Urho 1.0.0.0 Urho.Animatable Base class for components. Components can be attached to scene nodes. Serialization To implement serialization you would override the OnSerialize and OnDeserialize methods and store your component state on the provided serializer and deserializer objects. (nameof(MyRotation)); MyName = des.Deserialize(nameof(MyName)); } // called when the component is attached to some node public override void OnAttachedToNode() { var node = this.Node; } }]]> Constructor 1.0.0.0 Constructs a new instance of Urho.Component which is tied to the . Constructor 1.0.0.0 Pointer to the raw unmanaged Urho object. Constructs a new instance of Urho.Component, given a raw pointer to an unmanaged object This creates a new managed wrapper for the type using the raw pointer to an unmanaged object. Objects that are created in this fashion get registered with the UrhoSharp runtime. This is intended to be used by the UrhoSharp runtime, and is not intended to be used by users. Constructor 1.0.0.0 The context that this object will be attached to. Constructs a new instance of Urho.Component linked to a specific . Constructor 1.0.0.0 Pass UrhoObjectFlag.Empty. Empty constructor, chain to this constructor when you provide your own constructor that sets the handle field. This constructor should be invoked by your code if you provide your own constructor that sets the handle field. This essentially circumvents the default path that creates a new object and sets the handle and does not call RegisterObject on the target, you must do this on your own constructor. You would typically chain to this constructor from your own, and then set the handle to the unmanaged object from your code, and then register your object. Method 1.0.0.0 System.Void To be added. Add a replication state that is tracking this component. To be added. Property 1.0.0.0 Urho.Application To be added. To be added. To be added. Method 1.0.0.0 System.Void To be added. Clean up all references to a network connection that is about to be removed. To be added. Method 1.0.0.0 System.Void To be added. To be added. Visualize the component as debug geometry. To be added. Property 1.0.0.0 System.Boolean Controls whether the component is enabled or not, additionally, the node might not be enabled, see EnabledEffective for a computation that takes both into account. To be added. To be added. Property 1.0.0.0 System.Boolean Return whether is effectively enabled, that is, both the component and its containing Node are enabled. To be added. To be added. Method 1.0.0.0 Urho.Component To be added. Return component in the same scene node by type. If there are several, returns the first. To be added. To be added. Method 1.0.0.0 T Urho.Component To be added. To be added. To be added. To be added. Property 1.0.0.0 System.UInt32 Return ID. To be added. To be added. Method 1.0.0.0 System.Void Mark for attribute check on the next network update. To be added. Property 1.0.0.0 Urho.Node Return scene node. To be added. To be added. Method 1.0.0.0 System.Void To be added. To be added. To be added. Method 1.0.0.0 System.Void To be added. To be added. Method 1.0.0.0 System.Void Object used to retrieve the stored information Overridable method to deserialize the component state Implement this method to have the Urho runtime initialize your object state from a previously saved state. Method 1.0.0.0 System.Void You serialize the state into this object. Overridable method to serialize the component state You typically override this method in your application to save the state of your component.   Saving takes place by saving the state on the API surfaced by the serializer parameter. Method 1.0.0.0 System.Void Handle enabled/disabled state change. To be added. Method 1.0.0.0 System.Void To be added. Make sure you set SubscribeToSceneUpdate property to true in order to receive Update events To be added. Method 1.0.0.0 System.Void Prepare network update by comparing attributes and marking replication states dirty as necessary. To be added. Property 1.0.0.0 System.Boolean To be added. To be added. To be added. Method 1.0.0.0 System.Void Remove from the scene node. If no other shared pointer references exist, causes immediate deletion. To be added. Method 1.0.0.0 System.Boolean To be added. To be added. To be added. To be added. Method 1.0.0.0 System.Boolean To be added. To be added. To be added. To be added. Property 1.0.0.0 Urho.Scene Return the scene the node belongs to. To be added. To be added. Property 1.0.0.0 Urho.StringHash Urho's type system type. StringHash representing the type for this C# type. This returns the Urho's type and is surfaced for low-level Urho code. Property 1.0.0.0 System.String Urho's low-level type name. Stringified low-level type name. Property 1.0.0.0 System.String Urho's low-level type name, accessible as a static method. Stringified low-level type name. Property 1.0.0.0 Urho.StringHash Urho's low-level type, accessible as a static method. This returns the Urho's type and is surface for the low-level Urho code.