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CoriEngine
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Components designed to be used with entities. More...
Namespaces | |
| namespace | Internal |
Classes | |
| struct | AudioSource |
| Allows an Entity to emit a sound. More... | |
| struct | ChildCache |
| Every Entity has a ChildCache component by default, it's essential for entity ChildCache system. More... | |
| struct | Hierarchy |
| Every Entity has a hierarchy component by default, it's essential for entity hierarchy system. More... | |
| struct | InactiveGloballyFlag |
| Entity aquifers this flag when is disabled explicitly or its parent Entity is disabled. More... | |
| struct | InactiveLocallyFlag |
| Entity aquifers this flag when is disabled explicitly. More... | |
| struct | Name |
| Every Entity by default has a name component, it holds a non-unique entity name. Just holds the data, use Entity methods to manipulate the name of the Entity. More... | |
| class | QuadAnimator |
| Responsible for playing animations when attached to an entity. More... | |
| struct | QuadRenderer |
| Renders a quad the transform. More... | |
| struct | RigidBody |
| A physics rigid body. More... | |
| class | StateMachine |
| A StateMachine component is used in combination with custom objects derived from EntityState. More... | |
| struct | Transform |
| Every Entity has a transform component by default, essential for rendering. More... | |
| class | Trigger |
| A Trigger components is used in combination with RigidBody component used to respond to an entity getting into a specific area that has the Trigger. More... | |
| struct | UUID |
| Every Entity by default has a UUID component, mostly unused for now. More... | |
Components designed to be used with entities.