Assembly: DigitalRune.Game (in DigitalRune.Game.dll) Version: 1.0.0.0 (1.0.1.9459)
Syntax
| C# |
|---|
public class GameObject : INotifyPropertyChanged, IAnimatableObject, INamedObject |
| Visual Basic |
|---|
Public Class GameObject _ Implements INotifyPropertyChanged, IAnimatableObject, INamedObject |
| Visual C++ |
|---|
public ref class GameObject : INotifyPropertyChanged, IAnimatableObject, INamedObject |
Remarks
GameObjects represent individual items of game logic that are updated once per frame. Game objects are also called game components, game entities, controls, actors, etc.
Important note: Each game object must be given a name that is unique within the IGameObjectService or the GameObjectCollection in which it will be used.
Notes to Inheritors: Derived classes should override OnUpdate(TimeSpan). OnUpdate(TimeSpan) is the place for the logic of the game object.
Interface IAnimatableObject: The game object implements the interface IAnimatableObject. All game object properties can be animated by the DigitalRune Animation system! Any game property can be cast into an IAnimatableProperty<(Of <(<'T>)>)> by calling AsAnimatable()()()().
Interface INotifyPropertyChanged: The game object implements INotifyPropertyChanged. For GameProperty<(Of <(<'T>)>)>s this is automatically handled by the GameProperty<(Of <(<'T>)>)> itself. If derived classes need to raise the event for "normal" properties, they have to call OnPropertyChanged(PropertyChangedEventArgs).