class GameTags

in global :: Sandbox

Entity Tags are strings you can set and check for on any entity. Internally these strings are tokenized and networked so they're also available clientside.


public IEnumerable<string> TryGetAll( bool includeAncestors )

Returns all the tags this object has.

public bool Has( string tag )

Returns true if this object (or its parents) has given tag.

public bool Has( string tag, bool includeAncestors )

Returns true if this object has given tag.

public void Add( string tag )

Try to add the tag to this object.

public void Add( string[] tags )

Adds multiple tags. Calls EntityTags.Add for each tag.

public void Remove( string tag )

Try to remove the tag from this entity.

public int GetHashCode( )

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public Type GetType( )

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public string ToString( )

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public IEnumerator<string> GetEnumerator( )

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public bool HasAll( string[] tags )

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public bool HasAll( ITagSet other )

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public bool HasAll( IEnumerable<string> tags )

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public bool HasAny( string[] tags )

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public bool HasAny( ITagSet other )

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public void SetFrom( ITagSet set )

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public void Toggle( string tag )

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public void Add( ITagSet set )

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public bool Equals( object obj )

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public void Set( string tag, bool state )

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public IReadOnlySet<uint> GetTokens( )

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public void Flush( )

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public void RemoveAll( )

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public bool HasAny( HashSet<string> tagList )

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public bool HasAny( IEnumerable<string> tags )

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public IEnumerable<string> TryGetAll( )

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