NativeEntity
Base class for all managed wrappers around native C++ entity/object pointers.
public abstract class NativeEntity
Namespace: DeadworksManaged.Api
Derived types: AbilityResource, CBaseEntity, CBaseModifier, CBodyComponent, CCitadelAbilityComponent, CCitadelHeroComponent, CCollisionProperty, CEntitySubclassVDataBase, CGameSceneNode, CitadelHeroSpawnData, CModifierProperty, CModifierVData, CPlayer_ObserverServices, PlayerDataGlobal
Source: Entities/NativeEntity.cs#L4
Constructors
new NativeEntity()
For subclasses that resolve Handle dynamically and do not store a raw pointer.
Signature
protected NativeEntity(nint handle)
protected NativeEntity()
Source: Entities/NativeEntity.cs#L13, Entities/NativeEntity.cs#L16
Properties
NativeEntity.Handle
Raw pointer to the native object. Subclasses that use handle-based identity override this to re-resolve each access.
Signature
public virtual nint Handle { get; }
Source: Entities/NativeEntity.cs#L8
NativeEntity.IsValid
True if the pointer is non-null.
Signature
public virtual bool IsValid { get; }
Source: Entities/NativeEntity.cs#L11