class ComponentList

in global :: Sandbox

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public Component Create( TypeDescription type, bool startEnabled = True )

Add a component of this type

public Component Get( Type type, FindMode find = EnabledInSelf )

Get a component of this type

public IEnumerable<Component> GetAll( Type type, FindMode find )

Get all components of this type

public IEnumerable<Component> GetAll( FindMode find )

Get all components

public IEnumerable<T> GetAll( FindMode find = EnabledInSelfAndDescendants )

Get all components

public int Count { get; }

Amount of components - including disabled

public void Move( Component baseComponent, int delta )

Move the position of the component in the list by delta (-1 means up one, 1 means down one)

public Component Get( Guid id )

Find component on this gameobject with the specified id

public T GetInChildrenOrSelf( bool includeDisabled = False )

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public T GetInChildren( bool includeDisabled = False )

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public T GetInParentOrSelf( bool includeDisabled = False )

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public T GetInDescendantsOrSelf( bool includeDisabled = False )

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public T GetInDescendants( bool includeDisabled = False )

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public Type GetType( )

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public string ToString( )

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public T GetInParent( bool includeDisabled = False )

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public int GetHashCode( )

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public T Get( bool includeDisabled = False )

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public T GetInAncestorsOrSelf( bool includeDisabled = False )

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public T GetOrCreate( FindMode flags = EverythingInSelf )

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public bool Equals( object obj )

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public void ForEach( string name, bool includeDisabled, Action<Component> action )

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public void ForEach( string name, bool includeDisabled, Action<T> action )

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public Component FirstOrDefault( Func<Component,bool> value )

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public bool TryGet( ref T component, FindMode search = EnabledInSelf )

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public T Get( FindMode search )

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public T Create( bool startEnabled = True )

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public T GetInAncestors( bool includeDisabled = False )

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public IEnumerable<Component> GetAll( )

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