4 using System.Threading.Tasks;
6 using SiliconStudio.Core.Mathematics;
7 using SiliconStudio.Paradox.Effects;
8 using SiliconStudio.Paradox.Engine;
9 using SiliconStudio.Paradox.EntityModel;
10 using SiliconStudio.Paradox.Games;
11 using SiliconStudio.Paradox.Graphics;
12 using SiliconStudio.Core;
13 using SiliconStudio.Core.Serialization.Assets;
14 using SiliconStudio.Paradox.Input;
15 using SiliconStudio.Paradox.UI;
23 object Parameter {
get; set; }
63 Game = Services.GetSafeServiceAs<
IGame>();
69 RenderSystem = Services.GetSafeServiceAs<RenderSystem>();
70 EffectSystem = Services.GetSafeServiceAs<EffectSystem>();
72 UI = Services.GetSafeServiceAs<
UISystem>();
79 public object Parameter {
get; set; }
89 return graphicsDeviceService.GraphicsDevice;
109 public Vector3 VirtualResolution
111 get {
return virtualResolutionProvider.VirtualResolution; }
112 set { virtualResolutionProvider.VirtualResolution = value; }
115 public event EventHandler<EventArgs> VirtualResolutionChanged
117 add { virtualResolutionProvider.VirtualResolutionChanged += value;}
118 remove { virtualResolutionProvider.VirtualResolutionChanged -= value; }
Service providing method to access GraphicsDevice life-cycle.
Interface providing services to deal with the virtual resolution of the game. The virtual resolution ...
ScriptContext(IServiceRegistry registry)
Interface of the asset manager.
Represents a three dimensional mathematical vector.
A service registry is a IServiceProvider that provides methods to register and unregister services...
The script system handles scripts scheduling in a game.
Base class for a framework component.
Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. See The+GraphicsDevice+class to learn more about the class.
Renders its RenderSystem.Pipeline, which will usually result in drawing all meshes, UI, etc...
Manage a collection of entities.
Interface of the UI system.
override void Destroy()
Disposes of object resources.
The Audio System. It creates an underlying instance of AudioEngine.