Struct Area
Namespace: ReadyM.SDK.Archetypes.Core
Assembly: ReadyM.SDK.dll
A scope for one area of the world, holding what is in it while players are there.
[Archetype(Replication = Replication.OwnershipBased)]
public readonly struct Area : IScope, IArchetype, IArchetypeQueryable, IEntityShape, IIndexed<AreaId>
Implements
IScope, IArchetype, IArchetypeQueryable, IEntityShape, IIndexed<AreaId>
Inherited Members
object.GetType(), object.ToString(), object.Equals(object?), object.Equals(object?, object?), object.ReferenceEquals(object?, object?), object.GetHashCode()
Extension Methods
ArchetypeExtensions.IsValid<Area>(Area)
Properties
AreaId
Which area this is.
[Index]
public AreaId AreaId { get; set; }
Property Value
AreaId
IsValid
public bool IsValid { get; }
Property Value
MasterClient
The player whose game simulates what the area holds.
public PlayerId MasterClient { get; set; }
Property Value
PlayerId
Methods
As<T>()
public T As<T>() where T : struct, IArchetypeQueryable
Returns
T
Type Parameters
T
Is<T>()
public bool Is<T>() where T : struct, IArchetypeQueryable
Returns
Type Parameters
T
Keep()
This entity, which it already is: a loop over this shape hands over the shape itself.
public Area Keep()
Returns
Remarks
Here so taking something out of a loop reads the same whichever way the loop walks. Whether a shape is walked by chunk follows from what it includes, which the call site cannot see and which changes when an include does.
TryAs<T>(out T)
public bool TryAs<T>(out T archetype) where T : struct, IArchetypeQueryable
Parameters
archetype T
Returns
Type Parameters
T
Operators
implicit operator Scope(Area)
public static implicit operator Scope(Area value)
Parameters
value Area
Returns
Scope