UEEntity

Members

Functions

addComponent
auto addComponent()
addComponent
UEComponent addComponent(string _type)
broadcast
void broadcast(ARG _arg)
broadcast
void broadcast()
getComponent
auto getComponent()

find first component of type T

hasComponent
bool hasComponent()
removeComponent
void removeComponent(UEComponent c)

Properties

components
UEComponent[] components [@property getter]
destroyed
bool destroyed [@property getter]
events
UEEvents events [@property getter]

can go once ue is removed and we have DI

layer
UELayer layer [@property getter]
layer
UELayer layer [@property setter]
name
string name [@property getter]
name
string name [@property setter]
sceneNode
UESceneNode sceneNode [@property getter]
sceneNode
const(UESceneNode) sceneNode [@property getter]

Static functions

create
auto create(string _name, UESceneNode _parent)

factory method

createForDeserialize
auto createForDeserialize()
destroy
void destroy(UEEntity entity)
destroyImmediate
void destroyImmediate(UEEntity entity)

Inherited Members

From UEObject

hideFlags
void hideFlags(HideFlagSet v)
hideFlags
HideFlagSet hideFlags()
instanceId
UUID instanceId()
newInstanceId
void newInstanceId()
hideInHirarchie
bool hideInHirarchie [@property getter]
typename
string typename [@property getter]
createEditor
IComponentEditor createEditor()
serialize
void serialize(UESerializer serializer)
deserialize
void deserialize(UEDeserializer serializer, string uid)
instantiate
UEObject instantiate(UEObject obj)

TBD

Meta