World Type
The world, in a functional programming sense. Hosts the simulation state, the dependencies needed to implement a game, messages to by consumed by the various engine subsystems, and general configuration data. For better ergonomics, the World type keeps a mutable reference to the functional WorldState, which is updated by the engine whenever the engine transforms the world state.
Record fields
Record Field | Description |
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Instance members
Instance member | Description |
Full Usage:
this.Accompanied
Returns: bool
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Full Usage:
this.Advancing
Returns: bool
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Full Usage:
this.Alive
Returns: bool
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Full Usage:
this.ClockDelta
Returns: single
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Full Usage:
this.ClockTime
Returns: single
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Full Usage:
this.ContextInitializing
Returns: bool
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Full Usage:
this.Dead
Returns: bool
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Full Usage:
this.DeclaredInitializing
Returns: bool
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Full Usage:
this.Eye3dFieldOfView
Returns: single
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Full Usage:
this.FramePacing
Returns: bool
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Full Usage:
this.Functional
Returns: bool
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Full Usage:
this.Halted
Returns: bool
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Full Usage:
this.Imperative
Returns: bool
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Full Usage:
this.TickDelta
Returns: int64
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Full Usage:
this.TickTime
Returns: int64
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Full Usage:
this.Unaccompanied
Returns: bool
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Full Usage:
this.UpdateDelta
Returns: int64
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Full Usage:
this.UpdateTime
Returns: int64
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