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. |