ComponentList<T>
namespace Griff.Scenes;
public struct ComponentList<T>The components of one type in a scene, as they were when asked for (see All), in hierarchy order: entities depth first, and each entity’s in the order they’re attached. Spawning, destroying or adding components while going through it is safe; it doesn’t change. Going through it with foreach allocates nothing.
Properties
Section titled “Properties”public int Count { get; }public T? this[int index] { get; }Methods
Section titled “Methods”AsSpan
Section titled “AsSpan”public ReadOnlySpan<T> AsSpan()FirstOrDefault
Section titled “FirstOrDefault”public T? FirstOrDefault()The first of them, or null if there are none.
GetEnumerator
Section titled “GetEnumerator”public ComponentList<T>.Enumerator GetEnumerator()