build Constructors 1

functions Methods 27

AddHook (stage, order, action, className, description)
IDisposable
Call this method on this stage. This returns a disposable that will remove the hook when disposed.
BatchGroup ()
IDisposable
Collects anything inside into a batch group. A batchgroup is used with GameObject and Components to make sure that their OnEnable/OnDisable and other callbacks are called in a deterministic order, and that they can find each other during creation. Sandbox.GameObject.NetworkSpawn calls will also be batched.
ClearUnsavedChanges ()
obsolete
CreateObject (enabled)
GameObject
Create a GameObject on this scene. This doesn't require the scene to be the active scene.
Deserialize (node, option)
Destroy ()
Destroy this scene. After this you should never use it again.
EditorDraw ()
EditorTick (timeNow, timeDelta)
Finalize ()
FindAllWithTag (tag)
IEnumerable`1
Find objects with tag
FindAllWithTags (tags)
IEnumerable`1
FindInPhysics (sphere)
IEnumerable`1
Find game objects in a sphere using physics.
GameTick (timeDelta)
Get ()
T
Gets the first object found of this type. This could be a component or a GameObjectSystem, or other stuff in the future.
GetAll ()
IEnumerable`1
Get all objects of this type. This could be a component or a GameObjectSystem, or other stuff in the future.
GetAllComponents ()
IEnumerable`1
Get all components of type. This can include interfaces. This function can only find enabled/active components.
GetSystem ()
T
Get a specific system by type.
IsBBoxVisibleToConnection (target, box)
bool
Are these bounds visible to the specified Sandbox.Connection?
IsPointVisibleToConnection (target, position)
bool
Is a position visible to the specified Sandbox.Connection?
Load (resource)
bool
Load from the provided Sandbox.SceneFile. This will not load the scene for other clients in a multiplayer session, you should instead use Sandbox.Game.ChangeScene(Sandbox.SceneLoadOptions) if you want to bring other clients.
LoadFromFile (filename)
bool
Load from the provided file name. This will not load the scene for other clients in a multiplayer session, you should instead use Sandbox.Game.ChangeScene(Sandbox.SceneLoadOptions) if you want to bring other clients.
ProcessDeletes ()
Delete any GameObjects waiting to be deleted
Push ()
IDisposable
Push this scene as the active scene, for a scope
RunEvent (action, find)
Serialize (options)
JsonObject
SerializeProperties ()
JsonObject
StartLoading ()

data_object Static Properties 1

Inheritance

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