class GameTags
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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