Files
RobustToolbox/Robust.Shared/GameObjects/Docs.xml
f68abaab68 EntityManager Singleton methods (#6445)
* Implement the singleton methods.

* Fix API + Tests.

* Move remark.

* Typo fix + Proxies.

* Pause remarks.

* No, really, we don't obey paused!

* Release notes.

* testdocs.

* Poke

* The API design axe.

* Update Robust.Shared.IntegrationTests/GameObjects/EntityManagerSingletonTests.cs

Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>

* Remove unused doc comment blerb

---------

Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2026-05-08 12:49:54 +02:00

23 lines
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XML

<entries>
<entry name="EntityQueryResolve">
<summary>
Attempts to look up <typeparamref name="TComp1"/> on the given entity, writing it into the given space
if it finds it and the space was not already empty.
</summary>
<remarks>
This is preferable to
<see cref="M:Robust.Shared.GameObjects.EntityQuery`1.TryComp(Robust.Shared.GameObjects.EntityUid,`0@)"/> if it
is erroneous for the component to not be present, but you don't want to crash the game.<br/>
This is also preferable if you may have already looked up the component, saving on lookup time.
</remarks>
</entry>
<entry name="SingletonPauseRemark">
<remarks>
<para>
This API does not obey <see cref="MetaDataComponent.EntityPaused"/>.
If you need to "pause" singleton entities, use an extra marker component that you remove when "pausing" them.
</para>
</remarks>
</entry>
</entries>