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    Class StaticActor

    This is a generic Singleton implementation for components.
    Create a derived class of the script you want to "Singletonize"

    Inheritance
    System.Object
    TypeCastObject<EObject>
    EObject
    EActor
    StaticActor
    DynamicEventManager
    Implements
    IEntity
    IWorldSpace
    IPosition
    IRotation
    Inherited Members
    EActor.DefaultFixedTickRate
    EActor.ComponentsInChildren
    EActor.Transform
    EActor.Position
    EActor.Rotation
    EActor.Scale
    EActor.CanEverTick
    EActor.FixedTickRate
    EActor.ComponentsInParent
    EActor.AttachTo(EActor, GameObject)
    EActor.AttachTo(EActor, EActor)
    EActor.AddComponent<T>(String)
    EActor.AddComponent(Type, String)
    EActor.AddComponent<T>(Type, String)
    EActor.GetComponent(Type)
    EActor.GetComponent<T>()
    EActor.GetComponent<T>(Type)
    EActor.TryGetComponent<T>(Type, T)
    EActor.TryGetComponent<T>(T)
    EActor.TryGetComponent(Type, EActor)
    EActor.HasComponent<T>(Boolean)
    EActor.HasComponent(Type, Boolean)
    EActor.Tick()
    EActor.SubscribeEvents()
    EActor.UnsubscribeEvents()
    EActor.OnBeginDestroy()
    EObject.RegisteredTypes
    EObject.Base
    EObject.Name
    EObject.Tag
    EObject.IsEditable
    EObject.GetObjectTypeByName(String)
    EObject.RegisterObjectType<T>(String)
    EObject.RegisterObjectType(Type, String)
    EObject.UnregisterObjectType(Type)
    EObject.UnregisterObjectType(String)
    EObject.FindObjectDefinedTypeByName(String, Boolean)
    EObject.GetObjectTypeFromRegisteredTypes<T>()
    EObject.GetObjectTypeFromRegisteredTypes<T>(String)
    EObject.GetObjectTypeFromRegisteredTypes(Type)
    EObject.GetObjectTypeFromRegisteredTypes(Type, String)
    EObject.GetObjectTypeFromRegisteredTypesByName(String)
    EObject.CreateDefaultSubobject(Type, Object[])
    EObject.CreateDefaultSubobject<T>(Type)
    EObject.CreateDefaultSubobject<T>()
    EObject.CreateDefaultSubobject<T>(Object[])
    EObject.CreateDefaultSubobject<T>(GameObject, String)
    EObject.CreateDefaultSubobject<T>(GameObject, String, Object[])
    EObject.CreateDefaultSubobject<T>(Type, GameObject, String)
    EObject.CreateDefaultSubobject<T>(Type, GameObject, String, Object[])
    EObject.CreateDefaultSubobject(Type, GameObject, String)
    EObject.CreateDefaultSubobject(Type, GameObject, String, Object[])
    EObject.DestroyAllObjects()
    EObject.DestroyAllObjectsOfType<T>()
    EObject.FindActiveObjectOfType<T>(Func<EObject, Boolean>)
    EObject.FindActiveObjectsOfType<T>(Func<EObject, Boolean>)
    EObject.FindActiveObjectsOfType<T>()
    EObject.FindActiveObjectsOfType<T>(String)
    EObject.FindActiveObjectsOfType<T>(Type)
    EObject.FindActiveObjectsOfType<T>(Type, Func<EObject, Boolean>)
    EObject.FindActiveObjectsWithTagOfType<T>(String)
    EObject.FindActiveObjectsOfType<T>(Func<Object, Boolean>)
    EObject.FindActiveObjectsOfType<T>(Func<T, Boolean>)
    EObject.DestroyActiveObjectsOfType<T>()
    EObject.DestroyActiveObject<T>(GameObject)
    EObject.DestroyActiveObject(Type, GameObject)
    EObject.FindMostAppropriateEntry<T>(String, IEnumerable<T>)
    EObject.Destroy()
    EObject.GetHashCode()
    EObject.Equals(Object)
    EObject.Destroy(Boolean)
    EObject.OnDestroyed()
    TypeCastObject<EObject>.Cast<TObject>()
    TypeCastObject<EObject>.Cast<TObject>(TObject)
    TypeCastObject<EObject>.As<TObject>()
    TypeCastObject<EObject>.Is<TObject>(TObject)
    System.Object.ToString()
    System.Object.Equals(System.Object, System.Object)
    System.Object.ReferenceEquals(System.Object, System.Object)
    System.Object.GetType()
    System.Object.MemberwiseClone()
    Namespace: Exiled.API.Features.Core
    Assembly: Exiled.API.dll
    Syntax
    public abstract class StaticActor : EActor, IEntity, IWorldSpace, IPosition, IRotation
    Remarks

    Do not redefine PostInitialize() OnBeginPlay() or OnEndPlay() in derived classes.
    Instead, use langword_csharp_protected virtual methods:

    PostInitialize_Static()

    BeginPlay_Static()

    EndPlay_Static()

    To perform the initialization and cleanup: those methods are guaranteed to only be called once in the entire lifetime of the component.

    Properties

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    IsDestroyed

    Gets a value indicating whether the OnEndPlay() method has already been called by Unity.

    Declaration
    public bool IsDestroyed { get; }
    Property Value
    Type Description
    System.Boolean
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    IsInitialized

    Gets a value indicating whether the PostInitialize() method has already been called by Unity.

    Declaration
    public bool IsInitialized { get; }
    Property Value
    Type Description
    System.Boolean
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    IsStarted

    Gets a value indicating whether the OnBeginPlay() method has already been called by Unity.

    Declaration
    public bool IsStarted { get; }
    Property Value
    Type Description
    System.Boolean

    Methods

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    BeginPlay_Static()

    Fired on OnBeginPlay().

    Declaration
    protected virtual void BeginPlay_Static()
    Remarks

    This method will only be called once even if multiple instances of the StaticActor component exist in the scene.
    You can override this method in derived classes to customize the initialization of the component.

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    CreateNewInstance(Type)

    Creates a new instance of the StaticActor.

    Declaration
    public static StaticActor CreateNewInstance(Type type)
    Parameters
    Type Name Description
    System.Type type

    The type of the StaticActor.

    Returns
    Type Description
    StaticActor

    The created StaticActor instance, or null if not found.

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    EndPlay_Static()

    Fired on OnEndPlay().

    Declaration
    protected virtual void EndPlay_Static()
    Remarks

    This method will only be called once even if multiple instances of the StaticActor component exist in the scene.
    You can override this method in derived classes to customize the initialization of the component.

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    Flush()

    Flushes the current actor.

    Declaration
    protected virtual void Flush()
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    Get(Type)

    Gets a StaticActor given the specified type.

    Declaration
    public static StaticActor Get(Type type)
    Parameters
    Type Name Description
    System.Type type

    The the type of the StaticActor to look for.

    Returns
    Type Description
    StaticActor

    The corresponding StaticActor.

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    Get<T>()

    Gets a StaticActor given the specified type T.

    Declaration
    public static T Get<T>()
    
        where T : StaticActor
    Returns
    Type Description
    T

    The corresponding StaticActor, or null if not found.

    Type Parameters
    Name Description
    T

    The type of the StaticActor to look for.

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    Get<T>(Type)

    Gets a StaticActor given the specified type.

    Declaration
    public static T Get<T>(Type type)
    
        where T : StaticActor
    Parameters
    Type Name Description
    System.Type type

    The the type of the StaticActor to look for.

    Returns
    Type Description
    T

    The corresponding StaticActor of type T, or null if not found.

    Type Parameters
    Name Description
    T

    The type to cast the StaticActor to.

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    NotifyInstanceRepeated()

    If a duplicated instance of a StaticActor component is loaded into the scene this method will be called instead of PostInitialize_Static().
    That way you can customize what to do with repeated instances.

    Declaration
    protected virtual void NotifyInstanceRepeated()
    Remarks

    The default approach is delete the duplicated component.

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    OnBeginPlay()

    Declaration
    protected override void OnBeginPlay()
    Overrides
    EActor.OnBeginPlay()
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    OnEndPlay()

    Declaration
    protected override void OnEndPlay()
    Overrides
    EActor.OnEndPlay()
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    PostInitialize()

    Declaration
    protected override void PostInitialize()
    Overrides
    EActor.PostInitialize()
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    PostInitialize_Static()

    Fired on PostInitialize().

    Declaration
    protected virtual void PostInitialize_Static()
    Remarks

    This method will only be called once even if multiple instances of the StaticActor component exist in the scene.
    You can override this method in derived classes to customize the initialization of the component.

    Implements

    IEntity
    IWorldSpace
    IPosition
    IRotation

    Extension Methods

    ReflectionExtensions.CopyProperties(Object, Object)
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