AngeliA
Search Results for

    Show / Hide Table of Contents

    Class Stage

    Core system that handles entity spawning and despawning logic

    Fields

    SETTING_SET_VIEW_H

    ID for remote setting between engine and rigged game

    Declaration
    public const int SETTING_SET_VIEW_H = 921736238

    SETTING_SET_VIEW_X

    ID for remote setting between engine and rigged game

    Declaration
    public const int SETTING_SET_VIEW_X = 921736235

    SETTING_SET_VIEW_Y

    ID for remote setting between engine and rigged game

    Declaration
    public const int SETTING_SET_VIEW_Y = 921736236

    SETTING_SET_VIEW_Z

    ID for remote setting between engine and rigged game

    Declaration
    public const int SETTING_SET_VIEW_Z = 921736237

    Properties

    AntiSpawnRect

    Rect in global space that determine where a despawned entity should not respawn from map

    Declaration
    public static IRect AntiSpawnRect { get; }

    Enable

    True is the system is required for the game

    Declaration
    public static bool Enable { get; }

    Entities

    Current spawned entity instances for each layer

    Declaration
    public static Entity[][] Entities { get; }

    EntityCounts

    Current spawned entity count for each layers

    Declaration
    public static int[] EntityCounts { get; }

    IsReady

    True if the system is ready to use

    Declaration
    public static bool IsReady { get; }

    SpawnRect

    Rect in global space that determine where the entities need to be spawn from map

    Declaration
    public static IRect SpawnRect { get; }

    ViewRect

    Rect in global space that represents player view. Ascpect ratio of this rect keeps the same when user adjust application window size, so the actual rect range for rendering is Renderer.CameraRect.

    Declaration
    public static IRect ViewRect { get; }

    ViewZ

    Current position Z value

    Declaration
    public static int ViewZ { get; }

    Methods

    DespawnAllEntitiesOfType<E>(int)

    Declaration
    public static void DespawnAllEntitiesOfType<E>(int targetLayer = -1) where E : Entity
    Parameters
    Type Name Description
    int targetLayer

    Set to -1 to apply on all layers

    DespawnAllNonUiEntities(bool)

    Declaration
    public static void DespawnAllNonUiEntities(bool refreshImmediately = false)
    Parameters
    Type Name Description
    bool refreshImmediately

    True if refresh the active state inside this function

    FindEntity(int)

    Get instance of an spawned entity which have given type ID

    Declaration
    public static Entity FindEntity(int typeID)

    FindEntity<T>()

    Get instance of an spawned entity with type of T

    Declaration
    public static T FindEntity<T>() where T : Entity

    ForAllActiveEntities<E>(int)

    Iterate through all active entities inside given layer

    Declaration
    public static IEnumerable<E> ForAllActiveEntities<E>(int entityLayer = -1) where E : Entity
    Parameters
    Type Name Description
    int entityLayer

    Use EntityLayer.XXX to get this value. Set to -1 to target all layers

    Type Parameters
    Name Description
    E

    Type of target entity

    GetCameraCullingPadding()

    Get current expand padding for camera rect in global space

    Declaration
    public static Int4 GetCameraCullingPadding()

    GetEntityCapacity(int)

    Get max size limitation of target entity inside it's entity layer

    Declaration
    public static int GetEntityCapacity(int typeID)

    GetEntityType(int)

    Get System.Type for given type ID. Null if ID is invalid

    Declaration
    public static Type GetEntityType(int id)

    GetOrSpawnEntity(int, int, int)

    Get instance of an entity from stage first, if not found, spawn a new one.

    Declaration
    public static Entity GetOrSpawnEntity(int typeID, int x, int y)
    int x

    Initial position in global space when spawn a new one

    int y

    Initial position in global space when spawn a new one

    Returns
    Type Description
    Entity

    The entity instance. Null if not found

    GetOrSpawnEntity<T>(int, int)

    Get instance of an entity from stage first, if not found, spawn a new one.

    Declaration
    public static T GetOrSpawnEntity<T>(int x, int y) where T : Entity
    Parameters
    Type Name Description
    int x

    Initial position in global space when spawn a new one

    int y

    Initial position in global space when spawn a new one

    Returns
    Type Description
    T

    The entity instance. Null if not found

    GetSpawnedEntityCount(int)

    Get how many entities of given type is on stage currently

    Declaration
    public static int GetSpawnedEntityCount(int id)
    Parameters
    Type Name Description
    int id

    ID of the entity. Can be cached by typeof(YourEntity).AngeHash()

    IsEntityRequireDrawBehind(int)

    True if entity with given type ID should draw inside behind map layer

    Declaration
    public static bool IsEntityRequireDrawBehind(int id)

    IsEntityRequireReposition(int)

    True if the target entity keep it's position when out of range. This is done by setting the map block data.

    Declaration
    public static bool IsEntityRequireReposition(int typeID)

    IsValidEntityID(int)

    True if the given ID is a valid entity type ID in internal pool

    Declaration
    public static bool IsValidEntityID(int id)

    PeekOrGetEntity(int)

    Get instance of an unspawned entity from pool first, if not found, get a spawned one from the stage

    Declaration
    public static Entity PeekOrGetEntity(int typeID)
    Returns
    Type Description
    Entity

    The entity instance. Null if not found

    PeekOrGetEntity<T>()

    Get instance of an unspawned entity from pool first, if not found, get a spawned one from the stage

    Declaration
    public static T PeekOrGetEntity<T>() where T : Entity
    Returns
    Type Description
    T

    True if the instance is founded

    RemoveStagedEntity(Int3)

    Remove entity with given instance ID from StagedEntityPool

    Declaration
    public static void RemoveStagedEntity(Int3 instanceID)

    SetViewPositionDelay(int, int, int, int)

    Set view rect position at the end of current frame

    Declaration
    public static void SetViewPositionDelay(int x, int y, int lerp = 1000, int priority = -2147483648)
    int lerp

    Smooth amount (0 means no motion applys. 1000 means immediately applys)

    SetViewRectImmediately(IRect, bool, bool)

    Set view rect position in global space

    Declaration
    public static void SetViewRectImmediately(IRect newRect, bool remapAllRenderingCells = false, bool resetDelay = true)
    bool remapAllRenderingCells

    True if change position and size for all existing rendering cells

    bool resetDelay

    True if ignore all existing delay operation of view rect position/size

    SetViewSizeDelay(int, int, int, bool)

    Set view rect height at the end of current frame

    Declaration
    public static void SetViewSizeDelay(int height, int lerp = 1000, int priority = -2147483648, bool centralized = false)

    SetViewXDelay(int, int, int)

    Set view rect X at the end of current frame

    Declaration
    public static void SetViewXDelay(int x, int lerp = 1000, int priority = -2147483648)
    int lerp

    Smooth amount (0 means no motion applys. 1000 means immediately applys)

    SetViewYDelay(int, int, int)

    Set view rect Y at the end of current frame

    Declaration
    public static void SetViewYDelay(int y, int lerp = 1000, int priority = -2147483648)
    int lerp

    Smooth amount (0 means no motion applys. 1000 means immediately applys)

    SetViewZ(int, bool)

    Set current position Z

    Declaration
    public static void SetViewZ(int newZ, bool immediately = false)
    bool immediately

    True if the internal data is immediately change instead of change in the end of the frame

    SpawnEntity(int, int, int)

    Find an entity with given ID from internal pool and make it into the stage

    Declaration
    public static Entity SpawnEntity(int typeID, int x, int y)
    Parameters
    Type Name Description
    int typeID

    ID of the entity. Can be cached by typeof(YourEntity).AngeHash()

    int x

    Initial position in global space

    int y

    Initial position in global space

    Returns
    Type Description
    Entity

    Instance of the entity. Null when failed

    SpawnEntityFromWorld(int, int, int, int, int, int, bool)

    Find an entity with given ID from internal pool and make it into the stage. This function will make it an entity from map

    Declaration
    public static Entity SpawnEntityFromWorld(int typeID, int x, int y, int z, int reposDeltaX = 0, int reposDeltaY = 0, bool forceSpawn = false)
    Parameters
    Type Name Description
    int typeID

    ID of the entity. Can be cached by typeof(YourEntity).AngeHash()

    int x

    Initial position in global space

    int y

    Initial position in global space

    int z

    Z of the map position

    int reposDeltaX

    Offset in global space for entity reposition

    int reposDeltaY

    Offset in global space for entity reposition

    bool forceSpawn

    True if ignore the StagedEntityPool check and AntiSpawnRect check

    Returns
    Type Description
    Entity

    Instance of the entity. Null when failed

    SpawnEntity<T>(int, int)

    Find an entity with given ID from internal pool and make it into the stage

    Declaration
    public static T SpawnEntity<T>(int x, int y) where T : Entity
    Parameters
    Type Name Description
    int x

    Initial position in global space

    int y

    Initial position in global space

    Returns
    Type Description
    T

    Instance of the entity. Null when failed

    Type Parameters
    Name Description
    T

    Type of the entity

    TryFindEntity(int, out Entity)

    Get instance of an spawned entity which have given type ID

    Declaration
    public static bool TryFindEntity(int typeID, out Entity result)
    Returns
    Type Description
    bool

    True if the entity founded

    TryFindEntityNearby<E>(Int2, out E, Func<E, bool>)

    Get nearest instance of an spawned entity from given position with type of E

    Declaration
    public static bool TryFindEntityNearby<E>(Int2 pos, out E finalTarget, Func<E, bool> condition = null)
    Parameters
    Type Name Description
    Int2 pos

    (in global space)

    Func<E, bool> condition

    Only include the entity target when this function return true. Set to null to not having extra checking

    Returns
    Type Description
    bool

    True if entity founded

    TryFindEntity<E>(out E)

    Get instance of an spawned entity with type of E

    Declaration
    public static bool TryFindEntity<E>(out E result) where E : Entity
    Returns
    Type Description
    bool

    True if the entity founded

    TryGetEntities(int, out ReadOnlySpan<Entity>, out int)

    Get all entities inside given layer. The result array referenced by the span is cached. No heap pressure.

    Declaration
    public static bool TryGetEntities(int layer, out ReadOnlySpan<Entity> entities, out int count)
    Parameters
    Type Name Description
    int layer

    Use EntityLayer.XXX to get this value

    ReadOnlySpan<Entity> entities

    Result span

    int count

    How many entities are inside the result

    Returns
    Type Description
    bool

    True if the result is founded

    TryGetStagedEntity(Int3, out Entity)

    Get instance of an staged entity by instanceID from StagedEntityPool

    Declaration
    public static bool TryGetStagedEntity(Int3 instanceID, out Entity instance)
    Parameters
    Type Name Description
    Int3 instanceID

    Get this from Entity.InstanceID

    Returns
    Type Description
    bool

    True if the result is founded

    TryRepositionEntity(Entity, bool)

    Perform reposition logic of the entity instance.

    Declaration
    public static void TryRepositionEntity(Entity entity, bool carryThoughZ = false)
    bool carryThoughZ

    True if the entity is being keep into other map z-layer

    TrySpawnEntity(int, int, int, out Entity)

    Find an entity with given ID from internal pool and make it into the stage

    Declaration
    public static bool TrySpawnEntity(int typeID, int x, int y, out Entity entity)
    Parameters
    Type Name Description
    int typeID

    ID of the entity. Can be cached by typeof(YourEntity).AngeHash()

    int x

    Initial position in global space

    int y

    Initial position in global space

    Entity entity

    Instance of the entity

    Returns
    Type Description
    bool

    True if the entity is spawned

    TrySpawnEntity<T>(int, int, out T)

    Find an entity with given ID from internal pool and make it into the stage

    Declaration
    public static bool TrySpawnEntity<T>(int x, int y, out T entity) where T : Entity
    Parameters
    Type Name Description
    int x

    Initial position in global space

    int y

    Initial position in global space

    T entity

    Instance of the entity

    Returns
    Type Description
    bool

    True if the entity is spawned

    Type Parameters
    Name Description
    T

    Type of the entity

    Back to top ๐Ÿ„๐Ÿฆโ€โฌ›๐Ÿงฆ๐Ÿˆ๐ŸŽƒ๐Ÿ’“๐ŸŒนโ˜•๐Ÿดโ€โ˜ ๏ธ๐Ÿค