Scene メンバ一覧

これは全メンバの一覧です。Scene継承メンバも含んでいます。
ActionsPausedNode
AddChild(Node child, int order)Node
AddChild(Node child)Node
AdHocDrawNode
AngleNode
CalcWorldTransformInverse()Node
CameraNode
Camera2DNode
Camera3DNode
ChildrenNode
Cleanup()Node [virtual]
DDraw()Node
DebugDrawContentLocalBounds()Node [virtual]
DebugDrawTransform()Node
DebugDrawTransformScaleNode [static]
DOnExitEvent()Node
Draw()Node [virtual]
DrawGridAutoStepMaxCellsScene
DrawGridStepScene
DrawHierarchy()Node [virtual]
DVisitor(Node node, int depth)Node
FindParentPlane(ref Matrix4 mat)Node [virtual]
GetActionByTag(int tag, int ith=0)Node
GetContentWorldBounds(ref Bounds2 bounds)Node [virtual]
GetlContentLocalBounds(ref Bounds2 bounds)Node [virtual]
GetTouchPos(int nth=0, bool prev=false)Node
GetTransform()Node
GetTransformInverse()Node
GetWorldTransform()Node
IsRunningNode
IsTransitionScene()Scene [virtual]
IsWorldPointInsideContentLocalBounds(Vector2 world_position)Node
LocalToWorld(Vector2 local_point)Node
NameNode
NoClearScene
Node()Node
NumRunningActions()Node
OnEnter()Scene [virtual]
OnExit()Scene [virtual]
OnExitEventsNode
OrderNode
ParentNode
PauseSchedulerAndActions()Node
PivotNode
PopTransform()Node [virtual]
PositionNode
PushTransform()Node [virtual]
RegisterDisposeOnExit(System.IDisposable disposable)Node
RegisterDisposeOnExitRecursive()Node
RemoveAllChildren(bool do_cleanup)Node
RemoveChild(Node child, bool do_cleanup)Node
ResumeSchedulerAndActions()Node
Rotate(float angle)Node
Rotate(Vector2 rotation)Node
RotationNode
RotationNormalizeNode
RunAction(ActionBase action)Node
ScaleNode
Scene()Scene
SceneTimeScene
Schedule(DSchedulerFunc func, int priority=Scheduler.DefaultPriority)Node
ScheduleInterval(DSchedulerFunc func, float interval, int priority=Scheduler.DefaultPriority)Node
SchedulerPausedNode
ScheduleUpdate(int priority=Scheduler.DefaultPriority)Node
SkewNode
StopAction(ActionBase action)Node
StopActionByTag(int tag)Node
StopAllActions()Node
Traverse(DVisitor visitor, int depth)Node [virtual]
Unschedule(DSchedulerFunc func)Node
UnscheduleAll()Node
UnscheduleUpdate()Node
Update(float dt)Node [virtual]
VertexZNode
VisibleNode
WorldToLocal(Vector2 world_point)Node