| AddHook |
Call this method on this stage. This returns a disposable that will remove the hook when disposed. |
| ClearUnsavedChangesobsolete |
|
| CreateObject |
Create a GameObject on this scene. This doesn't require the scene to be the active scene. |
| Deserialize |
|
| Destroy |
Destroy this scene. After this you should never use it again. |
| EditorDraw |
|
| EditorTick |
|
| Finalize |
|
| FindAllWithTag |
Find objects with tag |
| FindAllWithTags |
|
| FindInPhysics |
Find game objects in a sphere using physics. |
| GameTick |
|
| Get |
Gets the first object found of this type. This could be a component or a GameObjectSystem, or other stuff in the future. |
| GetAll |
Get all objects of this type. This could be a component or a GameObjectSystem, or other stuff in the future. |
| GetAllComponents |
Get all components of type. This can include interfaces.
This function can only find enabled/active components. |
| GetSystem |
Get a specific system by type. |
| IsBBoxVisibleToConnection |
Are these bounds visible to the specified Sandbox.Connection? |
| IsPointVisibleToConnection |
Is a position visible to the specified Sandbox.Connection? |
| Load |
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 |
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 |
Push this scene as the active scene, for a scope |
| RunEvent |
|
| Serialize |
|
| StartLoading |
|