docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class RootContext

    Inheritance
    object
    TranslationContext
    RootContext
    Inherited Members
    TranslationContext.k_RecorderWriterName
    TranslationContext.Parent
    TranslationContext.IterationContext
    TranslationContext.EntityName
    TranslationContext.AddCriterionCondition(RoslynEcsTranslator, string, IEnumerable<CriteriaModel>)
    TranslationContext.GetOrDeclareCommandBuffer(bool)
    TranslationContext.PopContext()
    TranslationContext.RecordEntityAccess(IVariableDeclarationModel)
    TranslationContext.GetEndSimulationEntityCommandBufferSystem()
    TranslationContext.GetParent<T>()
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: UnityEditor.VisualScripting.Model.Translators
    Assembly: solution.dll
    Syntax
    public class RootContext : TranslationContext

    Constructors

    Name Description
    RootContext(EcsStencil, string, TranslationOptions)

    Fields

    Name Description
    SingletonComponentTypeName
    SingletonVariableName

    Properties

    Name Description
    AllocatorType
    TranslationOptions

    Methods

    Name Description
    AddEntityDeclaration(string)
    AddExecutionCondition(ExpressionSyntax)
    AddMember(MemberDeclarationSyntax)
    AddMissingEventBuffers(IterationContext, StatementSyntax)
    AddStatement(StatementSyntax)
    Build(RoslynTranslator, VSGraphModel)
    ConsumeExecutionConditions()
    DeclareComponent<T>(string, IEnumerable<MemberDeclarationSyntax>)
    DeclareManager<T>(string)
    DeclareSystemMethod(MethodDeclarationSyntax)
    GetCachedValue(string, ExpressionSyntax, TypeHandle, params IdentifierNameSyntax[])
    GetComponentDefinitions()
    GetComponentVariableName(IIteratorStackModel, TypeHandle)
    GetEntityManipulationTranslator()
    GetEventBufferWriter(IterationContext, ExpressionSyntax, Type, out StatementSyntax)
    GetEventSystem(IterationContext, Type)
    GetJobIndexParameterName()
    GetOrDeclareComponentArray(IterationContext, string, out LocalDeclarationStatementSyntax, out StatementSyntax)
    GetOrDeclareComponentQuery(IterationContext)
    GetOrDeclareEntityArray(IterationContext, out StatementSyntax)
    GetRandomSeed()
    GetRecorderName()
    GetSingletonVariable(IVariableDeclarationModel)
    GetSystemClassName()
    IncludeTrackingSystemStateComponent(ComponentQueryDeclarationModel)
    MakeUniqueName(string)
    OnPopContext()
    PrependStatement(StatementSyntax)
    PrependUniqueStatement(string, StatementSyntax)
    PushContext(IIteratorStackModel, RoslynEcsTranslator, UpdateMode, bool)
    RecordComponentAccess(IterationContext, TypeHandle, AccessMode)
    In This Article
    Back to top
    Copyright © 2024 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)