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Strawberry.Core Namespace

Documentation for types in the Strawberry.Core namespace.

Classes

Type Description
Strawberry.Core.AssetManager A hierarchical string-keyed registry for engine assets (textures, sprites, fonts, sounds, layers, prefabs, etc.). Supports reverse lookup (asset → name) Lookup order: 1. this manager 2. parent manager 3. return null.
Strawberry.Core.BaseComponent Base class for all components in the Strawberry engine. Custom components should inherit from this class to integrate with the entity-component system.
Strawberry.Core.ComponentCollection A collection of components
Strawberry.Core.Entity Represents a game entity that can contain components, children and tags.
Strawberry.Core.EntityCollection Represents a strongly-typed collection of {{cref:Strawberry.Core.Entity}} objects, accessible by their string keys. Wraps a dictionary and implements both mutable and read-only dictionary interfaces.
Strawberry.Core.Prefab A pre-built template for spawning entities. Construct one from an existing entity (via {{cref:Strawberry.Core.Prefab.#ctor}}) or fluently via {{cref:Strawberry.Core.PrefabBuilder}}, then call {{cref:Strawberry.Core.Prefab.Instantiate}} to spawn copies. Asset references (Sprite, Texture, etc.) are serialized by name at snapshot time and resolved by name at instantiation time.
Strawberry.Core.PrefabBuilder Builder for constructing prefabs without first creating a template entity.
Strawberry.Core.Scene Represents a game scene that manages entities, viewports, layers, and physics. Acts as a container for all objects and logic within a specific state or level of the game.
Strawberry.Core.SceneCollection A collection of scenes
Strawberry.Core.StdGameContext A standard game context that can be used for games. For special situations like editors or custom game logic, you may need to implement your own game context using the {{cref:Strawberry.Core.IGameContext}} interface.

Enums

Type Description
Strawberry.Core.PauseStateFlags Represents a set of independent pause flags for a scene, entity, or component. Supports bitwise operations ({{cref:System.FlagsAttribute}}). Each flag controls a specific event pipeline; setting a flag pauses only that corresponding pipeline.

Interfaces

Type Description
Strawberry.Core.IGameContext Represents the context of a game, providing access to essential components and lifecycle methods for initialization, updating, and rendering. You should implement this interface in your game and launch it using Game class's Run method.