts PixelFont;

Returns
MurderFonts

MurderFontServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class MurderFontServices

⭐ Methods

GetLineWidth(MurderFonts, ReadOnlySpan)

public float GetLineWidth(MurderFonts font, ReadOnlySpan<T> text)

Parameters
font MurderFonts
text ReadOnlySpan<T>

Returns
float

GetLineWidth(int, ReadOnlySpan)

public float GetLineWidth(int font, ReadOnlySpan<T> text)

Parameters
font int
text ReadOnlySpan<T>

Returns
float

MurderSaveServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class MurderSaveServices

⭐ Methods

CreateOrGetSave()

public SaveData CreateOrGetSave()

Returns
SaveData

TryGetSave()

public SaveData TryGetSave()

Returns
SaveData

LoadSaveAndFetchTargetWorld(int)

public T? LoadSaveAndFetchTargetWorld(int slot)

Parameters
slot int

Returns
T?

DoAction(BlackboardTracker, DialogAction)

public void DoAction(BlackboardTracker tracker, DialogAction action)

Parameters
tracker BlackboardTracker
action DialogAction

RecordAndMaybeDestroy(Entity, World, bool)

public void RecordAndMaybeDestroy(Entity entity, World world, bool destroy)

Parameters
entity Entity
world World
destroy bool

MurderUiServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class MurderUiServices

⭐ Methods

DrawBoxInCenter(RenderContext, ReadOnlySpan, BoxUiInfo, T?)

public Rectangle DrawBoxInCenter(RenderContext render, ReadOnlySpan<T> text, BoxUiInfo boxInfo, T? buttonInfo)

Parameters
render RenderContext
text ReadOnlySpan<T>
boxInfo BoxUiInfo
buttonInfo T?

Returns
Rectangle

NextAvailablePositionFlags

Namespace: Murder.Services
Assembly: Murder.dll

sealed enum NextAvailablePositionFlags : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

CheckLineOfSight

public static const NextAvailablePositionFlags CheckLineOfSight;

Returns
NextAvailablePositionFlags

CheckNeighbours

public static const NextAvailablePositionFlags CheckNeighbours;

Returns
NextAvailablePositionFlags

CheckRecursiveNeighbours

public static const NextAvailablePositionFlags CheckRecursiveNeighbours;

Returns
NextAvailablePositionFlags

CheckTarget

public static const NextAvailablePositionFlags CheckTarget;

Returns
NextAvailablePositionFlags

PhysicsServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class PhysicsServices

⭐ Methods

CollidesAt(Map&, int, ColliderComponent, Vector2, IEnumerable, int, out Int32&)

public bool CollidesAt(Map& map, int ignoreId, ColliderComponent collider, Vector2 position, IEnumerable<T> others, int mask, Int32& hitId)

Parameters
map Map&
ignoreId int
collider ColliderComponent
position Vector2
others IEnumerable<T>
mask int
hitId int&

Returns
bool

CollidesAt(Map&, int, ColliderComponent, Vector2, IEnumerable, int)

public bool CollidesAt(Map& map, int ignoreId, ColliderComponent collider, Vector2 position, IEnumerable<T> others, int mask)

Parameters
map Map&
ignoreId int
collider ColliderComponent
position Vector2
others IEnumerable<T>
mask int

Returns
bool

CollidesAtTile(Map&, ColliderComponent, Vector2, int)

public bool CollidesAtTile(Map& map, ColliderComponent collider, Vector2 position, int mask)

Parameters
map Map&
collider ColliderComponent
position Vector2
mask int

Returns
bool

CollidesWith(Entity, Entity, Vector2)

public bool CollidesWith(Entity entityA, Entity entityB, Vector2 positionA)

Parameters
entityA Entity
entityB Entity
positionA Vector2

Returns
bool

CollidesWith(Entity, Entity)

public bool CollidesWith(Entity entityA, Entity entityB)

Parameters
entityA Entity
entityB Entity

Returns
bool

CollidesWith(IShape, Point, IShape, Point)

public bool CollidesWith(IShape shape1, Point position1, IShape shape2, Point position2)

Parameters
shape1 IShape
position1 Point
shape2 IShape
position2 Point

Returns
bool

ContainsPoint(Entity, Point)

public bool ContainsPoint(Entity entity, Point point)

Parameters
entity Entity
point Point

Returns
bool

FindClosestEntityOnRange(World, Vector2, float, int, HashSet, out Entity&, out Nullable`1&)

public bool FindClosestEntityOnRange(World world, Vector2 fromPosition, float range, int collisionLayer, HashSet<T> excludeEntities, Entity& target, Nullable`1& location)

Parameters
world World
fromPosition Vector2
range float
collisionLayer int
excludeEntities HashSet<T>
target Entity&
location T?&

Returns
bool

GetFirstMtvAt(Map&, HashSet, ColliderComponent, Vector2, IEnumerable, int, out Int32&, out Int32&, out Vector2&)

public bool GetFirstMtvAt(Map& map, HashSet<T> ignoreIds, ColliderComponent collider, Vector2 position, IEnumerable<T> others, int mask, Int32& hitId, Int32& layer, Vector2& mtv)

Parameters
map Map&
ignoreIds HashSet<T>
collider ColliderComponent
position Vector2
others IEnumerable<T>
mask int
hitId int&
layer int&
mtv Vector2&

Returns
bool

HasCachedCollisionWith(Entity, int)

public bool HasCachedCollisionWith(Entity entity, int entityId)

Check if a trigger is colliding with an actor via the TriggerCollisionSystem.

Parameters
entity Entity

entityId int

Returns
bool

HasLineOfSight(World, Entity, Entity)

public bool HasLineOfSight(World world, Entity from, Entity to)

Parameters
world World
from Entity
to Entity

Returns
bool

Raycast(World, Vector2, Vector2, int, IEnumerable, out RaycastHit&)

public bool Raycast(World world, Vector2 startPosition, Vector2 endPosition, int layerMask, IEnumerable<T> ignoreEntities, RaycastHit& hit)

Parameters
world World
startPosition Vector2
endPosition Vector2
layerMask int
ignoreEntities IEnumerable<T>
hit RaycastHit&

Returns
bool

RaycastTiles(World, Vector2, Vector2, int, out RaycastHit&)

public bool RaycastTiles(World world, Vector2 startPosition, Vector2 endPosition, int flags, RaycastHit& hit)

Parameters
world World
startPosition Vector2
endPosition Vector2
flags int
hit RaycastHit&

Returns
bool

RemoveFromCollisionCache(Entity, int)

public bool RemoveFromCollisionCache(Entity entity, int entityId)

Removes an ID from the IsColliding component. This is usually handled by TriggerPhysics system, since a message must be sent when exiting a collision.

Parameters
entity Entity

entityId int

Returns
bool

ConeCheck(World, Vector2, float, float, float, int)

public IEnumerable<T> ConeCheck(World world, Vector2 coneStart, float range, float angle, float angleRange, int collisionLayer)

Checks for collisions in a cone.

Parameters
world World
coneStart Vector2
range float
angle float
angleRange float
collisionLayer int

Returns
IEnumerable<T>

GetAllCollisionsAt(World, Point, ColliderComponent, int, int)

public IEnumerable<T> GetAllCollisionsAt(World world, Point position, ColliderComponent collider, int ignoreId, int mask)

Parameters
world World
position Point
collider ColliderComponent
ignoreId int
mask int

Returns
IEnumerable<T>

Neighbours(Vector2, World)

public IEnumerable<T> Neighbours(Vector2 position, World world)

Get all the neighbours of a position within the world. This does not check for collision (yet)!

Parameters
position Vector2
world World

Returns
IEnumerable<T>

FilterEntities(World, int)

public ImmutableArray<T> FilterEntities(World world, int layerMask)

Parameters
world World
layerMask int

Returns
ImmutableArray<T>

FilterPositionAndColliderEntities(World, Func<T, TResult>)

public ImmutableArray<T> FilterPositionAndColliderEntities(World world, Func<T, TResult> filter)

Parameters
world World
filter Func<T, TResult>

Returns
ImmutableArray<T>

FilterPositionAndColliderEntities(World, int, Type[])

public ImmutableArray<T> FilterPositionAndColliderEntities(World world, int layerMask, Type[] requireComponents)

Parameters
world World
layerMask int
requireComponents Type[]

Returns
ImmutableArray<T>

FilterPositionAndColliderEntities(World, int)

public ImmutableArray<T> FilterPositionAndColliderEntities(World world, int layerMask)

Parameters
world World
layerMask int

Returns
ImmutableArray<T>

FilterPositionAndColliderEntities(IEnumerable, int)

public ImmutableArray<T> FilterPositionAndColliderEntities(IEnumerable<T> entities, int layerMask)

Parameters
entities IEnumerable<T>
layerMask int

Returns
ImmutableArray<T>

GetCarveBoundingBox(ColliderComponent, Point)

public IntRectangle GetCarveBoundingBox(ColliderComponent collider, Point position)

Parameters
collider ColliderComponent
position Point

Returns
IntRectangle

GetColliderBoundingBox(Entity)

public IntRectangle GetColliderBoundingBox(Entity target)

Get bounding box of an entity that contains both ColliderComponent and PositionComponent.

Parameters
target Entity

Returns
IntRectangle

GetCollidersBoundingBox(ColliderComponent, Point, bool)

public IntRectangle[] GetCollidersBoundingBox(ColliderComponent collider, Point position, bool gridCoordinates)

Parameters
collider ColliderComponent
position Point
gridCoordinates bool

Returns
IntRectangle[]

GetMtvAt(Map&, int, ColliderComponent, Vector2, IEnumerable, int, out Int32&)

public List<T> GetMtvAt(Map& map, int ignoreId, ColliderComponent collider, Vector2 position, IEnumerable<T> others, int mask, Int32& hitId)

Parameters
map Map&
ignoreId int
collider ColliderComponent
position Vector2
others IEnumerable<T>
mask int
hitId int&

Returns
List<T>

GetBoundingBox(ColliderComponent, Vector2)

public Rectangle GetBoundingBox(ColliderComponent collider, Vector2 position)

Parameters
collider ColliderComponent
position Vector2

Returns
Rectangle

FindNextAvailablePosition(World, Entity, Vector2, NextAvailablePositionFlags)

public T? FindNextAvailablePosition(World world, Entity e, Vector2 target, NextAvailablePositionFlags flags)

Parameters
world World
e Entity
target Vector2
flags NextAvailablePositionFlags

Returns
T?

AddToCollisionCache(Entity, int)

public void AddToCollisionCache(Entity entity, int entityId)

Parameters
entity Entity
entityId int

GetAllCollisionsAtGrid(World, Point, List`1&)

public void GetAllCollisionsAtGrid(World world, Point grid, List`1& output)

Parameters
world World
grid Point
output List<T>&

RaycastHit

Namespace: Murder.Services
Assembly: Murder.dll

sealed struct RaycastHit

⭐ Constructors

public RaycastHit()
public RaycastHit(Entity entity, Vector2 point)

Parameters
entity Entity
point Vector2

public RaycastHit(Point tile, Vector2 point)

Parameters
tile Point
point Vector2

⭐ Properties

Entity

public readonly Entity Entity;

Returns
Entity

Point

public readonly Vector2 Point;

Returns
Vector2

Tile

public readonly Point Tile;

Returns
Point

RenderServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class RenderServices

⭐ Properties

BLEND_COLOR_ONLY

public static Vector3 BLEND_COLOR_ONLY;

Returns
Vector3

BLEND_NORMAL

public static Vector3 BLEND_NORMAL;

Returns
Vector3

BLEND_WASH

public static Vector3 BLEND_WASH;

Returns
Vector3

⭐ Methods

DrawVerticalMenu(Batch2D, Point&, Point&, DrawMenuStyle&, MenuInfo&)

public DrawMenuInfo DrawVerticalMenu(Batch2D batch, Point& position, Point& textPosition, DrawMenuStyle& style, MenuInfo& menuInfo)

Parameters
batch Batch2D
position Point&
textPosition Point&
style DrawMenuStyle&
menuInfo MenuInfo&

Returns
DrawMenuInfo

DrawVerticalMenu(Batch2D, Point&, DrawMenuStyle&, MenuInfo&)

public DrawMenuInfo DrawVerticalMenu(Batch2D batch, Point& position, DrawMenuStyle& style, MenuInfo& menuInfo)

Parameters
batch Batch2D
position Point&
style DrawMenuStyle&
menuInfo MenuInfo&

Returns
DrawMenuInfo

CurrentTime(AnimationInfo)

public float CurrentTime(AnimationInfo this)

Fetch the current time for this animation.

Parameters
this AnimationInfo

Returns
float

YSort(float)

public float YSort(float y)

Parameters
y float

Returns
float

DrawSprite(Batch2D, SpriteAsset, Vector2, DrawInfo, AnimationInfo)

public FrameInfo DrawSprite(Batch2D batch, SpriteAsset asset, Vector2 position, DrawInfo drawInfo, AnimationInfo animationInfo)

Parameters
batch Batch2D
asset SpriteAsset
position Vector2
drawInfo DrawInfo
animationInfo AnimationInfo

Returns
FrameInfo

DrawSprite(Batch2D, SpriteAsset, Vector2, T?)

public FrameInfo DrawSprite(Batch2D batch, SpriteAsset assetGuid, Vector2 position, T? drawInfo)

Parameters
batch Batch2D
assetGuid SpriteAsset
position Vector2
drawInfo T?

Returns
FrameInfo

DrawSprite(Batch2D, Guid, float, float, DrawInfo, AnimationInfo)

public FrameInfo DrawSprite(Batch2D batch, Guid assetGuid, float x, float y, DrawInfo drawInfo, AnimationInfo animationInfo)

Parameters
batch Batch2D
assetGuid Guid
x float
y float
drawInfo DrawInfo
animationInfo AnimationInfo

Returns
FrameInfo

DrawSprite(Batch2D, Guid, Vector2, DrawInfo, AnimationInfo)

public FrameInfo DrawSprite(Batch2D batch, Guid assetGuid, Vector2 position, DrawInfo drawInfo, AnimationInfo animationInfo)

Parameters
batch Batch2D
assetGuid Guid
position Vector2
drawInfo DrawInfo
animationInfo AnimationInfo

Returns
FrameInfo

DrawSprite(Batch2D, Guid, Vector2, T?)

public FrameInfo DrawSprite(Batch2D batch, Guid assetGuid, Vector2 position, T? drawInfo)

Parameters
batch Batch2D
assetGuid Guid
position Vector2
drawInfo T?

Returns
FrameInfo

DrawSprite(Batch2D, Vector2, Rectangle, string, SpriteAsset, float, float, bool, Vector2, bool, float, Vector2, Color, Vector3, float, float)

public FrameInfo DrawSprite(Batch2D spriteBatch, Vector2 pos, Rectangle clip, string animationId, SpriteAsset ase, float animationStartedTime, float animationDuration, bool animationLoop, Vector2 origin, bool flipped, float rotation, Vector2 scale, Color color, Vector3 blend, float sort, float currentTime)

The Renders a sprite on the screen. This is the most basic rendering method with all parameters exposed, avoid using this if possible.

Parameters
spriteBatch Batch2D

pos Vector2

clip Rectangle

animationId string

ase SpriteAsset

animationStartedTime float

animationDuration float

animationLoop bool

origin Vector2

flipped bool

rotation float

scale Vector2

color Color

blend Vector3

sort float

currentTime float

Returns
FrameInfo

DrawSimpleText(Batch2D, int, string, Vector2, DrawInfo)

public Point DrawSimpleText(Batch2D uiBatch, int pixelFont, string text, Vector2 position, DrawInfo drawInfo)

Draw a simple text. Without line wrapping, color formatting, line splitting or anything fancy.

Parameters
uiBatch Batch2D
pixelFont int
text string
position Vector2
drawInfo DrawInfo

Returns
Point

DrawText(Batch2D, MurderFonts, string, Vector2, int, int, T?)

public Point DrawText(Batch2D uiBatch, MurderFonts font, string text, Vector2 position, int maxWidth, int visibleCharacters, T? drawInfo)

Parameters
uiBatch Batch2D
font MurderFonts
text string
position Vector2
maxWidth int
visibleCharacters int
drawInfo T?

Returns
Point

DrawText(Batch2D, MurderFonts, string, Vector2, int, T?)

public Point DrawText(Batch2D uiBatch, MurderFonts font, string text, Vector2 position, int maxWidth, T? drawInfo)

Parameters
uiBatch Batch2D
font MurderFonts
text string
position Vector2
maxWidth int
drawInfo T?

Returns
Point

DrawText(Batch2D, MurderFonts, string, Vector2, T?)

public Point DrawText(Batch2D uiBatch, MurderFonts font, string text, Vector2 position, T? drawInfo)

Parameters
uiBatch Batch2D
font MurderFonts
text string
position Vector2
drawInfo T?

Returns
Point

DrawText(Batch2D, int, string, Vector2, int, T?)

public Point DrawText(Batch2D uiBatch, int font, string text, Vector2 position, int maxWidth, T? drawInfo)

Parameters
uiBatch Batch2D
font int
text string
position Vector2
maxWidth int
drawInfo T?

Returns
Point

DrawText(Batch2D, int, string, Vector2, T?)

public Point DrawText(Batch2D uiBatch, int font, string text, Vector2 position, T? drawInfo)

Parameters
uiBatch Batch2D
font int
text string
position Vector2
drawInfo T?

Returns
Point

DrawText(Batch2D, int, string, Vector2, int, int, DrawInfo)

public Point DrawText(Batch2D uiBatch, int pixelFont, string text, Vector2 position, int maxWidth, int visibleCharacters, DrawInfo drawInfo)

Parameters
uiBatch Batch2D
pixelFont int
text string
position Vector2
maxWidth int
visibleCharacters int
drawInfo DrawInfo

Returns
Point

FetchPortraitAsSprite(Portrait)

public T? FetchPortraitAsSprite(Portrait portrait)

Parameters
portrait Portrait

Returns
T?

CreateGameplayScreenShot()

public Texture2D CreateGameplayScreenShot()

Don't forget to dispose this!

Returns
Texture2D

Draw3Slice(Batch2D, AtlasCoordinates, Rectangle, Vector2, Vector2, Vector2, Orientation, float)

public void Draw3Slice(Batch2D batch, AtlasCoordinates texture, Rectangle core, Vector2 position, Vector2 size, Vector2 origin, Orientation orientation, float sort)

Parameters
batch Batch2D
texture AtlasCoordinates
core Rectangle
position Vector2
size Vector2
origin Vector2
orientation Orientation
sort float

Draw9Slice(Batch2D, AtlasCoordinates, IntRectangle, IntRectangle, NineSliceStyle, DrawInfo)

public void Draw9Slice(Batch2D batch, AtlasCoordinates texture, IntRectangle core, IntRectangle target, NineSliceStyle style, DrawInfo info)

Parameters
batch Batch2D
texture AtlasCoordinates
core IntRectangle
target IntRectangle
style NineSliceStyle
info DrawInfo

Draw9Slice(Batch2D, AtlasCoordinates, Rectangle, Rectangle, float)

public void Draw9Slice(Batch2D batch, AtlasCoordinates texture, Rectangle core, Rectangle target, float sort)

Parameters
batch Batch2D
texture AtlasCoordinates
core Rectangle
target Rectangle
sort float

Draw9Slice(Batch2D, Guid, Rectangle, DrawInfo, AnimationInfo)

public void Draw9Slice(Batch2D batch, Guid guid, Rectangle target, DrawInfo drawInfo, AnimationInfo animationInfo)

Draws a 9-slice using the given texture and target rectangle. The core rectangle is specified in the Aseprite file

Parameters
batch Batch2D
guid Guid
target Rectangle
drawInfo DrawInfo
animationInfo AnimationInfo

Draw9Slice(Batch2D, Guid, Rectangle, DrawInfo)

public void Draw9Slice(Batch2D batch, Guid guid, Rectangle target, DrawInfo drawInfo)

Draws a 9-slice using the given texture and target rectangle. The core rectangle is specified in the Aseprite file

Parameters
batch Batch2D
guid Guid
target Rectangle
drawInfo DrawInfo

Draw9Slice(Batch2D, Guid, Rectangle, NineSliceStyle, DrawInfo, AnimationInfo)

public void Draw9Slice(Batch2D batch, Guid guid, Rectangle target, NineSliceStyle style, DrawInfo drawInfo, AnimationInfo animationInfo)

Draws a 9-slice using the given texture and target rectangle. The core rectangle is specified in the Aseprite file

Parameters
batch Batch2D
guid Guid
target Rectangle
style NineSliceStyle
drawInfo DrawInfo
animationInfo AnimationInfo

DrawCircleOutline(Batch2D, Point, float, int, Color, float)

public void DrawCircleOutline(Batch2D spriteBatch, Point center, float radius, int sides, Color color, float sort)

Parameters
spriteBatch Batch2D
center Point
radius float
sides int
color Color
sort float

DrawCircleOutline(Batch2D, Rectangle, int, Color)

public void DrawCircleOutline(Batch2D spriteBatch, Rectangle rectangle, int sides, Color color)

Parameters
spriteBatch Batch2D
rectangle Rectangle
sides int
color Color

DrawCircleOutline(Batch2D, Vector2, float, int, Color, float)

public void DrawCircleOutline(Batch2D spriteBatch, Vector2 center, float radius, int sides, Color color, float sort)

Draw a circle

Parameters
spriteBatch Batch2D

center Vector2

radius float

sides int

color Color

sort float

DrawFilledCircle(Batch2D, Rectangle, int, DrawInfo)

public void DrawFilledCircle(Batch2D batch, Rectangle circleRect, int steps, DrawInfo drawInfo)

Parameters
batch Batch2D
circleRect Rectangle
steps int
drawInfo DrawInfo

DrawFilledCircle(Batch2D, Vector2, float, int, T?)

public void DrawFilledCircle(Batch2D batch, Vector2 center, float radius, int steps, T? drawInfo)

Parameters
batch Batch2D
center Vector2
radius float
steps int
drawInfo T?

DrawHorizontalLine(Batch2D, int, int, int, Color, float)

public void DrawHorizontalLine(Batch2D spriteBatch, int x, int y, int length, Color color, float sorting)

Parameters
spriteBatch Batch2D
x int
y int
length int
color Color
sorting float

DrawIndexedVertices(Matrix, GraphicsDevice, T[], int, Int16[], int, Effect, BlendState, Texture2D, bool)

public void DrawIndexedVertices(Matrix matrix, GraphicsDevice graphicsDevice, T[] vertices, int vertexCount, Int16[] indices, int primitiveCount, Effect effect, BlendState blendState, Texture2D texture, bool smoothing)

Parameters
matrix Matrix
graphicsDevice GraphicsDevice
vertices T[]
vertexCount int
indices short[]
primitiveCount int
effect Effect
blendState BlendState
texture Texture2D
smoothing bool

DrawLine(Batch2D, Point, Point, Color, float)

public void DrawLine(Batch2D spriteBatch, Point point1, Point point2, Color color, float sort)

Parameters
spriteBatch Batch2D
point1 Point
point2 Point
color Color
sort float

DrawLine(Batch2D, Vector2, float, float, Color, float)

public void DrawLine(Batch2D spriteBatch, Vector2 point, float length, float angle, Color color, float sort)

Parameters
spriteBatch Batch2D
point Vector2
length float
angle float
color Color
sort float

DrawLine(Batch2D, Vector2, float, float, Color, float, float)

public void DrawLine(Batch2D spriteBatch, Vector2 point, float length, float angle, Color color, float thickness, float sort)

Parameters
spriteBatch Batch2D
point Vector2
length float
angle float
color Color
thickness float
sort float

DrawLine(Batch2D, Vector2, Vector2, Color, float)

public void DrawLine(Batch2D spriteBatch, Vector2 point1, Vector2 point2, Color color, float sort)

Parameters
spriteBatch Batch2D
point1 Vector2
point2 Vector2
color Color
sort float

DrawLine(Batch2D, Vector2, Vector2, Color, float, float)

public void DrawLine(Batch2D spriteBatch, Vector2 point1, Vector2 point2, Color color, float thickness, float sort)

Parameters
spriteBatch Batch2D
point1 Vector2
point2 Vector2
color Color
thickness float
sort float

DrawPoint(Batch2D, Point, Color, float)

public void DrawPoint(Batch2D spriteBatch, Point pos, Color color, float sorting)

Parameters
spriteBatch Batch2D
pos Point
color Color
sorting float

DrawPoints(Batch2D, Vector2, Vector2[], Color, float)

public void DrawPoints(Batch2D spriteBatch, Vector2 position, Vector2[] points, Color color, float thickness)

Draws a list of connecting points

Parameters
spriteBatch Batch2D

position Vector2

points Vector2[]

color Color

thickness float

DrawPoints(Batch2D, Vector2, ReadOnlySpan, Color, float)

public void DrawPoints(Batch2D spriteBatch, Vector2 position, ReadOnlySpan<T> points, Color color, float thickness)

Draws a list of connecting points

Parameters
spriteBatch Batch2D

position Vector2

points ReadOnlySpan<T>

color Color

thickness float

DrawPolygon(Batch2D, ImmutableArray, T?)

public void DrawPolygon(Batch2D batch, ImmutableArray<T> vertices, T? drawInfo)

Parameters
batch Batch2D
vertices ImmutableArray<T>
drawInfo T?

DrawQuad(Rectangle, Color)

public void DrawQuad(Rectangle rect, Color color)

Parameters
rect Rectangle
color Color

DrawQuadOutline(Rectangle, Color)

public void DrawQuadOutline(Rectangle rect, Color color)

Parameters
rect Rectangle
color Color

DrawRectangle(Batch2D, Rectangle, Color, float)

public void DrawRectangle(Batch2D batch, Rectangle rectangle, Color color, float sorting)

Parameters
batch Batch2D
rectangle Rectangle
color Color
sorting float

DrawRectangleOutline(Batch2D, Rectangle, Color, int, float)

public void DrawRectangleOutline(Batch2D spriteBatch, Rectangle rectangle, Color color, int lineWidth, float sorting)

Parameters
spriteBatch Batch2D
rectangle Rectangle
color Color
lineWidth int
sorting float

DrawRectangleOutline(Batch2D, Rectangle, Color, int)

public void DrawRectangleOutline(Batch2D spriteBatch, Rectangle rectangle, Color color, int lineWidth)

Parameters
spriteBatch Batch2D
rectangle Rectangle
color Color
lineWidth int

DrawRectangleOutline(Batch2D, Rectangle, Color)

public void DrawRectangleOutline(Batch2D spriteBatch, Rectangle rectangle, Color color)

Parameters
spriteBatch Batch2D
rectangle Rectangle
color Color

DrawRepeating(Batch2D, AtlasCoordinates, Rectangle, float)

public void DrawRepeating(Batch2D batch, AtlasCoordinates texture, Rectangle area, float sort)

Parameters
batch Batch2D
texture AtlasCoordinates
area Rectangle
sort float

DrawTexture(Batch2D, Texture2D, Vector2, DrawInfo)

public void DrawTexture(Batch2D batch, Texture2D texture, Vector2 position, DrawInfo drawInfo)

Parameters
batch Batch2D
texture Texture2D
position Vector2
drawInfo DrawInfo

DrawTextureQuad(Texture2D, Rectangle, Rectangle, Matrix, Color, BlendState, Effect, Vector3)

public void DrawTextureQuad(Texture2D texture, Rectangle source, Rectangle destination, Matrix matrix, Color color, BlendState blend, Effect shaderEffect, Vector3 colorBlend)

Parameters
texture Texture2D
source Rectangle
destination Rectangle
matrix Matrix
color Color
blend BlendState
shaderEffect Effect
colorBlend Vector3

DrawTextureQuad(Texture2D, Rectangle, Rectangle, Matrix, Color, BlendState, Effect)

public void DrawTextureQuad(Texture2D texture, Rectangle source, Rectangle destination, Matrix matrix, Color color, BlendState blend, Effect shaderEffect)

Parameters
texture Texture2D
source Rectangle
destination Rectangle
matrix Matrix
color Color
blend BlendState
shaderEffect Effect

DrawTextureQuad(Texture2D, Rectangle, Rectangle, Matrix, Color, BlendState)

public void DrawTextureQuad(Texture2D texture, Rectangle source, Rectangle destination, Matrix matrix, Color color, BlendState blend)

Parameters
texture Texture2D
source Rectangle
destination Rectangle
matrix Matrix
color Color
blend BlendState

DrawTextureQuad(Texture2D, Rectangle, Rectangle, Matrix, Color, Effect, BlendState, bool)

public void DrawTextureQuad(Texture2D texture, Rectangle source, Rectangle destination, Matrix matrix, Color color, Effect effect, BlendState blend, bool smoothing)

Parameters
texture Texture2D
source Rectangle
destination Rectangle
matrix Matrix
color Color
effect Effect
blend BlendState
smoothing bool

DrawVerticalLine(Batch2D, int, int, int, Color, float)

public void DrawVerticalLine(Batch2D spriteBatch, int x, int y, int length, Color color, float sorting)

Parameters
spriteBatch Batch2D
x int
y int
length int
color Color
sorting float

MessageCompleteAnimations(Entity, SpriteComponent)

public void MessageCompleteAnimations(Entity e, SpriteComponent s)

Parameters
e Entity
s SpriteComponent

MessageCompleteAnimations(Entity)

public void MessageCompleteAnimations(Entity e)

Parameters
e Entity

TriggerEventsIfNeeded(Entity, RenderedSpriteCacheComponent, bool)

public void TriggerEventsIfNeeded(Entity e, RenderedSpriteCacheComponent cache, bool useUnscaledTime)

Parameters
e Entity
cache RenderedSpriteCacheComponent
useUnscaledTime bool

TriggerEventsIfNeeded(Entity, RenderedSpriteCacheComponent, float, float)

public void TriggerEventsIfNeeded(Entity e, RenderedSpriteCacheComponent cache, float previousTime, float currentTime)

Parameters
e Entity
cache RenderedSpriteCacheComponent
previousTime float
currentTime float

SoundServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class SoundServices

⭐ Methods

GetGlobalParameter(ParameterId)

public float GetGlobalParameter(ParameterId id)

Parameters
id ParameterId

Returns
float

StopAll(bool, HashSet)

public SoundEventId[] StopAll(bool fadeOut, HashSet<T> exceptFor)

Parameters
fadeOut bool
exceptFor HashSet<T>

Returns
SoundEventId[]

StopAll(bool)

public SoundEventId[] StopAll(bool fadeOut)

Stop all the ongoing events.

Parameters
fadeOut bool

Returns
SoundEventId[]

GetSpatialAttributes(Entity)

public SoundSpatialAttributes GetSpatialAttributes(Entity target)

Return the spatial attributes for playing a sound from .

Parameters
target Entity

Returns
SoundSpatialAttributes

Play(SoundEventId, Entity, SoundProperties)

public ValueTask Play(SoundEventId id, Entity target, SoundProperties properties)

Parameters
id SoundEventId
target Entity
properties SoundProperties

Returns
ValueTask

Play(SoundEventId, SoundProperties, T?)

public ValueTask Play(SoundEventId id, SoundProperties properties, T? attributes)

Parameters
id SoundEventId
properties SoundProperties
attributes T?

Returns
ValueTask

PlayMusic(SoundEventId)

public ValueTask PlayMusic(SoundEventId id)

Parameters
id SoundEventId

Returns
ValueTask

SetGlobalParameter(ParameterId, T)

public void SetGlobalParameter(ParameterId id, T value)

Parameters
id ParameterId
value T

Stop(T?, bool)

public void Stop(T? id, bool fadeOut)

Parameters
id T?
fadeOut bool

TrackEventSourcePosition(SoundEventId, Entity)

public void TrackEventSourcePosition(SoundEventId eventId, Entity e)

Parameters
eventId SoundEventId
e Entity

TextureServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class TextureServices

⭐ Methods

FromFile(GraphicsDevice, string, bool)

public Texture2D FromFile(GraphicsDevice graphicsDevice, string path, bool premultiplyAlpha)

Parameters
graphicsDevice GraphicsDevice
path string
premultiplyAlpha bool

Returns
Texture2D

WorldServices

Namespace: Murder.Services
Assembly: Murder.dll

public static class WorldServices

⭐ Methods

Guid(World)

public Guid Guid(World world)

Parameters
world World

Returns
Guid

Coroutine

Namespace: Murder.StateMachines
Assembly: Murder.dll

public class Coroutine : StateMachine

This CANNOT and WONT be serialized it is just a bad idea. Remember, we can't (or don't want to) serialize lambdas.

Implements: StateMachine

⭐ Constructors

public Coroutine()
public Coroutine(IEnumerator<T> routine)

Parameters
routine IEnumerator<T>

⭐ Properties

Entity

protected Entity Entity;

Returns
Entity

Name

public string Name { get; }

Returns
string

PersistStateOnSave

protected virtual bool PersistStateOnSave { get; }

Returns
bool

World

protected World World;

Returns
World

⭐ Methods

OnMessage(IMessage)

protected virtual void OnMessage(IMessage message)

Parameters
message IMessage

OnStart()

protected virtual void OnStart()

Transition(Func)

protected virtual void Transition(Func<TResult> routine)

Parameters
routine Func<TResult>

GoTo(Func)

protected virtual Wait GoTo(Func<TResult> routine)

Parameters
routine Func<TResult>

Returns
Wait

Reset()

protected void Reset()

State(Func)

protected void State(Func<TResult> routine)

Parameters
routine Func<TResult>

SwitchState(Func)

protected void SwitchState(Func<TResult> routine)

Parameters
routine Func<TResult>

OnDestroyed()

public virtual void OnDestroyed()

DialogStateMachine

Namespace: Murder.StateMachines
Assembly: Murder.dll

public class DialogStateMachine : StateMachine

Implements: StateMachine

⭐ Constructors

public DialogStateMachine()
public DialogStateMachine(bool destroyAfterDone)

Parameters
destroyAfterDone bool

⭐ Properties

Entity

protected Entity Entity;

Returns
Entity

Name

public string Name { get; }

Returns
string

PersistStateOnSave

protected virtual bool PersistStateOnSave { get; }

Returns
bool

World

protected World World;

Returns
World

⭐ Methods

OnMessage(IMessage)

protected virtual void OnMessage(IMessage message)

Parameters
message IMessage

OnStart()

protected virtual void OnStart()

Transition(Func)

protected virtual void Transition(Func<TResult> routine)

Parameters
routine Func<TResult>

GoTo(Func)

protected virtual Wait GoTo(Func<TResult> routine)

Parameters
routine Func<TResult>

Returns
Wait

Reset()

protected void Reset()

State(Func)

protected void State(Func<TResult> routine)

Parameters
routine Func<TResult>

SwitchState(Func)

protected void SwitchState(Func<TResult> routine)

Parameters
routine Func<TResult>

Talk()

public IEnumerator<T> Talk()

Returns
IEnumerator<T>

OnDestroyed()

public virtual void OnDestroyed()

AgentMoveToSystem

Namespace: Murder.Systems.Agents
Assembly: Murder.dll

public class AgentMoveToSystem : IFixedUpdateSystem, ISystem

Simple system for moving agents to another position. Looks for 'MoveTo' components and adds agent inpulses to it.

Implements: IFixedUpdateSystem, ISystem

⭐ Constructors

public AgentMoveToSystem()

⭐ Methods

FixedUpdate(Context)

public virtual void FixedUpdate(Context context)

Parameters
context Context

EventListenerSystem

Namespace: Murder.Systems.Effects
Assembly: Murder.dll

public class EventListenerSystem : IMessagerSystem, ISystem

Implements: IMessagerSystem, ISystem

⭐ Constructors

public EventListenerSystem()

⭐ Methods

OnMessage(World, Entity, IMessage)

public virtual void OnMessage(World world, Entity entity, IMessage message)

Parameters
world World
entity Entity
message IMessage

CustomDrawRenderSystem

Namespace: Murder.Systems.Graphics
Assembly: Murder.dll

public class CustomDrawRenderSystem : IMurderRenderSystem, IRenderSystem, ISystem

Implements: IMurderRenderSystem, IRenderSystem, ISystem

⭐ Constructors

public CustomDrawRenderSystem()

⭐ Methods

Draw(RenderContext, Context)

public virtual void Draw(RenderContext render, Context context)

Parameters
render RenderContext
context Context

ParticleDestroyerSystem

Namespace: Murder.Systems.Graphics
Assembly: Murder.dll

public class ParticleDestroyerSystem : IFixedUpdateSystem, ISystem

Implements: IFixedUpdateSystem, ISystem

⭐ Constructors

public ParticleDestroyerSystem()

⭐ Methods

FixedUpdate(Context)

public virtual void FixedUpdate(Context context)

Parameters
context Context

RandomizeAsepriteSystem

Namespace: Murder.Systems.Graphics
Assembly: Murder.dll

public class RandomizeAsepriteSystem : IReactiveSystem, ISystem

Implements: IReactiveSystem, ISystem

⭐ Constructors

public RandomizeAsepriteSystem()

⭐ Methods

OnAdded(World, ImmutableArray)

public virtual void OnAdded(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnModified(World, ImmutableArray)

public virtual void OnModified(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnRemoved(World, ImmutableArray)

public virtual void OnRemoved(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

RectangleRenderSystem

Namespace: Murder.Systems.Graphics
Assembly: Murder.dll

public class RectangleRenderSystem : IMurderRenderSystem, IRenderSystem, ISystem

Implements: IMurderRenderSystem, IRenderSystem, ISystem

⭐ Constructors

public RectangleRenderSystem()

⭐ Methods

Draw(RenderContext, Context)

public virtual void Draw(RenderContext render, Context context)

Parameters
render RenderContext
context Context

SpriteNineSliceRenderSystem

Namespace: Murder.Systems.Graphics
Assembly: Murder.dll

public class SpriteNineSliceRenderSystem : IMurderRenderSystem, IRenderSystem, ISystem

Implements: IMurderRenderSystem, IRenderSystem, ISystem

⭐ Constructors

public SpriteNineSliceRenderSystem()

⭐ Methods

Draw(RenderContext, Context)

public virtual void Draw(RenderContext render, Context context)

This draws an sprite nine slice component.

Parameters
render RenderContext
context Context

SpriteRenderSystem

Namespace: Murder.Systems.Graphics
Assembly: Murder.dll

public class SpriteRenderSystem : IMurderRenderSystem, IRenderSystem, ISystem, IFixedUpdateSystem

Implements: IMurderRenderSystem, IRenderSystem, ISystem, IFixedUpdateSystem

⭐ Constructors

public SpriteRenderSystem()

⭐ Methods

Draw(RenderContext, Context)

public virtual void Draw(RenderContext render, Context context)

Parameters
render RenderContext
context Context

FixedUpdate(Context)

public virtual void FixedUpdate(Context context)

Parameters
context Context

SpriteThreeSliceRenderSystem

Namespace: Murder.Systems.Graphics
Assembly: Murder.dll

public class SpriteThreeSliceRenderSystem : IMurderRenderSystem, IRenderSystem, ISystem

Implements: IMurderRenderSystem, IRenderSystem, ISystem

⭐ Constructors

public SpriteThreeSliceRenderSystem()

⭐ Methods

Draw(RenderContext, Context)

public virtual void Draw(RenderContext render, Context context)

This draws an aseprite three slice component. TODO: Support animations?

Parameters
render RenderContext
context Context

TilemapRenderSystem

Namespace: Murder.Systems.Graphics
Assembly: Murder.dll

public class TilemapRenderSystem : IMurderRenderSystem, IRenderSystem, ISystem

Implements: IMurderRenderSystem, IRenderSystem, ISystem

⭐ Constructors

public TilemapRenderSystem()

⭐ Methods

Draw(RenderContext, Context)

public virtual void Draw(RenderContext render, Context context)

Parameters
render RenderContext
context Context

SATPhysicsSystem

Namespace: Murder.Systems.Physics
Assembly: Murder.dll

public class SATPhysicsSystem : IFixedUpdateSystem, ISystem

Implements: IFixedUpdateSystem, ISystem

⭐ Constructors

public SATPhysicsSystem()

⭐ Methods

FixedUpdate(Context)

public virtual void FixedUpdate(Context context)

Parameters
context Context

TriggerPhysicsSystem

Namespace: Murder.Systems.Physics
Assembly: Murder.dll

public class TriggerPhysicsSystem : IReactiveSystem, ISystem

Implements: IReactiveSystem, ISystem

⭐ Constructors

public TriggerPhysicsSystem()

⭐ Methods

OnActivated(World, ImmutableArray)

public virtual void OnActivated(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnAdded(World, ImmutableArray)

public virtual void OnAdded(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnDeactivated(World, ImmutableArray)

public virtual void OnDeactivated(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnModified(World, ImmutableArray)

public virtual void OnModified(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnRemoved(World, ImmutableArray)

public virtual void OnRemoved(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

VerticalPhysicsSystem

Namespace: Murder.Systems.Physics
Assembly: Murder.dll

public class VerticalPhysicsSystem : IFixedUpdateSystem, ISystem

Implements: IFixedUpdateSystem, ISystem

⭐ Constructors

public VerticalPhysicsSystem()

⭐ Methods

FixedUpdate(Context)

public virtual void FixedUpdate(Context context)

Parameters
context Context

QuestTrackerSystem

Namespace: Murder.Systems.Utilities
Assembly: Murder.dll

public class QuestTrackerSystem : IReactiveSystem, ISystem

Implements: IReactiveSystem, ISystem

⭐ Constructors

public QuestTrackerSystem()

⭐ Methods

OnAdded(World, ImmutableArray)

public virtual void OnAdded(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnModified(World, ImmutableArray)

public virtual void OnModified(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnRemoved(World, ImmutableArray)

public virtual void OnRemoved(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

AgentMovementModifierSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class AgentMovementModifierSystem : IMessagerSystem, ISystem

Implements: IMessagerSystem, ISystem

⭐ Constructors

public AgentMovementModifierSystem()

⭐ Methods

OnMessage(World, Entity, IMessage)

public virtual void OnMessage(World world, Entity entity, IMessage message)

Parameters
world World
entity Entity
message IMessage

AgentSpriteSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class AgentSpriteSystem : IMurderRenderSystem, IRenderSystem, ISystem, IFixedUpdateSystem

Implements: IMurderRenderSystem, IRenderSystem, ISystem, IFixedUpdateSystem

⭐ Constructors

public AgentSpriteSystem()

⭐ Methods

SetParticleWalk(World, Entity, bool)

protected virtual void SetParticleWalk(World world, Entity e, bool isWalking)

Parameters
world World
e Entity
isWalking bool

Draw(RenderContext, Context)

public virtual void Draw(RenderContext render, Context context)

Parameters
render RenderContext
context Context

FixedUpdate(Context)

public virtual void FixedUpdate(Context context)

Parameters
context Context

AnimationEventBroadcastSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class AnimationEventBroadcastSystem : IMessagerSystem, ISystem

Implements: IMessagerSystem, ISystem

⭐ Constructors

public AnimationEventBroadcastSystem()

⭐ Methods

OnMessage(World, Entity, IMessage)

public virtual void OnMessage(World world, Entity entity, IMessage message)

Parameters
world World
entity Entity
message IMessage

AnimationOnPauseSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class AnimationOnPauseSystem : IUpdateSystem, ISystem

System that will automatically completes aseprites on a freeze cutscene.

Implements: IUpdateSystem, ISystem

⭐ Constructors

public AnimationOnPauseSystem()

⭐ Methods

Update(Context)

public virtual void Update(Context context)

Parameters
context Context

CalculatePathfindSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class CalculatePathfindSystem : IStartupSystem, ISystem, IReactiveSystem

Implements: IStartupSystem, ISystem, IReactiveSystem

⭐ Constructors

public CalculatePathfindSystem()

⭐ Methods

OnAdded(World, ImmutableArray)

public virtual void OnAdded(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnModified(World, ImmutableArray)

public virtual void OnModified(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnRemoved(World, ImmutableArray)

public virtual void OnRemoved(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

Start(Context)

public virtual void Start(Context context)

Parameters
context Context

CameraShakeSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class CameraShakeSystem : IMonoPreRenderSystem, IRenderSystem, ISystem

Implements: IMonoPreRenderSystem, IRenderSystem, ISystem

⭐ Constructors

public CameraShakeSystem()

⭐ Methods

BeforeDraw(Context)

public virtual void BeforeDraw(Context context)

Parameters
context Context

ConsoleSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class ConsoleSystem : IStartupSystem, ISystem, IGuiSystem, IRenderSystem

Implements: IStartupSystem, ISystem, IGuiSystem, IRenderSystem

⭐ Constructors

public ConsoleSystem()

⭐ Methods

DrawGui(RenderContext, Context)

public virtual void DrawGui(RenderContext render, Context context)

Parameters
render RenderContext
context Context

Start(Context)

public virtual void Start(Context context)

Parameters
context Context

DestroyAtTimeSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class DestroyAtTimeSystem : IUpdateSystem, ISystem

Implements: IUpdateSystem, ISystem

⭐ Constructors

public DestroyAtTimeSystem()

⭐ Methods

DestroyEntity(World, Entity)

protected virtual void DestroyEntity(World world, Entity e)

Parameters
world World
e Entity

Update(Context)

public virtual void Update(Context context)

Parameters
context Context

DynamicInCameraSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class DynamicInCameraSystem : IMonoPreRenderSystem, IRenderSystem, ISystem

Implements: IMonoPreRenderSystem, IRenderSystem, ISystem

⭐ Constructors

public DynamicInCameraSystem()

⭐ Methods

CalculateBounds(Vector2, Vector2, Point, Vector2)

public Rectangle CalculateBounds(Vector2 position, Vector2 origin, Point size, Vector2 scale)

Parameters
position Vector2
origin Vector2
size Point
scale Vector2

Returns
Rectangle

BeforeDraw(Context)

public virtual void BeforeDraw(Context context)

Parameters
context Context

FadeTransitionSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class FadeTransitionSystem : IUpdateSystem, ISystem, IReactiveSystem

System responsible for fading in and out entities. This is not responsible for the screen fade transition.

Implements: IUpdateSystem, ISystem, IReactiveSystem

⭐ Constructors

public FadeTransitionSystem()

⭐ Methods

OnAdded(World, ImmutableArray)

public virtual void OnAdded(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnModified(World, ImmutableArray)

public virtual void OnModified(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnRemoved(World, ImmutableArray)

public virtual void OnRemoved(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

Update(Context)

public virtual void Update(Context context)

Parameters
context Context

GridCacheRenderSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class GridCacheRenderSystem : IReactiveSystem, ISystem

Implements: IReactiveSystem, ISystem

⭐ Constructors

public GridCacheRenderSystem()

⭐ Methods

OnAdded(World, ImmutableArray)

public virtual void OnAdded(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnModified(World, ImmutableArray)

public virtual void OnModified(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnRemoved(World, ImmutableArray)

public virtual void OnRemoved(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnTileGridModified(World)

public void OnTileGridModified(World world)

Parameters
world World

InteractOnRuleMatchSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class InteractOnRuleMatchSystem : IStartupSystem, ISystem, IReactiveSystem

Implements: IStartupSystem, ISystem, IReactiveSystem

⭐ Constructors

public InteractOnRuleMatchSystem()

⭐ Methods

OnAdded(World, ImmutableArray)

public virtual void OnAdded(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnModified(World, ImmutableArray)

public virtual void OnModified(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnRemoved(World, ImmutableArray)

public virtual void OnRemoved(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

Start(Context)

public virtual void Start(Context context)

Parameters
context Context

MapCarveCollisionSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class MapCarveCollisionSystem : IReactiveSystem, ISystem

Implements: IReactiveSystem, ISystem

⭐ Constructors

public MapCarveCollisionSystem()

⭐ Methods

OnAdded(World, ImmutableArray)

public virtual void OnAdded(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnModified(World, ImmutableArray)

public virtual void OnModified(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnRemoved(World, ImmutableArray)

public virtual void OnRemoved(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

MapInitializerSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class MapInitializerSystem : IStartupSystem, ISystem

Implements: IStartupSystem, ISystem

⭐ Constructors

public MapInitializerSystem()

⭐ Methods

InitializeTile(Map, int, int, ITileProperties)

protected virtual void InitializeTile(Map map, int x, int y, ITileProperties iProperties)

Parameters
map Map
x int
y int
iProperties ITileProperties

Start(Context)

public virtual void Start(Context context)

Parameters
context Context

MoveToPerfectSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class MoveToPerfectSystem : IFixedUpdateSystem, ISystem

Simple system for moving agents to another position. Looks for 'MoveTo' components and adds agent inpulses to it.

Implements: IFixedUpdateSystem, ISystem

⭐ Constructors

public MoveToPerfectSystem()

⭐ Methods

FixedUpdate(Context)

public virtual void FixedUpdate(Context context)

Parameters
context Context

ParticleDisableTrackerSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class ParticleDisableTrackerSystem : IReactiveSystem, ISystem

Implements: IReactiveSystem, ISystem

⭐ Constructors

public ParticleDisableTrackerSystem()

⭐ Methods

OnAdded(World, ImmutableArray)

public virtual void OnAdded(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnModified(World, ImmutableArray)

public virtual void OnModified(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnRemoved(World, ImmutableArray)

public virtual void OnRemoved(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

ParticleRendererSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class ParticleRendererSystem : IStartupSystem, ISystem, IMurderRenderSystem, IRenderSystem, IUpdateSystem

Implements: IStartupSystem, ISystem, IMurderRenderSystem, IRenderSystem, IUpdateSystem

⭐ Constructors

public ParticleRendererSystem()

⭐ Methods

Draw(RenderContext, Context)

public virtual void Draw(RenderContext render, Context context)

Parameters
render RenderContext
context Context

Start(Context)

public virtual void Start(Context context)

Parameters
context Context

Update(Context)

public virtual void Update(Context context)

Parameters
context Context

ParticleTrackerSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class ParticleTrackerSystem : IReactiveSystem, ISystem

Implements: IReactiveSystem, ISystem

⭐ Constructors

public ParticleTrackerSystem()

⭐ Methods

OnActivated(World, ImmutableArray)

public virtual void OnActivated(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnAdded(World, ImmutableArray)

public virtual void OnAdded(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnDeactivated(World, ImmutableArray)

public virtual void OnDeactivated(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnModified(World, ImmutableArray)

public virtual void OnModified(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnRemoved(World, ImmutableArray)

public virtual void OnRemoved(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

PathfindRouteSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class PathfindRouteSystem : IFixedUpdateSystem, ISystem, IReactiveSystem

Implements: IFixedUpdateSystem, ISystem, IReactiveSystem

⭐ Constructors

public PathfindRouteSystem()

⭐ Methods

FixedUpdate(Context)

public virtual void FixedUpdate(Context context)

Parameters
context Context

OnAdded(World, ImmutableArray)

public virtual void OnAdded(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnModified(World, ImmutableArray)

public virtual void OnModified(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnRemoved(World, ImmutableArray)

public virtual void OnRemoved(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

PolygonSpriteRenderSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class PolygonSpriteRenderSystem : IMurderRenderSystem, IRenderSystem, ISystem

Implements: IMurderRenderSystem, IRenderSystem, ISystem

⭐ Constructors

public PolygonSpriteRenderSystem()

⭐ Methods

Draw(RenderContext, Context)

public virtual void Draw(RenderContext render, Context context)

Parameters
render RenderContext
context Context

QuadtreeCalculatorSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class QuadtreeCalculatorSystem : IReactiveSystem, ISystem

Implements: IReactiveSystem, ISystem

⭐ Constructors

public QuadtreeCalculatorSystem()

⭐ Methods

OnActivated(World, ImmutableArray)

public virtual void OnActivated(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnAdded(World, ImmutableArray)

public virtual void OnAdded(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnDeactivated(World, ImmutableArray)

public virtual void OnDeactivated(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnModified(World, ImmutableArray)

public virtual void OnModified(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnRemoved(World, ImmutableArray)

public virtual void OnRemoved(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

StateMachineOnPauseSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class StateMachineOnPauseSystem : IUpdateSystem, ISystem, IReactiveSystem, IExitSystem

Implements: IUpdateSystem, ISystem, IReactiveSystem, IExitSystem

⭐ Constructors

public StateMachineOnPauseSystem()

⭐ Methods

Exit(Context)

public virtual void Exit(Context context)

Parameters
context Context

OnAdded(World, ImmutableArray)

public virtual void OnAdded(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnModified(World, ImmutableArray)

public virtual void OnModified(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnRemoved(World, ImmutableArray)

public virtual void OnRemoved(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

Update(Context)

public virtual void Update(Context context)

Parameters
context Context

StateMachineSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class StateMachineSystem : IUpdateSystem, ISystem, IReactiveSystem, IExitSystem

Implements: IUpdateSystem, ISystem, IReactiveSystem, IExitSystem

⭐ Constructors

public StateMachineSystem()

⭐ Methods

Exit(Context)

public virtual void Exit(Context context)

Parameters
context Context

OnAdded(World, ImmutableArray)

public virtual void OnAdded(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnModified(World, ImmutableArray)

public virtual void OnModified(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnRemoved(World, ImmutableArray)

public virtual void OnRemoved(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

Update(Context)

public virtual void Update(Context context)

Parameters
context Context

TextureRenderSystem

Namespace: Murder.Systems
Assembly: Murder.dll

public class TextureRenderSystem : IMurderRenderSystem, IRenderSystem, ISystem, IReactiveSystem, IExitSystem

Implements: IMurderRenderSystem, IRenderSystem, ISystem, IReactiveSystem, IExitSystem

⭐ Constructors

public TextureRenderSystem()

⭐ Methods

Draw(RenderContext, Context)

public virtual void Draw(RenderContext render, Context context)

Parameters
render RenderContext
context Context

Exit(Context)

public virtual void Exit(Context context)

Parameters
context Context

OnAdded(World, ImmutableArray)

public virtual void OnAdded(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnModified(World, ImmutableArray)

public virtual void OnModified(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

OnRemoved(World, ImmutableArray)

public virtual void OnRemoved(World world, ImmutableArray<T> entities)

Parameters
world World
entities ImmutableArray<T>

AnchorAttribute

Namespace: Murder.Utilities.Attributes
Assembly: Murder.dll

public class AnchorAttribute : Attribute

Attribute for string fields that are actually an anchor of a state machine.

Implements: Attribute

⭐ Constructors

public AnchorAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

ChildIdAttribute

Namespace: Murder.Utilities.Attributes
Assembly: Murder.dll

public class ChildIdAttribute : Attribute

Attribute for string fields that point to an entity child id.

Implements: Attribute

⭐ Constructors

public ChildIdAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

CollisionLayerAttribute

Namespace: Murder.Utilities.Attributes
Assembly: Murder.dll

public class CollisionLayerAttribute : Attribute

Use to signal an Int field to use a drop down selector using constant fields of any class deriving from CollisionLayersBase

Implements: Attribute

⭐ Constructors

public CollisionLayerAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

CustomNameAttribute

Namespace: Murder.Utilities.Attributes
Assembly: Murder.dll

public class CustomNameAttribute : Attribute

Implements: Attribute

⭐ Constructors

public CustomNameAttribute(string name)

Parameters
name string

⭐ Properties

Name

public string Name;

Returns
string

TypeId

public virtual Object TypeId { get; }

Returns
Object

FolderAttribute

Namespace: Murder.Utilities.Attributes
Assembly: Murder.dll

public class FolderAttribute : Attribute

Implements: Attribute

⭐ Constructors

public FolderAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

FontAttribute

Namespace: Murder.Utilities.Attributes
Assembly: Murder.dll

public class FontAttribute : Attribute

Implements: Attribute

⭐ Constructors

public FontAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

PaletteColorAttribute

Namespace: Murder.Utilities.Attributes
Assembly: Murder.dll

public class PaletteColorAttribute : Attribute

Implements: Attribute

⭐ Constructors

public PaletteColorAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

RuntimeOnlyAttribute

Namespace: Murder.Utilities.Attributes
Assembly: Murder.dll

public class RuntimeOnlyAttribute : Attribute

This is an attribute for components which will not be added during with an editor in saved world or asset, but rather dynamically added in runtime.

Implements: Attribute

⭐ Constructors

public RuntimeOnlyAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

SoundAttribute

Namespace: Murder.Utilities.Attributes
Assembly: Murder.dll

public class SoundAttribute : Attribute

Attribute used for IComponent structs that will change according to a "story". This is used for debugging and filtering in editor.

Implements: Attribute

⭐ Constructors

public SoundAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

SoundParameterAttribute

Namespace: Murder.Utilities.Attributes
Assembly: Murder.dll

public class SoundParameterAttribute : Attribute

Attribute used for IComponent structs that will change according to a "story". This is used for debugging and filtering in editor.

Implements: Attribute

⭐ Constructors

public SoundParameterAttribute(SoundParameterKind kind)

Parameters
kind SoundParameterKind

⭐ Properties

Kind

public readonly SoundParameterKind Kind;

Returns
SoundParameterKind

TypeId

public virtual Object TypeId { get; }

Returns
Object

SoundParameterKind

Namespace: Murder.Utilities.Attributes
Assembly: Murder.dll

public sealed enum SoundParameterKind : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

All

public static const SoundParameterKind All;

Returns
SoundParameterKind

Global

public static const SoundParameterKind Global;

Returns
SoundParameterKind

Local

public static const SoundParameterKind Local;

Returns
SoundParameterKind

SoundPlayerAttribute

Namespace: Murder.Utilities.Attributes
Assembly: Murder.dll

public class SoundPlayerAttribute : Attribute

Attribute used for IComponent structs that will change according to a "story". This is used for debugging and filtering in editor.

Implements: Attribute

⭐ Constructors

public SoundPlayerAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

SpriteBatchReferenceAttribute

Namespace: Murder.Utilities.Attributes
Assembly: Murder.dll

public class SpriteBatchReferenceAttribute : Attribute

Implements: Attribute

⭐ Constructors

public SpriteBatchReferenceAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

StoryAttribute

Namespace: Murder.Utilities.Attributes
Assembly: Murder.dll

public class StoryAttribute : Attribute

Attribute used for IComponent structs that will change according to a "story". This is used for debugging and filtering in editor.

Implements: Attribute

⭐ Constructors

public StoryAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

TargetAttribute

Namespace: Murder.Utilities.Attributes
Assembly: Murder.dll

public class TargetAttribute : Attribute

Attribute for string fields that are actually targets of the entity.

Implements: Attribute

⭐ Constructors

public TargetAttribute()

⭐ Properties

TypeId

public virtual Object TypeId { get; }

Returns
Object

AsepriteFileInfo

Namespace: Murder.Utilities
Assembly: Murder.dll

public sealed struct AsepriteFileInfo

⭐ Constructors

public AsepriteFileInfo()

⭐ Properties

Baked

public bool Baked;

Returns
bool

Layer

public int Layer;

Returns
int

SliceIndex

public int SliceIndex;

Returns
int

Source

public string Source;

Returns
string

AssetRef<T>

Namespace: Murder.Utilities
Assembly: Murder.dll

public sealed struct AssetRef<T>

⭐ Constructors

public AssetRef<T>(Guid guid)

Parameters
guid Guid

⭐ Properties

Asset

public T Asset { get; }

Returns
T

Empty

public static AssetRef<T> Empty { get; }

Returns
AssetRef<T>

Guid

public readonly Guid Guid;

Returns
Guid

HasValue

public bool HasValue { get; }

Returns
bool

TryAsset

public T TryAsset { get; }

Returns
T

BlackboardHelpers

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class BlackboardHelpers

⭐ Methods

FormatText(string, out String&)

public bool FormatText(string text, String& newText)

Parameters
text string
newText string&

Returns
bool

Match(World, BlackboardTracker, ImmutableArray)

public bool Match(World world, BlackboardTracker tracker, ImmutableArray<T> requirements)

Parameters
world World
tracker BlackboardTracker
requirements ImmutableArray<T>

Returns
bool

Match(World, ImmutableArray)

public bool Match(World world, ImmutableArray<T> requirements)

Parameters
world World
requirements ImmutableArray<T>

Returns
bool

CacheDictionary<TKey, TValue>

Namespace: Murder.Utilities
Assembly: Murder.dll

public sealed class CacheDictionary<TKey, TValue> : Dictionary<TKey, TValue>, IDictionary<TKey, TValue>, ICollection<T>, IEnumerable<T>, IEnumerable, IDictionary, ICollection, IReadOnlyDictionary<TKey, TValue>, IReadOnlyCollection<T>, ISerializable, IDeserializationCallback, IDisposable

A dictionary that has a maximum amount of entries and discards old entries as new ones are added

Implements: Dictionary<TKey, TValue>, IDictionary<TKey, TValue>, ICollection<T>, IEnumerable<T>, IEnumerable, IDictionary, ICollection, IReadOnlyDictionary<TKey, TValue>, IReadOnlyCollection<T>, ISerializable, IDeserializationCallback, IDisposable

⭐ Constructors

public CacheDictionary<TKey, TValue>(int size)

Parameters
size int

⭐ Properties

Comparer

public IEqualityComparer<T> Comparer { get; }

Returns
IEqualityComparer<T>

Count

public virtual int Count { get; }

Returns
int

Item

public TValue Item { get; public set; }

Returns
TValue

Keys

public KeyCollection<TKey, TValue> Keys { get; }

Returns
KeyCollection<TKey, TValue>

Values

public ValueCollection<TKey, TValue> Values { get; }

Returns
ValueCollection<TKey, TValue>

⭐ Methods

ContainsValue(TValue)

public bool ContainsValue(TValue value)

Parameters
value TValue

Returns
bool

Remove(TKey, out TValue&)

public bool Remove(TKey key, TValue& value)

Parameters
key TKey
value TValue&

Returns
bool

TryAdd(TKey, TValue)

public bool TryAdd(TKey key, TValue value)

Parameters
key TKey
value TValue

Returns
bool

GetEnumerator()

public Enumerator<TKey, TValue> GetEnumerator()

Returns
Enumerator<TKey, TValue>

EnsureCapacity(int)

public int EnsureCapacity(int capacity)

Parameters
capacity int

Returns
int

ContainsKey(TKey)

public virtual bool ContainsKey(TKey key)

Parameters
key TKey

Returns
bool

Remove(TKey)

public virtual bool Remove(TKey key)

Parameters
key TKey

Returns
bool

TryGetValue(TKey, out TValue&)

public virtual bool TryGetValue(TKey key, TValue& value)

Parameters
key TKey
value TValue&

Returns
bool

Add(TKey, TValue)

public virtual void Add(TKey key, TValue value)

Parameters
key TKey
value TValue

Clear()

public virtual void Clear()

Dispose()

public virtual void Dispose()

GetObjectData(SerializationInfo, StreamingContext)

public virtual void GetObjectData(SerializationInfo info, StreamingContext context)

Parameters
info SerializationInfo
context StreamingContext

OnDeserialization(Object)

public virtual void OnDeserialization(Object sender)

Parameters
sender Object

TrimExcess()

public void TrimExcess()

TrimExcess(int)

public void TrimExcess(int capacity)

Parameters
capacity int

Calculator

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class Calculator

Calculator helper class.

⭐ Properties

LayersCount

public static int LayersCount;

Default layers count. TODO: Make this customizable.

Returns
int

TO_DEG

public static const float TO_DEG;

Returns
float

TO_RAD

public static const float TO_RAD;

Returns
float

⭐ Methods

AlmostEqual(float, float)

public bool AlmostEqual(float num1, float num2)

Parameters
num1 float
num2 float

Returns
bool

Blink(float, bool)

public bool Blink(float speed, bool scaled)

Parameters
speed float
scaled bool

Returns
bool

SameSign(float, float)

public bool SameSign(float num1, float num2)

Parameters
num1 float
num2 float

Returns
bool

SameSignOrSimilar(float, float)

public bool SameSignOrSimilar(float num1, float num2)

Parameters
num1 float
num2 float

Returns
bool

LerpSnap(float, float, double, float)

public double LerpSnap(float origin, float target, double factor, float threshold)

Parameters
origin float
target float
factor double
threshold float

Returns
double

Approach(float, float, float)

public float Approach(float from, float target, float amount)

Parameters
from float
target float
amount float

Returns
float

CatmullRom(float, float, float, float, float)

public float CatmullRom(float p0, float p1, float p2, float p3, float t)

Parameters
p0 float
p1 float
p2 float
p3 float
t float

Returns
float

Clamp01(float)

public float Clamp01(float v)

Parameters
v float

Returns
float

Clamp01(int)

public float Clamp01(int v)

Parameters
v int

Returns
float

ClampNearZero(float, float)

public float ClampNearZero(float value, float minimum)

Parameters
value float
minimum float

Returns
float

ClampTime(float, float, float, float)

public float ClampTime(float elapsed, float inDuration, float delayDuration, float outDuration)

Takes an elapsed time and coverts it to a 0-1 range

Parameters
elapsed float
inDuration float
delayDuration float
outDuration float

Returns
float

ClampTime(float, float, EaseKind)

public float ClampTime(float elapsed, float maxTime, EaseKind ease)

Takes an elapsed time and coverts it to a 0-1 range

Parameters
elapsed float

maxTime float

ease EaseKind

Returns
float

ClampTime(float, float)

public float ClampTime(float elapsed, float maxTime)

Takes an elapsed time and coverts it to a 0-1 range

Parameters
elapsed float
maxTime float

Returns
float

ConvertLayerToLayerDepth(int)

public float ConvertLayerToLayerDepth(int layer)

Parameters
layer int

Returns
float

InterpolateSmoothCurve(IList, float)

public float InterpolateSmoothCurve(IList<T> values, float t)

Parameters
values IList<T>
t float

Returns
float

Lerp(float, float, float)

public float Lerp(float origin, float target, float factor)

Parameters
origin float
target float
factor float

Returns
float

LerpSnap(float, float, float, float)

public float LerpSnap(float origin, float target, float factor, float threshold)

Parameters
origin float
target float
factor float
threshold float

Returns
float

Max(Single[])

public float Max(Single[] values)

Parameters
values float[]

Returns
float

Min(Single[])

public float Min(Single[] values)

Parameters
values float[]

Returns
float

Remap(float, float, float, float, float)

public float Remap(float input, float inputMin, float inputMax, float min, float max)

Parameters
input float
inputMin float
inputMax float
min float
max float

Returns
float

Remap(float, float, float)

public float Remap(float input, float min, float max)

Parameters
input float
min float
max float

Returns
float

SmoothStep(float, float, float)

public float SmoothStep(float value, float min, float max)

Parameters
value float
min float
max float

Returns
float

ToSpringOscillation(float, float)

public float ToSpringOscillation(float t, float frequency)

Converts a value to a spring oscillation.

Parameters
t float

frequency float

Returns
float

Wave(int, bool)

public float Wave(int speed, bool scaled)

Generates a value from 0 to 1 in a sine wave using Game.Now or Game.NowUnscaled

Parameters
speed int
scaled bool

Returns
float

CeilToInt(float)

public int CeilToInt(float v)

Parameters
v float

Returns
int

ConvertLayerDepthToLayer(float)

public int ConvertLayerDepthToLayer(float layerDepth)

Parameters
layerDepth float

Returns
int

FloorToInt(float)

public int FloorToInt(float v)

Parameters
v float

Returns
int

LerpInt(float, float, float)

public int LerpInt(float origin, float target, float factor)

Parameters
origin float
target float
factor float

Returns
int

ManhattanDistance(Point, Point)

public int ManhattanDistance(Point point1, Point point2)

Parameters
point1 Point
point2 Point

Returns
int

OneD(Point, int)

public int OneD(Point p, int width)

Parameters
p Point
width int

Returns
int

OneD(int, int, int)

public int OneD(int x, int y, int width)

Parameters
x int
y int
width int

Returns
int

PolarSnapToInt(float)

public int PolarSnapToInt(float v)

Parameters
v float

Returns
int

Pow(int, int)

public int Pow(int x, int y)

Parameters
x int
y int

Returns
int

RoundToEven(float)

public int RoundToEven(float v)

Parameters
v float

Returns
int

RoundToInt(double)

public int RoundToInt(double v)

Parameters
v double

Returns
int

RoundToInt(float)

public int RoundToInt(float v)

Rounds and converts a number to integer with MathF.Round(System.Single).

Parameters
v float

Returns
int

WrapAround(int, Int32&, Int32&)

public int WrapAround(int value, Int32& min, Int32& max)

Parameters
value int
min int&
max int&

Returns
int

ToPoint(Vector2)

public Point ToPoint(Vector2 vector)

Parameters
vector Vector2

Returns
Point

AddOnce(IList, T)

public T AddOnce(IList<T> list, T item)

Parameters
list IList<T>
item T

Returns
T

TryGet(IList, int)

public T? TryGet(IList<T> values, int index)

Parameters
values IList<T>
index int

Returns
T?

TryGet(ImmutableArray, int)

public T? TryGet(ImmutableArray<T> values, int index)

Parameters
values ImmutableArray<T>
index int

Returns
T?

RepeatingArray(T, int)

public T[] RepeatingArray(T value, int size)

Parameters
value T
size int

Returns
T[]

Spring(float, float, float, float, float, float)

public ValueTuple<T1, T2> Spring(float value, float velocity, float targetValue, float damping, float frequency, float deltaTime)

Parameters
value float
velocity float
targetValue float
damping float
frequency float
deltaTime float

Returns
ValueTuple<T1, T2>

Approach(Vector2&, Vector2&, float)

public Vector2 Approach(Vector2& from, Vector2& target, float amount)

Parameters
from Vector2&
target Vector2&
amount float

Returns
Vector2

GetPositionInSemicircle(float, Vector2, float, float, float)

public Vector2 GetPositionInSemicircle(float ratio, Vector2 center, float radius, float startAngle, float endAngle)

Parameters
ratio float
center Vector2
radius float
startAngle float
endAngle float

Returns
Vector2

Normalized(Vector2&)

public Vector2 Normalized(Vector2& vector2)

Parameters
vector2 Vector2&

Returns
Vector2

RandomPointInCircleEdge()

public Vector2 RandomPointInCircleEdge()

Returns
Vector2

RandomPointInsideCircle()

public Vector2 RandomPointInsideCircle()

Returns
Vector2

ToCore(Vector2)

public Vector2 ToCore(Vector2 vector)

Parameters
vector Vector2

Returns
Vector2

ToSysVector2(Point)

public Vector2 ToSysVector2(Point point)

Parameters
point Point

Returns
Vector2

ToSysVector2(Vector2)

public Vector2 ToSysVector2(Vector2 vector)

Parameters
vector Vector2

Returns
Vector2

ToXnaVector2(Vector2)

public Vector2 ToXnaVector2(Vector2 vector)

Parameters
vector Vector2

Returns
Vector2

Populate(T[], T)

public void Populate(T[] arr, T value)

Parameters
arr T[]
value T

CameraHelper

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class CameraHelper

⭐ Methods

GetSafeGridBounds(Camera2D, Rectangle)

public ValueTuple<T1, T2, T3, T4> GetSafeGridBounds(Camera2D camera, Rectangle rect)

Parameters
camera Camera2D
rect Rectangle

Returns
ValueTuple<T1, T2, T3, T4>

GetSafeGridBounds(Camera2D, Map)

public ValueTuple<T1, T2, T3, T4> GetSafeGridBounds(Camera2D camera, Map map)

Parameters
camera Camera2D
map Map

Returns
ValueTuple<T1, T2, T3, T4>

CollectionHelper

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class CollectionHelper

⭐ Methods

ToStringDictionary(Dictionary`2&, IEnumerable, Func<T, TResult>, Func<T, TResult>)

public Dictionary<TKey, TValue> ToStringDictionary(Dictionary`2& existingDictionary, IEnumerable<T> collection, Func<T, TResult> toKey, Func<T, TResult> toValue)

Parameters
existingDictionary Dictionary<TKey, TValue>&
collection IEnumerable<T>
toKey Func<T, TResult>
toValue Func<T, TResult>

Returns
Dictionary<TKey, TValue>

ToStringDictionary(IEnumerable, Func<T, TResult>, Func<T, TResult>)

public Dictionary<TKey, TValue> ToStringDictionary(IEnumerable<T> collection, Func<T, TResult> toKey, Func<T, TResult> toValue)

Parameters
collection IEnumerable<T>
toKey Func<T, TResult>
toValue Func<T, TResult>

Returns
Dictionary<TKey, TValue>

CollisionDirection

Namespace: Murder.Utilities
Assembly: Murder.dll

public sealed enum CollisionDirection : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Enter

public static const CollisionDirection Enter;

Returns
CollisionDirection

Exit

public static const CollisionDirection Exit;

Returns
CollisionDirection

ColorHelper

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class ColorHelper

⭐ Methods

MultiplyAlpha(Color)

public Color MultiplyAlpha(Color color)

Parameters
color Color

Returns
Color

ToVector4Color(string)

public Vector4 ToVector4Color(string hex)

Parses a string to Vector4.

Parameters
hex string

Returns
Vector4

Ease

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class Ease

Static class with useful easer functions that can be used by Tweens. This was copied from: https://github.com/kylepulver/Otter/blob/master/Otter/Utility/Glide/Ease.cs

⭐ Methods

BackIn(double)

public double BackIn(double t)

Back in.

Parameters
t double

Returns
double

BackInOut(double)

public double BackInOut(double t)

Back in and out.

Parameters
t double

Returns
double

BackOut(double)

public double BackOut(double t)

Back out.

Parameters
t double

Returns
double

BackOutSm(double)

public double BackOutSm(double t)

Back out.

Parameters
t double

Returns
double

BounceIn(double)

public double BounceIn(double t)

Bounce in.

Parameters
t double

Returns
double

BounceInOut(double)

public double BounceInOut(double t)

Bounce in and out.

Parameters
t double

Returns
double

BounceOut(double)

public double BounceOut(double t)

Bounce out.

Parameters
t double

Returns
double

CircIn(double)

public double CircIn(double t)

Circle in.

Parameters
t double

Returns
double

CircInOut(double)

public double CircInOut(double t)

Circle in and out.

Parameters
t double

Returns
double

CircOut(double)

public double CircOut(double t)

Circle out

Parameters
t double

Returns
double

CubeIn(double)

public double CubeIn(double t)

Cubic in.

Parameters
t double

Returns
double

CubeInOut(double)

public double CubeInOut(double t)

Cubic in and out.

Parameters
t double

Returns
double

CubeOut(double)

public double CubeOut(double t)

Cubic out.

Parameters
t double

Returns
double

ElasticIn(double)

public double ElasticIn(double t)

Elastic in.

Parameters
t double

Returns
double

ElasticInOut(double)

public double ElasticInOut(double t)

Elastic in and out.

Parameters
t double

Returns
double

ElasticOut(double)

public double ElasticOut(double t)

Elastic out.

Parameters
t double

Returns
double

Evaluate(double, EaseKind)

public double Evaluate(double t, EaseKind kind)

Do an ease according to .

Parameters
t double
kind EaseKind

Returns
double

ExpoIn(double)

public double ExpoIn(double t)

Exponential in.

Parameters
t double

Returns
double

ExpoInOut(double)

public double ExpoInOut(double t)

Exponential in and out.

Parameters
t double

Returns
double

ExpoOut(double)

public double ExpoOut(double t)

Exponential out.

Parameters
t double

Returns
double

Linear(double)

public double Linear(double t)

Linear.

Parameters
t double

Returns
double

QuadIn(double)

public double QuadIn(double t)

Quadratic in.

Parameters
t double

Returns
double

QuadInOut(double)

public double QuadInOut(double t)

Quadratic in and out.

Parameters
t double

Returns
double

QuadOut(double)

public double QuadOut(double t)

Quadratic out.

Parameters
t double

Returns
double

QuartIn(double)

public double QuartIn(double t)

Quart in.

Parameters
t double

Returns
double

QuartInOut(double)

public double QuartInOut(double t)

Quart in and out.

Parameters
t double

Returns
double

QuartOut(double)

public double QuartOut(double t)

Quart out.

Parameters
t double

Returns
double

QuintIn(double)

public double QuintIn(double t)

Quint in.

Parameters
t double

Returns
double

QuintInOut(double)

public double QuintInOut(double t)

Quint in and out.

Parameters
t double

Returns
double

QuintOut(double)

public double QuintOut(double t)

Quint out.

Parameters
t double

Returns
double

SineIn(double)

public double SineIn(double t)

Sine in.

Parameters
t double

Returns
double

SineInOut(double)

public double SineInOut(double t)

Sine in and out

Parameters
t double

Returns
double

SineOut(double)

public double SineOut(double t)

Sine out.

Parameters
t double

Returns
double

ToAndFrom(double)

public double ToAndFrom(double t)

Ease a value to its target and then back.

Parameters
t double

Returns
double

ZeroToOne(Func<T, TResult>, double, double)

public double ZeroToOne(Func<T, TResult> easeMethod, double duration, double tweenStart)

Parameters
easeMethod Func<T, TResult>
duration double
tweenStart double

Returns
double

BackIn(float)

public float BackIn(float t)

Back in.

Parameters
t float

Returns
float

BackInOut(float)

public float BackInOut(float t)

Back in and out.

Parameters
t float

Returns
float

BackOut(float)

public float BackOut(float t)

Back out.

Parameters
t float

Returns
float

BackOutSm(float)

public float BackOutSm(float t)

Back out.

Parameters
t float

Returns
float

BounceIn(float)

public float BounceIn(float t)

Bounce in.

Parameters
t float

Returns
float

BounceInOut(float)

public float BounceInOut(float t)

Bounce in and out.

Parameters
t float

Returns
float

BounceOut(float)

public float BounceOut(float t)

Bounce out.

Parameters
t float

Returns
float

CircIn(float)

public float CircIn(float t)

Circle in.

Parameters
t float

Returns
float

CircInOut(float)

public float CircInOut(float t)

Circle in and out.

Parameters
t float

Returns
float

CircOut(float)

public float CircOut(float t)

Circle out

Parameters
t float

Returns
float

CubeIn(float)

public float CubeIn(float t)

Cubic in.

Parameters
t float

Returns
float

CubeInOut(float)

public float CubeInOut(float t)

Cubic in and out.

Parameters
t float

Returns
float

CubeOut(float)

public float CubeOut(float t)

Cubic out.

Parameters
t float

Returns
float

ElasticIn(float)

public float ElasticIn(float t)

Elastic in.

Parameters
t float

Returns
float

ElasticInOut(float)

public float ElasticInOut(float t)

Elastic in and out.

Parameters
t float

Returns
float

ElasticOut(float)

public float ElasticOut(float t)

Elastic out.

Parameters
t float

Returns
float

Evaluate(float, EaseKind)

public float Evaluate(float t, EaseKind kind)

Do an ease according to .

Parameters
t float
kind EaseKind

Returns
float

ExpoIn(float)

public float ExpoIn(float t)

Exponential in.

Parameters
t float

Returns
float

ExpoInOut(float)

public float ExpoInOut(float t)

Exponential in and out.

Parameters
t float

Returns
float

ExpoOut(float)

public float ExpoOut(float t)

Exponential out.

Parameters
t float

Returns
float

Linear(float)

public float Linear(float t)

Linear.

Parameters
t float

Returns
float

QuadIn(float)

public float QuadIn(float t)

Quadratic in.

Parameters
t float

Returns
float

QuadInOut(float)

public float QuadInOut(float t)

Quadratic in and out.

Parameters
t float

Returns
float

QuadOut(float)

public float QuadOut(float t)

Quadratic out.

Parameters
t float

Returns
float

QuartIn(float)

public float QuartIn(float t)

Quart in.

Parameters
t float

Returns
float

QuartInOut(float)

public float QuartInOut(float t)

Quart in and out.

Parameters
t float

Returns
float

QuartOut(float)

public float QuartOut(float t)

Quart out.

Parameters
t float

Returns
float

QuintIn(float)

public float QuintIn(float t)

Quint in.

Parameters
t float

Returns
float

QuintInOut(float)

public float QuintInOut(float t)

Quint in and out.

Parameters
t float

Returns
float

QuintOut(float)

public float QuintOut(float t)

Quint out.

Parameters
t float

Returns
float

SineIn(float)

public float SineIn(float t)

Sine in.

Parameters
t float

Returns
float

SineInOut(float)

public float SineInOut(float t)

Sine in and out

Parameters
t float

Returns
float

SineOut(float)

public float SineOut(float t)

Sine out.

Parameters
t float

Returns
float

ToAndFrom(float)

public float ToAndFrom(float t)

Ease a value to its target and then back.

Parameters
t float

Returns
float

ZeroToOne(Func<T, TResult>, float, float)

public float ZeroToOne(Func<T, TResult> easeMethod, float duration, float tweenStart)

Parameters
easeMethod Func<T, TResult>
duration float
tweenStart float

Returns
float

ToAndFrom(Func<T, TResult>)

public Func<T, TResult> ToAndFrom(Func<T, TResult> easer)

Ease a value to its target and then back. Use this to wrap another easing function.

Parameters
easer Func<T, TResult>

Returns
Func<T, TResult>

EaseKind

Namespace: Murder.Utilities
Assembly: Murder.dll

public sealed enum EaseKind : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Specifies an easing technique.

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

BackIn

public static const EaseKind BackIn;

Returns
EaseKind

BackInOut

public static const EaseKind BackInOut;

Returns
EaseKind

BackOut

public static const EaseKind BackOut;

Returns
EaseKind

BackOutSm

public static const EaseKind BackOutSm;

Returns
EaseKind

BounceIn

public static const EaseKind BounceIn;

Returns
EaseKind

BounceInOut

public static const EaseKind BounceInOut;

Returns
EaseKind

BounceOut

public static const EaseKind BounceOut;

Returns
EaseKind

CircIn

public static const EaseKind CircIn;

Returns
EaseKind

CircInOut

public static const EaseKind CircInOut;

Returns
EaseKind

CircOut

public static const EaseKind CircOut;

Returns
EaseKind

CubeIn

public static const EaseKind CubeIn;

Returns
EaseKind

CubeInOut

public static const EaseKind CubeInOut;

Returns
EaseKind

CubeOut

public static const EaseKind CubeOut;

Returns
EaseKind

ElasticIn

public static const EaseKind ElasticIn;

Returns
EaseKind

ElasticInOut

public static const EaseKind ElasticInOut;

Returns
EaseKind

ElasticOut

public static const EaseKind ElasticOut;

Returns
EaseKind

ExpoIn

public static const EaseKind ExpoIn;

Returns
EaseKind

ExpoInOut

public static const EaseKind ExpoInOut;

Returns
EaseKind

ExpoOut

public static const EaseKind ExpoOut;

Returns
EaseKind

Linear

public static const EaseKind Linear;

Returns
EaseKind

QuadIn

public static const EaseKind QuadIn;

Returns
EaseKind

QuadInOut

public static const EaseKind QuadInOut;

Returns
EaseKind

QuadOut

public static const EaseKind QuadOut;

Returns
EaseKind

QuartIn

public static const EaseKind QuartIn;

Returns
EaseKind

QuartInOut

public static const EaseKind QuartInOut;

Returns
EaseKind

QuartOut

public static const EaseKind QuartOut;

Returns
EaseKind

QuintIn

public static const EaseKind QuintIn;

Returns
EaseKind

QuintInOut

public static const EaseKind QuintInOut;

Returns
EaseKind

QuintOut

public static const EaseKind QuintOut;

Returns
EaseKind

SineIn

public static const EaseKind SineIn;

Returns
EaseKind

SineInOut

public static const EaseKind SineInOut;

Returns
EaseKind

SineOut

public static const EaseKind SineOut;

Returns
EaseKind

ToAndFro

public static const EaseKind ToAndFro;

Returns
EaseKind

ZeroToOne

public static const EaseKind ZeroToOne;

Returns
EaseKind

EnumHelper

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class EnumHelper

⭐ Methods

GetNames()

public IEnumerable<T> GetNames()

Returns
IEnumerable<T>

ToCustomString(T)

public string ToCustomString(T value)

Parameters
value T

Returns
string

GridHelper

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class GridHelper

⭐ Methods

Circle(int, int, int)

public IEnumerable<T> Circle(int cx, int cy, int radius)

Parameters
cx int
cy int
radius int

Returns
IEnumerable<T>

Line(Point, Point)

public IEnumerable<T> Line(Point start, Point end)

Parameters
start Point
end Point

Returns
IEnumerable<T>

Reverse(IDictionary<TKey, TValue>, Point, Point)

public ImmutableDictionary<TKey, TValue> Reverse(IDictionary<TKey, TValue> input, Point initial, Point target)

Parameters
input IDictionary<TKey, TValue>
initial Point
target Point

Returns
ImmutableDictionary<TKey, TValue>

SnapToGridDelta(IMurderTransformComponent)

public IMurderTransformComponent SnapToGridDelta(IMurderTransformComponent transform)

Parameters
transform IMurderTransformComponent

Returns
IMurderTransformComponent

FromTopLeftToBottomRight(Point, Point)

public IntRectangle FromTopLeftToBottomRight(Point p1, Point p2)

Creates a rectangle from to .

Parameters
p1 Point
p2 Point

Returns
IntRectangle

GetBoundingBox(Rectangle)

public IntRectangle GetBoundingBox(Rectangle rect)

Parameters
rect Rectangle

Returns
IntRectangle

GetCarveBoundingBox(Rectangle, float)

public IntRectangle GetCarveBoundingBox(Rectangle rect, float occupiedThreshold)

Parameters
rect Rectangle
occupiedThreshold float

Returns
IntRectangle

ToGrid(Point)

public Point ToGrid(Point position)

Parameters
position Point

Returns
Point

ToGrid(Vector2)

public Point ToGrid(Vector2 position)

Parameters
position Vector2

Returns
Point

Neighbours(Point, int, int, bool)

public ReadOnlySpan<T> Neighbours(Point p, int width, int height, bool includeDiagonals)

Returns all the neighbours of a position.

Parameters
p Point
width int
height int
includeDiagonals bool

Returns
ReadOnlySpan<T>

Neighbours(Point, int, int, int, int, bool)

public ReadOnlySpan<T> Neighbours(Point p, int x, int y, int edgeX, int edgeY, bool includeDiagonals)

Returns all the neighbours of a position.

Parameters
p Point
x int
y int
edgeX int
edgeY int
includeDiagonals bool

Returns
ReadOnlySpan<T>

FromTopLeftToBottomRight(Vector2, Vector2)

public Rectangle FromTopLeftToBottomRight(Vector2 p1, Vector2 p2)

Creates a rectangle from to .

Parameters
p1 Vector2
p2 Vector2

Returns
Rectangle

ToRectangle(Point)

public Rectangle ToRectangle(Point grid)

Parameters
grid Point

Returns
Rectangle

SnapToGridDelta(Vector2)

public Vector2 SnapToGridDelta(Vector2 vector2)

Parameters
vector2 Vector2

Returns
Vector2

Icons

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class Icons

⭐ Properties

Camera

public static const char Camera;

Returns
char

Children

public static const char Children;

Returns
char

ChildrenNone

public static const char ChildrenNone;

Returns
char

Component

public static const char Component;

Returns
char

Cutscene

public static const char Cutscene;

Returns
char

Entity

public static const char Entity;

Returns
char

Play

public static const char Play;

Returns
char

Settings

public static const char Settings;

Returns
char

Sound

public static const char Sound;

Returns
char

System

public static const char System;

Returns
char

Tiles

public static const char Tiles;

Returns
char

Transform

public static const char Transform;

Returns
char

World

public static const char World;

Returns
char

InputHelpers

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class InputHelpers

⭐ Methods

FitToWidth(ReadOnlySpan`1&, int)

public bool FitToWidth(ReadOnlySpan`1& text, int width)

Parameters
text ReadOnlySpan<T>&
width int

Returns
bool

GetAmountOfLines(ReadOnlySpan, int)

public int GetAmountOfLines(ReadOnlySpan<T> text, int width)

Parameters
text ReadOnlySpan<T>
width int

Returns
int

Clamp(int)

public void Clamp(int length)

Parameters
length int

MatrixHelper

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class MatrixHelper

⭐ Methods

ToXnaMatrix(Matrix4x4)

public Matrix ToXnaMatrix(Matrix4x4 matrix)

Parameters
matrix Matrix4x4

Returns
Matrix

MurderAssetHelpers

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class MurderAssetHelpers

⭐ Methods

GetGameAssetPath(GameAsset)

public string GetGameAssetPath(GameAsset asset)

Get the path to load or save .

Parameters
asset GameAsset

Returns
string

GetPortraitForLine(Line)

public T? GetPortraitForLine(Line line)

Parameters
line Line

Returns
T?

GetSpriteAssetForPortrait(Portrait)

public T? GetSpriteAssetForPortrait(Portrait portrait)

Parameters
portrait Portrait

Returns
T?

ToAssetArray(ImmutableArray)

public T[] ToAssetArray(ImmutableArray<T> guids)

Parameters
guids ImmutableArray<T>

Returns
T[]

NoiseHelper

Namespace: Murder.Utilities
Assembly: Murder.dll

public sealed class NoiseHelper

⭐ Constructors

public NoiseHelper()

⭐ Methods

CarmodyNoise(float, float, float, bool, bool)

public float CarmodyNoise(float x, float y, float z, bool doReseed, bool doNormalize)

Carmody's implementation of a Simplex Noise generator

Parameters
x float

y float

z float

doReseed bool

doNormalize bool

Returns
float

GustavsonNoise(float, float, bool, bool)

public float GustavsonNoise(float xin, float yin, bool doRecalculate, bool doNormalize)

Gustavson's implementation of a 2D Simplex Noise generator

Parameters
xin float

yin float

doRecalculate bool

doNormalize bool

Returns
float

GustavsonNoise(float, float, float, bool, bool)

public float GustavsonNoise(float xin, float yin, float zin, bool doRecalculate, bool doNormalize)

Gustavson's implementation of a 3D Simplex Noise generator

Parameters
xin float

yin float

zin float

doRecalculate bool

doNormalize bool

Returns
float

Normalize(float, float, float)

public float Normalize(float value, float min, float max)

Normalizes a float to the range of 0 to 1

Parameters
value float

min float

max float

Returns
float

NormalizeSigned(float, float, float)

public float NormalizeSigned(float value, float min, float max)

Normalizes a float to the range of -1 to 1

Parameters
value float

min float

max float

Returns
float

Simple01(float, float)

public float Simple01(float point, float frequency)

Parameters
point float
frequency float

Returns
float

Simple2D(float, float, float)

public float Simple2D(float x, float y, float frequency)

Parameters
x float
y float
frequency float

Returns
float

LCG(long, long, long, long)

public long LCG(long seed, long a, long c, long m)

Parameters
seed long
a long
c long
m long

Returns
long

NoiseType

Namespace: Murder.Utilities
Assembly: Murder.dll

public sealed enum NoiseType : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

Carmody

public static const NoiseType Carmody;

Returns
NoiseType

Gustavson

public static const NoiseType Gustavson;

Returns
NoiseType

PerlinNoise

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class PerlinNoise

⭐ Methods

Noise(float, float, float)

public float Noise(float x, float y, float z)

Parameters
x float
y float
z float

Returns
float

PositionExtensions

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class PositionExtensions

⭐ Methods

IsSameCell(IMurderTransformComponent, IMurderTransformComponent)

public bool IsSameCell(IMurderTransformComponent this, IMurderTransformComponent other)

Parameters
this IMurderTransformComponent
other IMurderTransformComponent

Returns
bool

GetGlobalTransform(Entity)

public IMurderTransformComponent GetGlobalTransform(Entity entity)

Parameters
entity Entity

Returns
IMurderTransformComponent

CellPoint(IMurderTransformComponent)

public Point CellPoint(IMurderTransformComponent this)

Parameters
this IMurderTransformComponent

Returns
Point

FromCellToPointPosition(Point&)

public Point FromCellToPointPosition(Point& point)

Parameters
point Point&

Returns
Point

FromWorldToLowerBoundGridPosition(Point&)

public Point FromWorldToLowerBoundGridPosition(Point& point)

Parameters
point Point&

Returns
Point

ToCellPoint(IMurderTransformComponent)

public Point ToCellPoint(IMurderTransformComponent position)

Parameters
position IMurderTransformComponent

Returns
Point

ToPoint(PositionComponent)

public Point ToPoint(PositionComponent position)

Parameters
position PositionComponent

Returns
Point

Add(PositionComponent, Point)

public PositionComponent Add(PositionComponent position, Point delta)

Parameters
position PositionComponent
delta Point

Returns
PositionComponent

Add(PositionComponent, float, float)

public PositionComponent Add(PositionComponent position, float dx, float dy)

Parameters
position PositionComponent
dx float
dy float

Returns
PositionComponent

Add(PositionComponent, Vector2)

public PositionComponent Add(PositionComponent position, Vector2 delta)

Parameters
position PositionComponent
delta Vector2

Returns
PositionComponent

ToPosition(Point&)

public PositionComponent ToPosition(Point& position)

Parameters
position Point&

Returns
PositionComponent

ToPosition(Vector2&)

public PositionComponent ToPosition(Vector2& position)

Parameters
position Vector2&

Returns
PositionComponent

AddToVector2(IMurderTransformComponent, Vector2)

public Vector2 AddToVector2(IMurderTransformComponent position, Vector2 delta)

Parameters
position IMurderTransformComponent
delta Vector2

Returns
Vector2

AddToVector2(PositionComponent, float, float)

public Vector2 AddToVector2(PositionComponent position, float dx, float dy)

Parameters
position PositionComponent
dx float
dy float

Returns
Vector2

FromCellToVector2CenterPosition(Point&)

public Vector2 FromCellToVector2CenterPosition(Point& point)

Parameters
point Point&

Returns
Vector2

FromCellToVector2Position(Point&)

public Vector2 FromCellToVector2Position(Point& point)

Parameters
point Point&

Returns
Vector2

ToSysVector2(PositionComponent)

public Vector2 ToSysVector2(PositionComponent position)

Parameters
position PositionComponent

Returns
Vector2

ToVector2(IMurderTransformComponent)

public Vector2 ToVector2(IMurderTransformComponent position)

Parameters
position IMurderTransformComponent

Returns
Vector2

SetGlobalPosition(Entity, Vector2)

public void SetGlobalPosition(Entity entity, Vector2 position)

Parameters
entity Entity
position Vector2

SetGlobalTransform(Entity, T)

public void SetGlobalTransform(Entity entity, T transform)

Parameters
entity Entity
transform T

SetLocalPosition(Entity, Vector2)

public void SetLocalPosition(Entity entity, Vector2 position)

Parameters
entity Entity
position Vector2

RandomExtensions

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class RandomExtensions

⭐ Methods

FlipACoin(Random)

public bool FlipACoin(Random random)

Parameters
random Random

Returns
bool

TryWithChanceOf(Random, float)

public bool TryWithChanceOf(Random random, float chance)

Flag a switch with a chance of .

Parameters
random Random

chance float

Returns
bool

TryWithChanceOf(Random, int)

public bool TryWithChanceOf(Random random, int chance)

Flag a switch with a chance of %.

Parameters
random Random

chance int

Returns
bool

NextFloat(Random, float)

public float NextFloat(Random r, float max)

Parameters
r Random
max float

Returns
float

NextFloat(Random, float, float)

public float NextFloat(Random r, float min, float max)

Parameters
r Random
min float
max float

Returns
float

NextFloat(Random)

public float NextFloat(Random r)

Returns a float from 0f to 1f

Parameters
r Random

Returns
float

SmoothRandom(float, float)

public float SmoothRandom(float seed, float smoothness)

Parameters
seed float
smoothness float

Returns
float

AnyEnumOf(Random)

public T AnyEnumOf(Random r)

Parameters
r Random

Returns
T

AnyOf(Random, IList)

public T AnyOf(Random r, IList<T> arr)

Parameters
r Random
arr IList<T>

Returns
T

GetRandom(IList, Random)

public T GetRandom(IList<T> array, Random random)

Parameters
array IList<T>
random Random

Returns
T

GetRandom(ImmutableArray, Random)

public T GetRandom(ImmutableArray<T> array, Random random)

Parameters
array ImmutableArray<T>
random Random

Returns
T

GetRandomKey(IDictionary<TKey, TValue>, Random)

public T GetRandomKey(IDictionary<TKey, TValue> dict, Random random)

Parameters
dict IDictionary<TKey, TValue>
random Random

Returns
T

PopRandom(IList, Random)

public T PopRandom(IList<T> list, Random random)

Parameters
list IList<T>
random Random

Returns
T

GetRandom(Random, T[], int)

public T[] GetRandom(Random random, T[] array, int length)

Parameters
random Random
array T[]
length int

Returns
T[]

GetRandom(IDictionary<TKey, TValue>, Random)

public U GetRandom(IDictionary<TKey, TValue> dict, Random random)

Parameters
dict IDictionary<TKey, TValue>
random Random

Returns
U

PopRandom(Dictionary<TKey, TValue>, Random)

public U PopRandom(Dictionary<TKey, TValue> dict, Random random)

Parameters
dict Dictionary<TKey, TValue>
random Random

Returns
U

Direction(Random, float, float)

public Vector2 Direction(Random r, float minAngle, float maxAngle)

This returns a vector one rotated from to .

Parameters
r Random
minAngle float
maxAngle float

Returns
Vector2

DistributedDirection(Random, int, int, float, float)

public Vector2 DistributedDirection(Random r, int currentStep, int totalSteps, float min, float max)

Parameters
r Random
currentStep int
totalSteps int
min float
max float

Returns
Vector2

DistributedDirection(Random, int, int)

public Vector2 DistributedDirection(Random r, int currentStep, int totalSteps)

Parameters
r Random
currentStep int
totalSteps int

Returns
Vector2

SerializationHelper

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class SerializationHelper

⭐ Methods

DeepCopy(T)

public T DeepCopy(T c)

Parameters
c T

Returns
T

ShaderHelper

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class ShaderHelper

⭐ Methods

SetParameter(Effect, string, Texture2D)

public void SetParameter(Effect effect, string id, Texture2D val)

Parameters
effect Effect
id string
val Texture2D

SetParameter(Effect, string, Vector2)

public void SetParameter(Effect effect, string id, Vector2 val)

Parameters
effect Effect
id string
val Vector2

SetParameter(Effect, string, Vector3[])

public void SetParameter(Effect effect, string id, Vector3[] val)

Parameters
effect Effect
id string
val Vector3[]

SetParameter(Effect, string, Point)

public void SetParameter(Effect effect, string id, Point val)

Parameters
effect Effect
id string
val Point

SetParameter(Effect, string, bool)

public void SetParameter(Effect effect, string id, bool val)

Parameters
effect Effect
id string
val bool

SetParameter(Effect, string, float)

public void SetParameter(Effect effect, string id, float val)

Parameters
effect Effect
id string
val float

SetParameter(Effect, string, int)

public void SetParameter(Effect effect, string id, int val)

Parameters
effect Effect
id string
val int

SetParameter(Effect, string, Vector2)

public void SetParameter(Effect effect, string id, Vector2 val)

Parameters
effect Effect
id string
val Vector2

SetTechnique(Effect, string)

public void SetTechnique(Effect effect, string id)

Parameters
effect Effect
id string

TrySetParameter(Effect, string, bool)

public void TrySetParameter(Effect effect, string id, bool val)

Parameters
effect Effect
id string
val bool

TrySetParameter(Effect, string, float)

public void TrySetParameter(Effect effect, string id, float val)

Parameters
effect Effect
id string
val float

TrySetParameter(Effect, string, int)

public void TrySetParameter(Effect effect, string id, int val)

Parameters
effect Effect
id string
val int

StringHelper

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class StringHelper

⭐ Methods

FuzzyMatch(string, string)

public bool FuzzyMatch(string searchTerm, string target)

Parameters
searchTerm string
target string

Returns
bool

LevenshteinDistance(string, string)

public int LevenshteinDistance(string s, string t)

Parameters
s string
t string

Returns
int

CapitalizeFirstLetter(string)

public string CapitalizeFirstLetter(string input)

Parameters
input string

Returns
string

Cleanup(string)

public string Cleanup(string input)

Removes single returns, keeps doubles.

Parameters
input string

Returns
string

GetDescription(T)

public string GetDescription(T enumerationValue)

Parameters
enumerationValue T

Returns
string

ToHumanList(IEnumerable, string, string)

public string ToHumanList(IEnumerable<T> someStringArray, string separator, string lastItemSeparator)

Parameters
someStringArray IEnumerable<T>
separator string
lastItemSeparator string

Returns
string

GetAttribute(T)

public TAttr GetAttribute(T enumerationValue)

Parameters
enumerationValue T

Returns
TAttr

TargetEntity

Namespace: Murder.Utilities
Assembly: Murder.dll

public sealed enum TargetEntity : Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

Implements: Enum, IComparable, ISpanFormattable, IFormattable, IConvertible

⭐ Properties

CreateNewEntity

public static const TargetEntity CreateNewEntity;

Returns
TargetEntity

Interactor

public static const TargetEntity Interactor;

Returns
TargetEntity

Parent

public static const TargetEntity Parent;

Returns
TargetEntity

Self

public static const TargetEntity Self;

Returns
TargetEntity

Target

public static const TargetEntity Target;

Returns
TargetEntity

ThreeSlice

Namespace: Murder.Utilities
Assembly: Murder.dll

public sealed struct ThreeSlice

⭐ Constructors

public ThreeSlice(ThreeSliceInfo info)

Parameters
info ThreeSliceInfo

⭐ Properties

Core

public readonly Rectangle Core;

Returns
Rectangle

Image

public readonly SpriteAsset Image;

Returns
SpriteAsset

⭐ Methods

Draw(Batch2D, Rectangle, Vector2, Orientation, float)

public void Draw(Batch2D batch, Rectangle target, Vector2 origin, Orientation orientation, float sort)

Parameters
batch Batch2D
target Rectangle
origin Vector2
orientation Orientation
sort float

ThreeSliceInfo

Namespace: Murder.Utilities
Assembly: Murder.dll

public sealed struct ThreeSliceInfo

⭐ Constructors

public ThreeSliceInfo()
public ThreeSliceInfo(Rectangle core, Guid image)

Parameters
core Rectangle
image Guid

⭐ Properties

Core

public readonly Rectangle Core;

Returns
Rectangle

Empty

public static ThreeSliceInfo Empty { get; }

Returns
ThreeSliceInfo

Image

public readonly Guid Image;

Returns
Guid

Vector2Extensions

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class Vector2Extensions

⭐ Methods

HasValue(Vector2)

public bool HasValue(Vector2 vector)

Parameters
vector Vector2

Returns
bool

Height(Vector2)

public float Height(Vector2 vector)

A quick shorthand for when using a vector as a "size"

Parameters
vector Vector2

Returns
float

Manhattan(Vector2)

public float Manhattan(Vector2 vector)

Parameters
vector Vector2

Returns
float

PerpendicularCounterClockwise(Vector2, Vector2)

public float PerpendicularCounterClockwise(Vector2 vector, Vector2 other)

Parameters
vector Vector2
other Vector2

Returns
float

Width(Vector2)

public float Width(Vector2 vector)

A quick shorthand for when using a vector as a "size"

Parameters
vector Vector2

Returns
float

Ceiling(Vector2)

public Point Ceiling(Vector2 vector)

Parameters
vector Vector2

Returns
Point

Floor(Vector2)

public Point Floor(Vector2 vector)

Parameters
vector Vector2

Returns
Point

Point(Vector2)

public Point Point(Vector2 vector)

Parameters
vector Vector2

Returns
Point

Round(Vector2)

public Point Round(Vector2 vector)

Parameters
vector Vector2

Returns
Point

ToGridPoint(Vector2)

public Point ToGridPoint(Vector2 vector)

Parameters
vector Vector2

Returns
Point

XY(Vector2)

public ValueTuple<T1, T2> XY(Vector2 vector)

Parameters
vector Vector2

Returns
ValueTuple<T1, T2>

Add(Vector2, float)

public Vector2 Add(Vector2 a, float b)

Parameters
a Vector2
b float

Returns
Vector2

Approach(Vector2, Vector2, float)

public Vector2 Approach(Vector2 a, Vector2 b, float amount)

Parameters
a Vector2
b Vector2
amount float

Returns
Vector2

Mirror(Vector2, Vector2)

public Vector2 Mirror(Vector2 vector, Vector2 center)

Parameters
vector Vector2
center Vector2

Returns
Vector2

Multiply(Vector2, Vector2)

public Vector2 Multiply(Vector2 a, Vector2 b)

Parameters
a Vector2
b Vector2

Returns
Vector2

Normalized(Vector2)

public Vector2 Normalized(Vector2 vector)

Parameters
vector Vector2

Returns
Vector2

NormalizedWithSanity(Vector2)

public Vector2 NormalizedWithSanity(Vector2 vector)

Parameters
vector Vector2

Returns
Vector2

PerpendicularClockwise(Vector2)

public Vector2 PerpendicularClockwise(Vector2 vector)

Parameters
vector Vector2

Returns
Vector2

PerpendicularCounterClockwise(Vector2)

public Vector2 PerpendicularCounterClockwise(Vector2 vector)

Parameters
vector Vector2

Returns
Vector2

Reverse(Vector2)

public Vector2 Reverse(Vector2 vector)

Parameters
vector Vector2

Returns
Vector2

Rotate(Vector2, float)

public Vector2 Rotate(Vector2 vector, float angle)

Returns a new vector, rotated by the given angle. In radians.

Parameters
vector Vector2

angle float

Returns
Vector2

ToVector3(Vector2)

public Vector3 ToVector3(Vector2 vector)

Parameters
vector Vector2

Returns
Vector3

Vector2Helper

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class Vector2Helper

⭐ Properties

Center

public static Vector2 Center { get; }

Returns
Vector2

Down

public static Vector2 Down { get; }

Returns
Vector2

Up

public static Vector2 Up { get; }

Returns
Vector2

⭐ Methods

CalculateAngle(Vector2, Vector2, Vector2)

public float CalculateAngle(Vector2 a, Vector2 b, Vector2 c)

Calculates the internal angle of a triangle.

Parameters
a Vector2

b Vector2

c Vector2

Returns
float

Deviation(Vector2, Vector2)

public float Deviation(Vector2 vec1, Vector2 vec2)

Parameters
vec1 Vector2
vec2 Vector2

Returns
float

FromAngle(float)

public Vector2 FromAngle(float angle)

Creates a vector from an angle in radians.

Parameters
angle float

Returns
Vector2

LerpSnap(Vector2, Vector2, double, float)

public Vector2 LerpSnap(Vector2 origin, Vector2 target, double factor, float threshold)

Parameters
origin Vector2
target Vector2
factor double
threshold float

Returns
Vector2

LerpSnap(Vector2, Vector2, float, float)

public Vector2 LerpSnap(Vector2 origin, Vector2 target, float factor, float threshold)

Parameters
origin Vector2
target Vector2
factor float
threshold float

Returns
Vector2

RoundTowards(Vector2, Vector2)

public Vector2 RoundTowards(Vector2 value, Vector2 towards)

Parameters
value Vector2
towards Vector2

Returns
Vector2

Squish(float)

public Vector2 Squish(float ammount)

Returns a one unit vector, squished by . A positive number increases the X, a negative number increases the Y

Parameters
ammount float

Returns
Vector2

WorldHelper

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class WorldHelper

⭐ Methods

ToEventListener(EventListenerEditorComponent)

public EventListenerComponent ToEventListener(EventListenerEditorComponent c)

Parameters
c EventListenerEditorComponent

Returns
EventListenerComponent

XnaExtensions

Namespace: Murder.Utilities
Assembly: Murder.dll

public static class XnaExtensions

⭐ Methods

ToXnaColor(Vector4)

public Color ToXnaColor(Vector4 color)

Parameters
color Vector4

Returns
Color

ToXnaPoint(Vector2)

public Point ToXnaPoint(Vector2 vector2)

Parameters
vector2 Vector2

Returns
Point

ToRectangle(float, float, float, float)

public Rectangle ToRectangle(float x, float y, float width, float height)

Parameters
x float
y float
width float
height float

Returns
Rectangle

ToSysVector4(Color)

public Vector4 ToSysVector4(Color color)

Parameters
color Color

Returns
Vector4

Game

Namespace: Murder
Assembly: Murder.dll

public class Game : Game, IDisposable

Implements: Game, IDisposable

⭐ Constructors

public Game(IMurderGame game, GameDataManager dataManager)

Creates a new game, there should only be one game instance ever. If is not initialized, it will create the starting scene from GameProfile.

Parameters
game IMurderGame
dataManager GameDataManager

public Game(IMurderGame game)

Parameters
game IMurderGame

⭐ Properties

_disposePendingWorld

protected bool _disposePendingWorld;

Returns
bool

_gameData

protected readonly GameDataManager _gameData;

Returns
GameDataManager

_graphics

protected readonly GraphicsDeviceManager _graphics;

Returns
GraphicsDeviceManager

_logger

protected GameLogger _logger;

Single logger of the game.

Returns
GameLogger

_pendingExit

protected bool _pendingExit;

Returns
bool

_pendingWorld

protected MonoWorld _pendingWorld;

Returns
MonoWorld

_pendingWorldTransition

protected T? _pendingWorldTransition;

Returns
T?

_playerInput

protected readonly PlayerInput _playerInput;

Returns
PlayerInput

_sceneLoader

protected SceneLoader _sceneLoader;

Initialized in Game.LoadContent.

Returns
SceneLoader

ActiveScene

public Scene ActiveScene { get; }

Returns
Scene

AlwaysUpdateBeforeFixed

protected virtual bool AlwaysUpdateBeforeFixed { get; }

Always run update before fixed update. Override this for a different behavior.

Returns
bool

Components

public GameComponentCollection Components { get; }

Returns
GameComponentCollection

Content

public ContentManager Content { get; public set; }

Returns
ContentManager

Data

public static GameDataManager Data { get; }

Gets the GameDataManager instance.

Returns
GameDataManager

DeltaTime

public static float DeltaTime { get; }

De time difference between current and last update, scaled by pause and other time scaling. Value is reliable only during the Update().

Returns
float

Downsample

public float Downsample;

Returns
float

FixedDeltaTime

public static float FixedDeltaTime { get; }

Gets the fixed delta time in seconds.

Returns
float

Fullscreen

public bool Fullscreen { get; public set; }

Gets or sets the fullscreen mode of the game. When set, it updates the game's window to reflect the new mode.

Returns
bool

GameScale

public Vector2 GameScale { get; }

Gets the scale of the game relative to the window size and game profile scale. Returns Vector2.One if the window has invalid dimensions.

Returns
Vector2

GraphicsDevice

public GraphicsDevice GraphicsDevice { get; }

Gets the current instance of the GraphicsDevice.

Returns
GraphicsDevice

GraphLogger

public virtual GraphLogger GraphLogger { get; }

Gets the current graph logger debugger.

Returns
GraphLogger

Grid

public static GridConfiguration Grid { get; }

Beautiful hardcoded grid so it's very easy to access in game!

Returns
GridConfiguration

HasCursor

protected virtual bool HasCursor { get; }

Returns
bool

Height

public static int Height { get; }

Gets the game height from the GameProfile. This is the intended size, not the actual size. For the current window size use RenderContext.Camera.

Returns
int

InactiveSleepTime

public TimeSpan InactiveSleepTime { get; public set; }

Returns
TimeSpan

InitialScene

protected virtual Scene InitialScene { get; }

Returns
Scene

Input

public static PlayerInput Input { get; }

Gets the PlayerInput instance.

Returns
PlayerInput

Instance

public static Game Instance { get; private set; }

Singleton instance of the game. wBe cautious when referencing this...

Returns
Game

IsActive

public bool IsActive { get; }

Returns
bool

IsDiagnosticEnabled

protected virtual bool IsDiagnosticEnabled { get; }

Returns
bool

IsFixedTimeStep

public bool IsFixedTimeStep { get; public set; }

Returns
bool

IsMouseVisible

public bool IsMouseVisible { get; public set; }

Returns
bool

IsPaused

public bool IsPaused { get; private set; }

Returns
bool

IsSkippingDeltaTimeOnUpdate

public bool IsSkippingDeltaTimeOnUpdate { get; }

Whether the player is currently skipping frames (due to cutscene) and ignore the time while calling update methods.

Returns
bool

LaunchParameters

public LaunchParameters LaunchParameters { get; }

Returns
LaunchParameters

LONGEST_TIME_RESET

public static const float LONGEST_TIME_RESET;

Returns
float

LongestRenderTime

public float LongestRenderTime { get; private set; }

Gets the longest render time ever recorded.

Returns
float

LongestUpdateTime

public float LongestUpdateTime { get; private set; }

Returns
float

MaxElapsedTime

public TimeSpan MaxElapsedTime { get; public set; }

Returns
TimeSpan

Now

public static float Now { get; }

Gets the current scaled elapsed time.

Returns
float

NowUnscaled

public static float NowUnscaled { get; }

Gets the current unscaled elapsed time.

Returns
float

Preferences

public static GamePreferences Preferences { get; }

Gets the GamePreferences asset instance.

Returns
GamePreferences

PreviousElapsedTime

public float PreviousElapsedTime { get; }

Elapsed time in seconds from the previous update frame since the game started

Returns
float

PreviousNow

public static float PreviousNow { get; }

Gets the scaled elapsed time from the previous fixed update.

Returns
float

PreviousNowUnscaled

public static float PreviousNowUnscaled { get; }

Time from previous fixed update.

Returns
float

Profile

public static GameProfile Profile { get; }

Gets the GameProfile asset instance.

Returns
GameProfile

Random

public static Random Random;

Provides a static Random instance.

Returns
Random

RenderTime

public float RenderTime { get; private set; }

Time in seconds that the Draw() method took to finish

Returns
float

Save

public static SaveData Save { get; }

Gets the active SaveData asset instance.

Returns
SaveData

Services

public GameServiceContainer Services { get; }

Returns
GameServiceContainer

Sound

public static ISoundPlayer Sound { get; }

Gets the ISoundPlayer instance.

Returns
ISoundPlayer

SoundPlayer

public readonly ISoundPlayer SoundPlayer;

Returns
ISoundPlayer

StartedSkippingCutscene

public bool StartedSkippingCutscene;

Whether the player started skipping.

Returns
bool

TargetElapsedTime

public TimeSpan TargetElapsedTime { get; public set; }

Returns
TimeSpan

TimeSinceLastDraw

public float TimeSinceLastDraw { get; }

Gets the time in seconds since the last draw.

Returns
float

UnscaledDeltaTime

public static float UnscaledDeltaTime { get; }

De time difference between current and last update. Value is reliable only during the Update().

Returns
float

UpdateTime

public float UpdateTime { get; private set; }

Returns
float

Width

public static int Width { get; }

Gets the game width from the GameProfile. This is the intended size, not the actual size. For the current window size use RenderContext.Camera.

Returns
int

Window

public GameWindow Window { get; }

Returns
GameWindow

⭐ Events

Activated

public event EventHandler<TEventArgs> Activated;

Returns
EventHandler<TEventArgs>

Deactivated

public event EventHandler<TEventArgs> Deactivated;

Returns
EventHandler<TEventArgs>

Disposed

public event EventHandler<TEventArgs> Disposed;

Returns
EventHandler<TEventArgs>

Exiting

public event EventHandler<TEventArgs> Exiting;

Returns
EventHandler<TEventArgs>

⭐ Methods

BeginDraw()

protected virtual bool BeginDraw()

Returns
bool

LoadSceneAsync(bool)

protected virtual Task LoadSceneAsync(bool waitForAllContent)

Asynchronously loads the game's content.

Parameters
waitForAllContent bool

Returns
Task

ApplyGameSettingsImpl()

protected virtual void ApplyGameSettingsImpl()

Virtual method for extended game settings application in derived classes.

BeginRun()

protected virtual void BeginRun()

Dispose(bool)

protected virtual void Dispose(bool isDisposing)

Parameters
isDisposing bool

Draw(GameTime)

protected virtual void Draw(GameTime gameTime)

Renders the current frame, handling loading draw and ImGui rendering, and tracks rendering time.

Parameters
gameTime GameTime

DrawImGui(GameTime)

protected virtual void DrawImGui(GameTime gameTime)

Placeholder for extending the ImGui drawing functionality in game editor.

Parameters
gameTime GameTime

EndDraw()

protected virtual void EndDraw()

EndRun()

protected virtual void EndRun()

ExitGame()

protected virtual void ExitGame()

Exit the game. This is used to wrap any custom behavior depending on the game implementation.

Finalize()

protected virtual void Finalize()

Initialize()

protected virtual void Initialize()

Initializes the game by setting up input bindings and configuring initial settings. Typically overridden by the game implementation.

LoadContent()

protected virtual void LoadContent()

Loads game content and initializes it. This includes initializing the sound player, game data, settings, shaders, and initial scene. Also asynchronously loads the initial scene.

LoadContentImpl()

protected virtual void LoadContentImpl()

Virtual method for extended content loading implementation in derived classes.

OnActivated(Object, EventArgs)

protected virtual void OnActivated(Object sender, EventArgs args)

Parameters
sender Object
args EventArgs

OnDeactivated(Object, EventArgs)

protected virtual void OnDeactivated(Object sender, EventArgs args)

Parameters
sender Object
args EventArgs

OnExiting(Object, EventArgs)

protected virtual void OnExiting(Object sender, EventArgs args)

Parameters
sender Object
args EventArgs

OnLoadingDraw(RenderContext)

protected virtual void OnLoadingDraw(RenderContext renderContext)

Display drawing for the load animation.

Parameters
renderContext RenderContext

SetWindowSize(Point)

protected virtual void SetWindowSize(Point screenSize)

Sets the window size for the game based on the specified screen size and full screen settings.

Parameters
screenSize Point

UnloadContent()

protected virtual void UnloadContent()

Update(GameTime)

protected virtual void Update(GameTime gameTime)

Performs game frame updates, handling logic for paused states, fixed updates, and unscaled time.

Parameters
gameTime GameTime

ApplyGameSettings()

protected void ApplyGameSettings()

Applies game settings based on the current Murder.Game._gameData. Configures grid and rendering settings, and calls an implementation-specific settings application method.

DoPendingExitGame()

protected void DoPendingExitGame()

DoPendingWorldTransition()

protected void DoPendingWorldTransition()

UpdateImpl(GameTime)

protected void UpdateImpl(GameTime gameTime)

Implements core update logic, including frame freezing, world transitions, input handling, and time scaling.

Parameters
gameTime GameTime

CanResumeAfterSaveComplete()

public bool CanResumeAfterSaveComplete()

Determines if the game can resume after a save operation is complete. Returns true if there's no active save data or the save operation has finished.

Returns
bool

QueueReplaceWorldOnCurrentScene(MonoWorld, bool)

public bool QueueReplaceWorldOnCurrentScene(MonoWorld world, bool disposeWorld)

This is called when replacing the world for a current scene. Happened when transition from two different scenes (already loaded) as a world.

Parameters
world MonoWorld
disposeWorld bool

Returns
bool

QueueWorldTransition(Guid)

public bool QueueWorldTransition(Guid world)

Parameters
world Guid

Returns
bool

ResumeDeltaTimeOnUpdate()

public bool ResumeDeltaTimeOnUpdate()

Resume game to normal game time.

Returns
bool

CreateRenderContext(GraphicsDevice, Camera2D, RenderContextFlags)

public RenderContext CreateRenderContext(GraphicsDevice graphicsDevice, Camera2D camera, RenderContextFlags settings)

Creates a RenderContext using the specified graphics device, camera, and settings. Returns a new RenderContext if the game instance is null. Optionally implement this interface for using your custom RenderContext.

Parameters
graphicsDevice GraphicsDevice

camera Camera2D

settings RenderContextFlags

Returns
RenderContext

BeginImGuiTheme()

public virtual void BeginImGuiTheme()

Placeholder for setting up a custom ImGui theme, to be extended in game editor.

Dispose()

public virtual void Dispose()

EndImGuiTheme()

public virtual void EndImGuiTheme()

Placeholder for finalizing a custom ImGui theme, to be extended in game editor.

RefreshWindow()

public virtual void RefreshWindow()

Refreshes the game window settings based on the current profile.

Exit()

public void Exit()

FreezeFrames(int)

public void FreezeFrames(int amount)

This will pause the game for of frames.

Parameters
amount int

Pause()

public void Pause()

This will pause the game.

QueueExitGame()

public void QueueExitGame()

This queues such that the game exit at the end of the update. We wait until the end of the update to avoid any access to a world that has been disposed on cleanup.

ResetElapsedTime()

public void ResetElapsedTime()

Resume()

public void Resume()

This will resume the game.

RevertSlowDown()

public void RevertSlowDown()

Run()

public void Run()

Run(GameRunBehavior)

public void Run(GameRunBehavior runBehavior)

Parameters
runBehavior GameRunBehavior

RunOneFrame()

public void RunOneFrame()

SetWaitForSaveComplete()

public void SetWaitForSaveComplete()

Sets the flag to indicate that the game should wait for the save operation to complete.

SkipDeltaTimeOnUpdate()

public void SkipDeltaTimeOnUpdate()

This will skip update times and immediately run the update calls from the game until Game.ResumeDeltaTimeOnUpdate is called.

SlowDown(float)

public void SlowDown(float scale)

This will slow down the game time. TODO: What if we have multiple slow downs in the same run?

Parameters
scale float

SuppressDraw()

public void SuppressDraw()

Tick()

public void Tick()

IMurderGame

Namespace: Murder
Assembly: Murder.dll

public abstract IMurderGame

This is the main loop of a murder game. This has the callbacks to relevant events in the game.

⭐ Properties

HasCursor

public virtual bool HasCursor { get; }

Returns
bool

Name

public abstract virtual string Name { get; }

This is the name of the game, used when creating assets and loading save data.

Returns
string

Version

public virtual float Version { get; }

This is the version of the game, used when checking for save compatibility.

Returns
float

⭐ Methods

CreateGamePreferences()

public virtual GamePreferences CreateGamePreferences()

Creates a custom game preferences for the game.

Returns
GamePreferences

CreateGameProfile()

public virtual GameProfile CreateGameProfile()

Creates a custom game profile for the game.

Returns
GameProfile

CreateSoundPlayer()

public virtual ISoundPlayer CreateSoundPlayer()

Creates the client custom sound player.

Returns
ISoundPlayer

CreateRenderContext(GraphicsDevice, Camera2D, RenderContextFlags)

public virtual RenderContext CreateRenderContext(GraphicsDevice graphicsDevice, Camera2D camera, RenderContextFlags settings)

Creates a custom render context for the game.

Parameters
graphicsDevice GraphicsDevice
camera Camera2D
settings RenderContextFlags

Returns
RenderContext

CreateSaveData(int)

public virtual SaveData CreateSaveData(int slot)

Creates save data for the game.

Parameters
slot int

Returns
SaveData

LoadContentAsync()

public virtual Task LoadContentAsync()

This loads all the content within the game. Called after IMurderGame.Initialize.

Returns
Task

Initialize()

public virtual void Initialize()

Called once, when the executable for the game starts and initializes.

OnDraw()

public virtual void OnDraw()

Called after each draw.

OnExit()

public virtual void OnExit()

Called once the game exits.

OnLoadingDraw(RenderContext)

public virtual void OnLoadingDraw(RenderContext context)

Called when a scene is unavailable due to loading of assets. Only assets at GameDataManager.PreloadContent are available.

Parameters
context RenderContext

OnSceneTransition()

public virtual void OnSceneTransition()

Called before a scene transition.

OnUpdate()

public virtual void OnUpdate()

Called after each update.

IShaderProvider

Namespace: Murder
Assembly: Murder.dll

public abstract IShaderProvider

A game that leverages murder and use custom shaders should implement this in their IMurderGame.

⭐ Properties

Shaders

public abstract virtual String[] Shaders { get; }

Names of custom shaders that will be provided. This is expected to be placed in ./<game_directory />/../resources

Returns
string[]