4 using System.Collections;
5 using System.Collections.Generic;
8 using System.Reflection;
10 using System.Text.RegularExpressions;
11 using SiliconStudio.Core.Mathematics;
12 using SiliconStudio.Paradox.Diffs;
13 using SiliconStudio.Paradox.Effects.Data;
14 using SiliconStudio.Paradox.Engine;
15 using SiliconStudio.Paradox.EntityModel;
16 using SiliconStudio.Paradox.DataModel;
17 using SiliconStudio.Paradox.Effects;
18 using SiliconStudio.Paradox.Games;
19 using SiliconStudio.Core.Extensions;
20 using SiliconStudio.Core.Serialization;
21 using SiliconStudio.Core.Serialization.Assets;
22 using SiliconStudio.Core.Serialization.Contents;
23 using SiliconStudio.Core.Serialization.Serializers;
24 using SiliconStudio.Core.IO;
25 using System.Diagnostics;
27 namespace SiliconStudio.
Paradox.EntityModel
32 public Dictionary<ParameterKey, FieldInfo>
Keys {
get; set; }
42 .RegisterProfile(
"Default");
47 var entities =
new HashSet<Entity>();
48 CollectEntityTreeHelper(entity, entities);
52 private static void CollectEntityTreeHelper(
Entity entity, HashSet<Entity> entities)
55 if (!entities.Add(entity))
58 var transformationComponent = entity.Transformation;
59 if (transformationComponent != null)
61 foreach (var child
in transformationComponent.Children)
63 CollectEntityTreeHelper(child.Entity, entities);
Game entity. It usually aggregates multiple EntityComponent
SiliconStudio.Paradox.Input.Keys Keys
static HashSet< Entity > CollectEntityTree(Entity entity)
Serializer context. It holds DataSerializer{T} objects and their factories.
static SerializerSelector DefaultSceneSerializerSelector
A container to handle a hierarchical collection of effect variables.