Protogame.Math |
Protogame.Tests |
이름 | 설명 |
---|---|
ATFLevelReader | The level reader for levels saved from an ATF level editor. |
AbsoluteMatrixComponent | |
AdjustedContainer | |
AndroidCompiledLoadStrategy | The Android compiled load strategy. |
Animation | A default implementation of IAnimation. |
AssimpReader | Reads a model file using AssImp and converts it to an IModel, which can be used at runtime for rendering, or serialized for storage as an asset. |
AudioAssetLoader | The audio asset loader. |
AudioPlayer | The audio player. |
BackgroundNATPunchthrough | |
BasicSkinHelper | |
BasicSkinLayout | |
BatchedControlEntity | This entity contains and controls the results of a batching operation. |
BatchingOptions | A default implementation of IBatchingOptions that you can use to configure static batching operations. |
BonesEffectSemantic | |
BoundingBoxExtensions | These extension methods assist with converting between bounding boxes and rectangles. Protogame's bounding box includes speed attributes, which the built-in MonoGame bounding box does not have. |
Button | The button. |
ButtonUserInterfaceNodeProcessor | |
CameraPositionEffectSemantic | |
Canvas | |
CanvasEntity | |
CanvasFragment | |
CanvasFragmentUserInterfaceNodeProcessor | |
CanvasUserInterfaceNodeProcessor | |
ClientConsole | |
ClientConsole.ConsoleEntry | |
ClientConsoleInput | |
ClientConsoleInput.ParsedCommand | |
ClientConsoleRender | |
CompiledAssetSaver | The compiled asset saver. |
CompiledAssetSerializer | This is a Protobuf serializer that serializes and deserializes the CompiledAsset class. |
CompiledUnifiedShaderReader | |
ComponentizedObject | |
ConfigurationAssetSaver | The configuration asset saver. |
ConsoleErrorReportOutput | |
ConstantBufferInfo | |
ConversionExtensions | Provides extension methods for converting between Jitter and XNA / MonoGame data structures. |
Default2DDirectRenderPass | The default implementation of an I2DDirectRenderPass. |
Default2DRenderUtilities | An implementation of I2DRenderUtilities. |
Default3DDeferredRenderPass | The implementation of I3DRenderPass which uses deferred rendering. |
Default3DRenderUtilities | The default implementation of I3DRenderUtilities. |
DefaultAudioHandle | The default implementation of IAudioHandle. |
DefaultAudioUtilities | The default implementation of IAudioUtilities. |
DefaultBasicSkin | |
DefaultBlurPostProcessingRenderPass | The default implementation of an IBlurPostProcessingRenderPass. |
DefaultCanvasRenderPass | The default implementation of an ICanvasRenderPass. |
DefaultCaptureInlinePostProcessingRenderPass | The default implementation of an ICaptureInlinePostProcessingRenderPass. |
DefaultCollision | The default implementation of ICollision. |
DefaultConsoleRenderPass | |
DefaultCoroutineScheduler | |
DefaultCustomPostProcessingRenderPass | A default implementation of ICustomPostProcessingRenderPass. |
DefaultDebugRenderPass | |
DefaultDebugRenderer | |
DefaultDirectionalLightEntity | |
DefaultErrorReport | |
DefaultGameWindow | An implementation of IGameWindow that provides support for desktop platforms. |
DefaultGraphicsBlit | A default implementation of IGraphicsBlit. |
DefaultHiveNATPunchthrough | Default implementation of IHiveNATPunchthrough. |
DefaultHiveSessionManagement | Default implementation of IHiveSessionManagement. |
DefaultInvertPostProcessingRenderPass | The default implementation of an IInvertPostProcessingRenderPass. |
DefaultKeyboardStringReader | The default keyboard string reader. |
DefaultLayoutPosition | |
DefaultLevelManager | The default level manager. |
DefaultLightContext | |
DefaultNetworkFrame | |
DefaultNodeColorParser | |
DefaultPhysicsEngine | The default implementation of a physics engine. |
DefaultPlatforming | The default platforming. |
DefaultProfilerHandle | The default profiler handle. |
DefaultProfilerRenderPass | |
DefaultRawLaunchArguments | The default implementation of IRawLaunchArguments. |
DefaultRenderAutoCache | |
DefaultRenderBatcher | |
DefaultRenderPipeline | The default implementation of an IRenderPipeline. |
DefaultRenderRequest | |
DefaultRenderTargetBackBufferUtilities | The default implementation of an IRenderTargetBackBufferUtilities. |
DefaultSensorEngine | The default implementation of an ISensorEngine. |
DefaultStandardDirectionalLight | |
DefaultStandardPointLight | |
DefaultStringSanitizer | The default implementation of IStringSanitizer. |
DefaultTickRegulator | The default implementation for tick regulation on a game server. |
DefaultTransform | The default implementation of ITransform. |
DefaultTransformUtilities | The default implementation of ITransformUtilities. |
DefaultUpdateContext | The default implementation of IUpdateContext. |
DirectShowCameraSensor | An implementation of ICameraSensor which uses DirectShow to provide access to camera devices on Windows. |
DummyContentImporterContext | The dummy content importer context. |
EffectAssetLoader | The effect asset loader. |
EffectCompilerHelper | |
EmbeddedCompiledLoadStrategy | The embedded compiled load strategy. |
EntityCreateMessage | |
EntityPropertiesMessage | |
ErrorProtection | |
EventEngineHook | A game engine hook that raised appropriate input events as they occur. |
FileProfiler | The default profiler. |
FileSelect | The file select. |
FirstPersonCamera | The default implementation for IFirstPersonCamera. |
FirstPersonCameraComponent | |
FirstPersonControllerInputComponent | |
FirstPersonControllerPhysicsComponent | |
FirstPersonControllerPhysicsComponent.PhysicsControllerConstraint | |
FixedContainer | The fixed container. |
FlowContainer | The flow container. |
FlyAroundInputComponent | |
FontViewer | |
Form | |
FromGameAttribute | Specifies that the injected argument should be found from the game's scope. This searches directly up the tree until a game is found, or returns null if no game was found. The context of the dependency injection plan must be an object that is instantiated as a dependency of the game or created with a factory that is injected into the game or one of it's dependencies. |
FromParentAttribute | Specifies that the injected argument should be found from the parent's scope. The parent of this object is the one injecting it, thus this allows you to search or depend on other services laterally in the hierarchy. |
FromServerAttribute | Specifies that the injected argument should be found from the server's scope. This searches directly up the tree until a server is found, or returns null if no server was found. The context of the dependency injection plan must be an object that is instantiated as a dependency of the server or created with a factory that is injected into the server or one of it's dependencies. |
FromWorldAttribute | Specifies that the injected argument should be found from the game world's scope. This searches directly up the tree until a game world is found, or returns null if no game world was found. The context of the dependency injection plan must be an object that is instantiated as a dependency of the world or created with a factory that is injected into the world or one of it's dependencies. |
GCMetricsProfilerVisualiser | |
GameAssetManagerProvider | The game asset manager provider. |
GamePadButtonEvent | Represents an event relating to a button on a game pad input device. |
GraphicsMetricsProfilerVisualiser | |
HasTransformExtensions | Extension methods which assist developers in writing classes that implement IHasTransform. |
HelpCommand | The help command. |
HiveEngineHook | Handles refreshing sessions and performing other periodic operations with Hive multiplayer services. |
HorizontalContainer | |
IContainerConstant | |
ImageSourceFromRGBAArray | An image source that uses an RGBA array. |
ImageSourceFromTexture | An image source that uses an in-memory texture. |
KernelExtensions | |
KernelMetricsProfilerVisualiser | |
Label | |
LabelUserInterfaceNodeProcessor | |
LevelAssetLoader | The level asset loader. |
LevelAssetSaver | The level asset saver. |
Link | The link. |
ListItem | The list item. |
ListItemUserInterfaceNodeProcessor | |
ListView | The list view. |
ListView.ListEntry | |
ListViewUserInterfaceNodeProcessor | |
LocalAssetManagerProvider | This is the local asset manager for ProtogameAssetManager. Do not use it in your game!. |
LocalCompiledLoadStrategy | The local compiled load strategy. |
LocalSourceLoadStrategy | The local source load strategy. |
MainMenu | The main menu. |
Material | |
MaterialTexture | |
MemoryProfiler | |
MemoryProfilerHandle | |
MenuItem | The menu item. |
Model | This represents a runtime model, with full support for animation and bone manipulation. |
ModelAssetLoader | The model asset loader. |
ModelSerializerGeneric | Serializes and deserializes IModel for storage in a binary format. |
ModelSerializerVersion1 | Serializes and deserializes IModel for storage in a binary format. |
ModelSerializerVersion3 | Serializes and deserializes IModel for storage in a binary format. |
ModelSerializerVersion4 | Serializes and deserializes IModel for storage in a binary format. |
ModelVertex | Represents a model vertex with all available data from the model. Models may store different data in different areas depending on what shader is intended to be used with the model. For example, some models might specify vertex colors, and others might use textures and bump maps. |
MonoGameContentCompiler | An abstract class that provides common functions for asset compilers that compile via the MonoGame content pipeline. |
MxDispatcher | The Mx dispatcher; this handles receiving messages on the UDP client and dispatching them to the correct connected Mx client. |
MxReliability | The class that provides reliability and fragmentation infrastructure for Mx clients. This class is used by MxDispatcher to interface with an MxClient in a reliable manner. When data is sent reliably, this class is used to fragment and reconstruct sets of data, ensuring that each fragment is either acknowledged by the receiving machine, or sent again. |
NetIDCommand | The "netid" command, which assists looking up and finding information about network tracked objects. |
NetworkEngineHook | |
NetworkEvent | |
NetworkMessageAttribute | |
NetworkMessageReceivedEvent | |
NetworkProfilerVisualiser | |
NetworkShadowWorld | |
NetworkTagAttribute | |
NetworkTrafficProfilerVisualiser | |
NetworkTrafficProfilerVisualiser.NetworkSampler | |
NetworkTransform | |
NormalMapEffectSemantic | |
Null2DRenderUtilities | |
Null3DRenderUtilities | |
NullCameraSensor | An implementation of ICameraSensor which provides no cameras. |
NullDebugRenderer | An implementation of the debug rendering which is used in headless servers. |
NullErrorReportOutput | |
NullKeyboardStringReader | |
NullRenderBatcher | |
OgmoLevelReader | The ogmo level reader. |
OperationCostProfilerVisualiser | |
ParameterInfo | |
PassInfo | |
Physical3DCapsuleComponent | |
Physical3DCubeComponent | |
PhysicalBatchedStaticCompoundComponent | |
PhysicalRotationConstraintComponent | |
PhysicsCollisionBeginEvent | An event that signals that two rigid bodies have started colliding in the game. |
PhysicsCollisionEndEvent | An event that signals that two rigid bodies have stopped colliding in the game. |
PhysicsDebugDraw | |
PhysicsEngineHook | |
PhysicsEvent | The base, abstract implementation of a physics event. |
PhysicsMetricsProfilerVisualiser | |
ProtogameAssetModule | The asset management module, which provides functionality for loading, saving, compiling and using game assets. Loading this module is recommended, but you can omit it if you want to use your own asset management system. |
ProtogameBaseModule | The base Protogame dependency injection module which is used by both ProtogameCoreModule and ProtogameServerModule to bind common services. |
ProtogameCachingIoCModule | The protogame caching io c module. |
ProtogameCollisionModule | The collision module for Protogame. This module provides services for advanced collision detection. |
ProtogameCoreModule | The core Protogame dependency injection module, which loads all of the core classes required for basic game functionality. You must load this module for Protogame to work. |
ProtogameCoroutineModule | |
ProtogameDebugModule | This modules provides services and implementations related to debugging and diagnostics in a game. You can load it by calling Protoinject.IKernel.Load{T} during the execution of IGameConfiguration.ConfigureKernel. |
ProtogameEditorRuntimeModule | |
ProtogameEffectParameter | |
ProtogameEffectParameterCollection | |
ProtogameErrorReportModule | |
ProtogameEventsModule | The event management module, which provides functionality for translating input data into events and propagating it through an event system. While you can still use the conventional Mouse, Keyboard, GamePad and Joystick APIs from XNA, events allow you to handle scenarios where input should be consumed by an object and not propagated to any others. |
ProtogameGAAnalyticsIoCModule | |
ProtogameHiveModule | The Protogame module for interacting with Hive Multiplayer Services. |
ProtogameImageProcessingModule | |
ProtogameNetworkModule | |
ProtogamePhysicsModule | This modules provides services and implementations related to physics in a game. You can load it by calling Protoinject.IKernel.Load{T} during the execution of IGameConfiguration.ConfigureKernel. |
ProtogameProfilingModule | |
ProtogameScriptIoCModule | The Protoinject module to load when using scripting assets. |
ProtogameSensorModule | This module provides access to hardware sensors on the current device, such as reading from cameras. |
ProtogameServerModule | The Protoinject module to load when using the server services in Protogame. |
RawATFLevelLoadStrategy | |
RawEffectLoadStrategy | |
RawOgmoEditorLevelLoadStrategy | The raw level load strategy. |
RawUserInterfaceLoadStrategy | |
RelativeContainer | |
ReloadableGameAssetManagerProvider | The reloadable game asset manager provider. |
Render2DTextComponent | |
Render2DTextureComponent | |
Render3DCubeComponent | |
Render3DModelComponent | |
Render3DPlaneComponent | |
RenderAutoCacheEngineHook | |
RenderPipelineTechniqueName | A well-known list of technique names used in the render pipeline. This allows effects to standardize on the names of the techniques they use, and have them work inside predefined render pipeline passes. |
ScreenDimensionsEffectSemantic | |
ScrollableContainer | |
ShaderBlockInfo | |
SingleContainer | |
SpecularEffectSemantic | |
StandardDirectionalLightComponent | |
StandardPointLightComponent | |
TargetPlatformCast | The target platform cast. |
TechniqueInfo | |
TextBox | The text box. |
TextureEffectSemantic | |
TextureViewer | |
ThreadedColorInImageDetection | An implementation of IColorInImageDetection that uses a background thread for performing analysis. |
ThreadedColorInImageDetection.DetectedColor | |
TransformContainer | |
TreeItem | The tree item. |
TreeView | |
TreeView.TreeEntry | |
UberEffectAssetLoader | |
UberEffectAssetSaver | |
UnifiedShaderAssetLoader | |
UnifiedShaderLexingException | |
UnifiedShaderParser | |
UnifiedShaderParserV1 | |
UnifiedShaderParserV1.UnifiedShaderToken | |
UnifiedShaderParsingUnexpectedTokenException | |
UnifiedShaderVersionException | |
UserInterfaceAssetLoader | |
UserInterfaceAssetSaver | |
VertexPositionNormal | |
VertexPositionNormalBinormalTangentTexture | |
VertexPositionNormalBinormalTangentTextureBlendable | |
VertexPositionNormalBlendable | |
VertexPositionNormalColor | |
VertexPositionNormalColorBlendable | |
Wall | Represents a wall which blocks raycasts by AI agents. |
WanderAI | |
Window | |
WindowsFormsErrorReportOutput | |
WorldViewProjectionEffectSemantic |