public sealed class SceneComponentBridgeA bridge over a component a compiled scene may name.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
⚠ The set is the game's, and that is the whole value of going through the registry. A game registers its components so its scenes can carry them; the editor's component panel then draws them with nothing else asked of anybody, because the rows come from the same [DataContract] description the serializer uses.
Fields and properties (4)
public AuthoringKind KindWhich of the two kinds of authoring unit this is.
public string NameWhat it is called in a file: the serializer's alias, and its identity here.
public string DisplayNamepublic Type ComponentTypeThe CLR type, which is what the rows are drawn from.
Methods (6)
public SceneComponentBridge(ISceneComponentBinder binder, Func<object>? initial = null)Wraps a registered binder.
public bool Has(World world, Entity entity)Whether an entity carries one.
public object Read(World world, Entity entity)Reads it off an entity, boxed.
public void Write(World world, Entity entity, object value)Puts a value on an entity, adding the component if it is not there.
public object Create()public bool Remove(World world, Entity entity)Takes it off an entity.
Used by (1)
- RegisteredVixen.Editor.App