SceneCounts
namespace Griff.Runtime;
public sealed class SceneCountsHow many entities a scene holds, how many of them are active (the game runs and draws them), and how many of each kind of component the active ones have, the most first (every entity’s Transform left out).
Properties
Section titled “Properties”Active
Section titled “Active”public int Active { get; init; }Components
Section titled “Components”public IReadOnlyList<ComponentCount> Components { get; init; }Entities
Section titled “Entities”public int Entities { get; init; }Methods
Section titled “Methods”Deconstruct
Section titled “Deconstruct”public void Deconstruct(out int Entities, out int Active, out IReadOnlyList<ComponentCount> Components)Equals
Section titled “Equals”public override bool Equals(object? obj)Equals
Section titled “Equals”public bool Equals(SceneCounts? other)GetHashCode
Section titled “GetHashCode”public override int GetHashCode()public static SceneCounts Of(Scene scene)Counts scene as it is now, in one pass over every entity: a game’s frame can’t spare that for a big scene, so a profiler counts a slice at a time with a SceneCounter.
ToString
Section titled “ToString”public override string ToString()Fields
Section titled “Fields”public static readonly SceneCounts None