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SpaceRTS - Starter Pack
1.3
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Component class that does all the magic to store, index and return the important components from child GameObjects. More...
Classes | |
| class | ProxyData |
| Contains all the data for each property More... | |
Public Member Functions | |
| int | AddEmptyElement () |
| Adds a new item at the end of the list with empty data in it. More... | |
| void | SetPropertyData (string propName, Component comp) |
| Changes the Component reference for the requested property. if the name of the property doesn't exist then we add it. More... | |
| void | SetPropertyData (string propName, GameObject go) |
| Changes the GameObject Reference for the requested property. also sets null in the component reference data. If the name of the property doesn't exist then we add it. More... | |
| void | ChangePropertyName (int index, string newName) |
| Changes the name of the property at the requested index. More... | |
| void | RemoveAt (int index) |
| Remove a property by index position. More... | |
| void | Remove (string propName) |
| Remove a property by it name. More... | |
| void | ElementAt (int index, out ProxyData dataOut) |
| Returns the property data located at index . More... | |
| bool | HasProperty (string propName) |
| Returns true if there is a property registered with the name propName . More... | |
| T | GetPropertyValue< T > (string propName) |
| Return an already casted component registered by the propName More... | |
| IEnumerable< T > | GetAllPropertyValues< T > (string startsWith) |
| Similar to GetPropertyValue() but returns a IEnumerable of type T of all properties that match the start of its name with startsWith and are casteable to T type. More... | |
| Component | GetPropertyValue (string propName) |
| Returns a component registered by the propName More... | |
| GameObject | GetPropertyGameObject (string propName) |
| Returns the GameObject that belongs to the property propName . More... | |
| T | GetPropertyValueAt< T > (int index) |
| Return an already casted component at the index position. More... | |
| GameObject | GetPropertyGameObjectAt (int index) |
| Returns the GameObject that belongs to the property index . More... | |
| void | OnBeforeSerialize () |
| Implementation of the method in ISerializationCallbackReceiver. We don't need to do anything here but we can't remove this method. More... | |
| void | OnAfterDeserialize () |
| Implementation of the method in ISerializationCallbackReceiver that allows us to rebuild the property names dictionary after scripts reloading. More... | |
Properties | |
| int | ElementsCount [get] |
| Returns the quantity of registered elements. More... | |
Component class that does all the magic to store, index and return the important components from child GameObjects.
| int GameBase.ComponentProxy.AddEmptyElement | ( | ) |
Adds a new item at the end of the list with empty data in it.
| void GameBase.ComponentProxy.ChangePropertyName | ( | int | index, |
| string | newName | ||
| ) |
Changes the name of the property at the requested index.
| index | Index of the property to change |
| newName | The new name of the property |
| void GameBase.ComponentProxy.ElementAt | ( | int | index, |
| out ProxyData | dataOut | ||
| ) |
Returns the property data located at index .
| index | Index of the property to return its data. |
| dataOut | Data structure that will be filled with the property requested. |
| IEnumerable<T> GameBase.ComponentProxy.GetAllPropertyValues< T > | ( | string | startsWith | ) |
Similar to GetPropertyValue() but returns a IEnumerable of type T of all properties that match the start of its name with startsWith and are casteable to T type.
| T |
| startsWith |
| T | : | Component |
| GameObject GameBase.ComponentProxy.GetPropertyGameObject | ( | string | propName | ) |
Returns the GameObject that belongs to the property propName .
| propName | Name of the property to find. |
| GameObject GameBase.ComponentProxy.GetPropertyGameObjectAt | ( | int | index | ) |
Returns the GameObject that belongs to the property index .
| index | index of the property to find. |
| Component GameBase.ComponentProxy.GetPropertyValue | ( | string | propName | ) |
Returns a component registered by the propName
| propName | Name of requested property. |
| T GameBase.ComponentProxy.GetPropertyValue< T > | ( | string | propName | ) |
Return an already casted component registered by the propName
| T | Object type to return. T must inherit from Component. |
| propName | Name of requested property. |
| T | : | Component |
| T GameBase.ComponentProxy.GetPropertyValueAt< T > | ( | int | index | ) |
Return an already casted component at the index position.
| T | Object type to return. T must inherit from Component. |
| index | Index position of requested property. |
| T | : | Component |
| bool GameBase.ComponentProxy.HasProperty | ( | string | propName | ) |
Returns true if there is a property registered with the name propName .
| propName |
| void GameBase.ComponentProxy.OnAfterDeserialize | ( | ) |
Implementation of the method in ISerializationCallbackReceiver that allows us to rebuild the property names dictionary after scripts reloading.
| void GameBase.ComponentProxy.OnBeforeSerialize | ( | ) |
Implementation of the method in ISerializationCallbackReceiver. We don't need to do anything here but we can't remove this method.
| void GameBase.ComponentProxy.Remove | ( | string | propName | ) |
Remove a property by it name.
| propName | Name of the property to remove. |
| void GameBase.ComponentProxy.RemoveAt | ( | int | index | ) |
Remove a property by index position.
| index | The index position of the property to remove. |
| void GameBase.ComponentProxy.SetPropertyData | ( | string | propName, |
| Component | comp | ||
| ) |
Changes the Component reference for the requested property. if the name of the property doesn't exist then we add it.
| propName | Name of the property to change |
| comp | Component reference to setup |
| void GameBase.ComponentProxy.SetPropertyData | ( | string | propName, |
| GameObject | go | ||
| ) |
Changes the GameObject Reference for the requested property. also sets null in the component reference data. If the name of the property doesn't exist then we add it.
| propName | Name of the property to change |
| go | GameObject reference to setup |
|
get |
Returns the quantity of registered elements.