Here is a list of all class members with links to the classes they belong to:
- s -
- SaveState() : Design_Pattern.Runtime.Behavioral.Memento.IOriginator< T >
- SaveToSlot() : Design_Pattern.Runtime.Behavioral.Memento.MementoContext< T >
- Send< TEventArgs >() : Design_Pattern.Runtime.Behavioral.Mediator.IMediatorParticipant
- SetAllLoggers() : Design_Pattern.Runtime.Creational.ObjectPool.GameObjectPoolManager
- SetLogger() : Design_Pattern.Runtime.Behavioral.ChainOfResponsibility.ChainOfResponsibilityContext< TRequest >, Design_Pattern.Runtime.Behavioral.CircuitBreaker.CircuitBreakerContext, Design_Pattern.Runtime.Behavioral.Command.CommandContext, Design_Pattern.Runtime.Behavioral.DirtyFlag.DirtyFlagContext< T >, Design_Pattern.Runtime.Behavioral.EventQueue.EventQueueContext< TEvent >, Design_Pattern.Runtime.Behavioral.EventQueue.PriorityEventQueueContext< TEvent >, Design_Pattern.Runtime.Behavioral.Interpreter.InterpreterContext< TContext, TResult >, Design_Pattern.Runtime.Behavioral.Iterator.IteratorContext< T >, Design_Pattern.Runtime.Behavioral.Mediator.MediatorContext, Design_Pattern.Runtime.Behavioral.Memento.MementoContext< T >, Design_Pattern.Runtime.Behavioral.Observer.ObserverContext< T >, Design_Pattern.Runtime.Behavioral.State.StateContext< TState >, Design_Pattern.Runtime.Behavioral.Strategy.StrategyContext< TStrategy >, Design_Pattern.Runtime.Behavioral.TemplateMethod.TemplateMethodContext< T >, Design_Pattern.Runtime.Behavioral.Visitor.VisitorContext, Design_Pattern.Runtime.Creational.AbstractFactory.AbstractFactoryContext< TProduct >, Design_Pattern.Runtime.Creational.Builder.BuilderContext< TProduct >, Design_Pattern.Runtime.Creational.Builder.BuilderDirectorContext, Design_Pattern.Runtime.Creational.FactoryMethod.FactoryMethodContext< TProduct >, Design_Pattern.Runtime.Creational.ObjectPool.ObjectPoolContext< T >, Design_Pattern.Runtime.Creational.Prototype.PrototypeContext< T >, Design_Pattern.Runtime.Creational.Singleton.Singleton< T >, Design_Pattern.Runtime.Creational.Singleton.SingletonMonoBehaviour< T >, Design_Pattern.Runtime.Structural.Adapter.AdapterContext< TTarget, TAdaptee >, Design_Pattern.Runtime.Structural.Bridge.BridgeContext, Design_Pattern.Runtime.Structural.Proxy.ProxyContext< T >
- SetMessageTemplate() : Design_Pattern.Runtime.Behavioral.Memento.DefaultProgressMessageProvider, IProgressMessageProvider
- SetState() : Design_Pattern.Runtime.Behavioral.State.StateContext< TState >
- SetStrategy() : Design_Pattern.Runtime.Behavioral.Strategy.StrategyContext< TStrategy >
- SingletonAccessedEventArgs() : Design_Pattern.Runtime.Creational.Singleton.Events.SingletonAccessedEventArgs< T >
- SingletonCreatedEventArgs() : Design_Pattern.Runtime.Creational.Singleton.Events.SingletonCreatedEventArgs< T >
- SingletonDestroyedEventArgs() : Design_Pattern.Runtime.Creational.Singleton.Events.SingletonDestroyedEventArgs< T >
- SingletonDuplicateDetectedEventArgs() : Design_Pattern.Runtime.Creational.Singleton.Events.SingletonDuplicateDetectedEventArgs< T >
- SingletonMonoBehaviourAccessedEventArgs() : Design_Pattern.Runtime.Creational.Singleton.Events.SingletonMonoBehaviourAccessedEventArgs< T >
- SingletonMonoBehaviourCreatedEventArgs() : Design_Pattern.Runtime.Creational.Singleton.Events.SingletonMonoBehaviourCreatedEventArgs< T >
- SingletonMonoBehaviourDestroyedEventArgs() : Design_Pattern.Runtime.Creational.Singleton.Events.SingletonMonoBehaviourDestroyedEventArgs< T >
- SingletonMonoBehaviourDuplicateDetectedEventArgs() : Design_Pattern.Runtime.Creational.Singleton.Events.SingletonMonoBehaviourDuplicateDetectedEventArgs< T >
- SlotEventArgs() : Design_Pattern.Runtime.Behavioral.Memento.Events.SlotEventArgs
- SlotExists() : Design_Pattern.Runtime.Behavioral.Memento.MementoContext< T >
- SlotName : Design_Pattern.Runtime.Behavioral.Memento.Events.MementoErrorEventArgs, Design_Pattern.Runtime.Behavioral.Memento.Events.SlotEventArgs, Design_Pattern.Runtime.Behavioral.Memento.OperationContext
- SlotRemoved : Design_Pattern.Runtime.Behavioral.Memento.MementoContext< T >
- SlotUpdated : Design_Pattern.Runtime.Behavioral.Memento.MementoContext< T >
- Spawn() : Design_Pattern.Runtime.Creational.ObjectPool.GameObjectPoolManager
- Stage : Design_Pattern.Runtime.Behavioral.Memento.Events.ProgressEventArgs
- StartTime : Design_Pattern.Runtime.Behavioral.EventQueue.Events.EventProcessingStartedEventArgs, Design_Pattern.Runtime.Behavioral.TemplateMethod.Events.AlgorithmStartEventArgs< T >
- State : Design_Pattern.Runtime.Behavioral.CircuitBreaker.CircuitBreakerContext, Design_Pattern.Runtime.Behavioral.DirtyFlag.DirtyFlagContext< T >, Design_Pattern.Runtime.Behavioral.DirtyFlag.IDirtyFlaggable, Design_Pattern.Runtime.Behavioral.State.Events.StateEventArgs< TState >
- StateChanged : Design_Pattern.Runtime.Behavioral.DirtyFlag.DirtyFlagContext< T >, Design_Pattern.Runtime.Behavioral.DirtyFlag.IDirtyFlaggable, Design_Pattern.Runtime.Behavioral.State.StateContext< TState >
- StateChangedEventArgs() : Design_Pattern.Runtime.Behavioral.State.Events.StateChangedEventArgs< TState >
- StateChanging : Design_Pattern.Runtime.Behavioral.State.StateContext< TState >
- StateContext() : Design_Pattern.Runtime.Behavioral.State.StateContext< TState >
- StateEntered : Design_Pattern.Runtime.Behavioral.State.StateContext< TState >
- StateEntering : Design_Pattern.Runtime.Behavioral.State.StateContext< TState >
- StateEventArgs() : Design_Pattern.Runtime.Behavioral.State.Events.StateEventArgs< TState >
- StateExited : Design_Pattern.Runtime.Behavioral.State.StateContext< TState >
- StateExiting : Design_Pattern.Runtime.Behavioral.State.StateContext< TState >
- StateUpdated : Design_Pattern.Runtime.Behavioral.State.StateContext< TState >
- StaticAddHandler() : Design_Pattern.Runtime.Behavioral.EventQueue.EventQueueContext< TEvent >, Design_Pattern.Runtime.Behavioral.EventQueue.PriorityEventQueueContext< TEvent >
- StaticClear() : Design_Pattern.Runtime.Behavioral.Observer.ObserverContext< T >
- StaticClearEvents() : Design_Pattern.Runtime.Behavioral.EventQueue.EventQueueContext< TEvent >, Design_Pattern.Runtime.Behavioral.EventQueue.PriorityEventQueueContext< TEvent >
- StaticClearHandlers() : Design_Pattern.Runtime.Behavioral.EventQueue.EventQueueContext< TEvent >, Design_Pattern.Runtime.Behavioral.EventQueue.PriorityEventQueueContext< TEvent >
- StaticEnqueue() : Design_Pattern.Runtime.Behavioral.EventQueue.EventQueueContext< TEvent >, Design_Pattern.Runtime.Behavioral.EventQueue.PriorityEventQueueContext< TEvent >
- StaticGetQueueCount() : Design_Pattern.Runtime.Behavioral.EventQueue.EventQueueContext< TEvent >, Design_Pattern.Runtime.Behavioral.EventQueue.PriorityEventQueueContext< TEvent >
- StaticProcessEvents() : Design_Pattern.Runtime.Behavioral.EventQueue.EventQueueContext< TEvent >, Design_Pattern.Runtime.Behavioral.EventQueue.PriorityEventQueueContext< TEvent >
- StaticRemoveHandler() : Design_Pattern.Runtime.Behavioral.EventQueue.EventQueueContext< TEvent >, Design_Pattern.Runtime.Behavioral.EventQueue.PriorityEventQueueContext< TEvent >
- StaticSubscribe() : Design_Pattern.Runtime.Behavioral.Observer.ObserverContext< T >
- StaticTrigger() : Design_Pattern.Runtime.Behavioral.Observer.ObserverContext< T >
- StaticUnsubscribe() : Design_Pattern.Runtime.Behavioral.Observer.ObserverContext< T >
- StepCompletedEventArgs() : Design_Pattern.Runtime.Behavioral.TemplateMethod.Events.StepCompletedEventArgs< T >
- StepName : Design_Pattern.Runtime.Behavioral.TemplateMethod.Events.StepCompletedEventArgs< T >
- Strategy : Design_Pattern.Runtime.Behavioral.Strategy.Events.StrategyExecutedEventArgs, Design_Pattern.Runtime.Behavioral.Strategy.Events.StrategyExecutingEventArgs
- StrategyChanged : Design_Pattern.Runtime.Behavioral.Strategy.StrategyContext< TStrategy >
- StrategyChangedEventArgs() : Design_Pattern.Runtime.Behavioral.Strategy.Events.StrategyChangedEventArgs< TStrategy >
- StrategyChanging : Design_Pattern.Runtime.Behavioral.Strategy.StrategyContext< TStrategy >
- StrategyContext() : Design_Pattern.Runtime.Behavioral.Strategy.StrategyContext< TStrategy >
- StrategyExecuted : Design_Pattern.Runtime.Behavioral.Strategy.StrategyContext< TStrategy >
- StrategyExecutedEventArgs() : Design_Pattern.Runtime.Behavioral.Strategy.Events.StrategyExecutedEventArgs
- StrategyExecuting : Design_Pattern.Runtime.Behavioral.Strategy.StrategyContext< TStrategy >
- StrategyExecutingEventArgs() : Design_Pattern.Runtime.Behavioral.Strategy.Events.StrategyExecutingEventArgs
- Subscribe() : Design_Pattern.Runtime.Behavioral.Observer.IObservable< T >, Design_Pattern.Runtime.Behavioral.Observer.ObserverContext< T >
- Success : Design_Pattern.Runtime.Structural.Bridge.Events.OperationCompletedEventArgs
- Successful : Design_Pattern.Runtime.Structural.Facade.Events.AfterFacadeOperationEventArgs