Entitas Redux
Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12345]
 NJCMG
 NEntitasRedux
 NBlueprints
 NEditor
 NVisualDebugging
 CAbstractEntityIndex
 CAbstractEntityIndexAttribute
 CArrayToolsHelper methods for arrays
 CCleanupAttribute
 CCollectionExtension
 CCollectorA Collector can observe one or more groups from the same context and collects changed entities based on the specified groupEvent
 CCollectorContextExtension
 CCollectorException
 CComponentNameAttribute
 CContextA context manages the lifecycle of entities and groups. You can create and destroy entities and get groups of entities. The preferred way to create a context is to use the generated methods from the code generator, e.g. var context = new GameContext();
 CContextAttribute
 CContextDoesNotContainEntityException
 CContextEntityIndexDoesAlreadyExistException
 CContextEntityIndexDoesNotExistException
 CContextExtension
 CContextInfo
 CContextInfoException
 CContextStillHasRetainedEntitiesException
 CCustomEntityIndexAttribute
 CDictionaryTools
 CDontDrawComponentAttribute
 CDontGenerateAttribute
 CEntitasReduxExceptionBase exception used by EntitasRedux
 CEntitasStringExtension
 CEntityUse context.CreateEntity() to create a new entity and entity.Destroy() to destroy it. You can add, replace and remove IComponent to an entity
 CEntityAlreadyHasComponentException
 CEntityBehaviour
 CEntityDoesNotHaveComponentException
 CEntityEqualityComparer
 CEntityIndex
 CEntityIndexAttribute
 CEntityIndexException
 CEntityIndexGetMethodAttribute
 CEntityIsAlreadyRetainedByOwnerException
 CEntityIsNotDestroyedException
 CEntityIsNotEnabledException
 CEntityIsNotRetainedByOwnerException
 CEntityLink
 CEntityLinkExtension
 CEventAttribute
 CFlagPrefixAttribute
 CGroupUse context.GetGroup(matcher) to get a group of entities which match the specified matcher. Calling context.GetGroup(matcher) with the same matcher will always return the same instance of the group. The created group is managed by the context and will always be up to date. It will automatically add entities that match the matcher or remove entities as soon as they don't match the matcher anymore
 CGroupExtension
 CGroupSingleEntityException
 CIAERC
 CIAllOfMatcher
 CIAnyOfMatcher
 CICleanupSystemImplement this interface if you want to create a system which should execute cleanup logic after execution
 CICollector
 CIComponentImplement this interface if you want to create a component which you can add to an entity. Optionally, you can add these attributes: [Unique]: the code generator will generate additional methods for the context to ensure that only one entity with this component exists. E.g. context.isAnimating = true or context.SetResources(); [MyContextName, MyOtherContextName]: You can make this component to be available only in the specified contexts. The code generator can generate these attributes for you. More available Attributes can be found in Entitas.CodeGeneration.Attributes/Attributes
 CICompoundMatcher
 CIContext
 CIContexts
 CIEntity
 CIEntityIndex
 CIFixedUpdateSystemImplement this interface if you want to create a system which should execute every fixed physics step
 CIGroup
 CIInitializeSystemImplement this interface if you want to create a system which should be initialized once in the beginning
 CILateUpdateSystemImplement this interface if you want to create a system which should be executed at the end of every render frame
 CIMatcher
 CIndexOutOfLookupRangeExceptionAn exception that occurs when an index is attempted to be used with a component lookup that is out of range for the components it contains
 CINoneOfMatcher
 CIReactiveSystemImplement this interface if you want to create a system which should be executed in reaction to an event or data change
 CISystemThe base interface for all systems. It's not meant to be implemented directly. Use one of its child interfaces such as IInitializeSystem, IUpdateSystem, IFixedUpdateSystem, IUpdateSystem, ILateUpdateSystem, ICleanupSystem or ITearDownSystem
 CITearDownSystemImplement this interface if you want to create a system which should tear down once in the end
 CIUpdateSystemImplement this interface if you want to create a system which should execute once per render frame
 CJobSystemA JobSystem calls Execute(entities) with subsets of entities and distributes the workload over the specified amount of threads. Don't use the generated methods like AddXyz() and ReplaceXyz() when writing multi-threaded code in Entitas
 CListToolsHelper methods for generic types
 CMatcher
 CMatcherException
 CMultiReactiveSystemA ReactiveSystem calls Execute(entities) if there were changes based on the specified Collector and will only pass in changed entities. A common use-case is to react to changes, e.g. a change of the position of an entity to update the gameObject.transform.position of the related gameObject
 CPostConstructorAttribute
 CPrimaryEntityIndex
 CPrimaryEntityIndexAttribute
 CReactiveSystemA ReactiveSystem calls Execute(entities) if there were changes based on the specified Collector and will only pass in changed entities. A common use-case is to react to changes, e.g. a change of the position of an entity to update the gameObject.transform.position of the related gameObject
 CRuntimeConstantsRuntime constant fields for EntitasRedux
 CSafeAERCAutomatic Entity Reference Counting (AERC) is used internally to prevent pooling retained entities. If you use retain manually you also have to release it manually at some point. SafeAERC checks if the entity has already been retained or released. It's slower, but you keep the information about the owners
 CSingleEntityException
 CSystemsSystems provide a convenient way to group systems. You can add IInitializeSystem, IExecuteSystem, ICleanupSystem, ITearDownSystem, ReactiveSystem and other nested Systems instances. All systems will be initialized and executed based on the order you added them
 CTriggerOnEvent
 CTriggerOnEventMatcherExtension
 CTypeExtensionsHelper methods for Type
 CUniqueAttribute
 CUnsafeAERCAutomatic Entity Reference Counting (AERC) is used internally to prevent pooling retained entities. If you use retain manually you also have to release it manually at some point. UnsafeAERC doesn't check if the entity has already been retained or released. It's faster, but you lose the information about the owners