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| override string | ToString () |
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| | Sprite (ContentXElement element, string path="", string file="", bool lazyLoad=false, float sourceRectScale=1) |
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| | Sprite (string newFile, Vector2 newOrigin) |
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| | Sprite (string newFile, Rectangle? sourceRectangle, Vector2? origin=null, float rotation=0) |
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| void | Remove () |
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| void | ReloadXML () |
| | Works only if there is a name attribute defined for the sprite. For items and structures, the entity id or name is used if the sprite's name attribute is not defined.
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| bool | ParseTexturePath (string path="", string file="") |
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| static Identifier | GetIdentifier (XElement sourceElement) |
| | Creates a supposedly unique identifier from the parent element. If the parent element is not found, uses the sprite element. TODO: If there are multiple elements with exactly the same data, the ids will fail. -> Is there a better way to identify the sprites? ALSO TODO: delete :)
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◆ Sprite() [1/3]
| Barotrauma.Sprite.Sprite |
( |
ContentXElement | element, |
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string | path = "", |
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string | file = "", |
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bool | lazyLoad = false, |
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float | sourceRectScale = 1 ) |
◆ Sprite() [2/3]
| Barotrauma.Sprite.Sprite |
( |
string | newFile, |
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Vector2 | newOrigin ) |
◆ Sprite() [3/3]
| Barotrauma.Sprite.Sprite |
( |
string | newFile, |
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Rectangle? | sourceRectangle, |
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Vector2? | origin = null, |
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float | rotation = 0 ) |
◆ GetIdentifier()
| static Identifier Barotrauma.Sprite.GetIdentifier |
( |
XElement | sourceElement | ) |
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static |
Creates a supposedly unique identifier from the parent element. If the parent element is not found, uses the sprite element. TODO: If there are multiple elements with exactly the same data, the ids will fail. -> Is there a better way to identify the sprites? ALSO TODO: delete :)
◆ ParseTexturePath()
| bool Barotrauma.Sprite.ParseTexturePath |
( |
string | path = "", |
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string | file = "" ) |
◆ ReloadXML()
| void Barotrauma.Sprite.ReloadXML |
( |
| ) |
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Works only if there is a name attribute defined for the sprite. For items and structures, the entity id or name is used if the sprite's name attribute is not defined.
◆ Remove()
| void Barotrauma.Sprite.Remove |
( |
| ) |
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◆ ToString()
| override string Barotrauma.Sprite.ToString |
( |
| ) |
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◆ depth
| float Barotrauma.Sprite.depth |
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protected |
◆ offset
◆ origin
◆ rotation
| float Barotrauma.Sprite.rotation |
◆ size
| Vector2 Barotrauma.Sprite.size = Vector2.One |
◆ Compress
| bool Barotrauma.Sprite.Compress |
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get |
◆ Depth
| float Barotrauma.Sprite.Depth |
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getset |
◆ EntityIdentifier
| Identifier Barotrauma.Sprite.EntityIdentifier |
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getset |
Identifier of the Map Entity so that we can link the sprite to its owner.
◆ FilePath
◆ FullPath
| string Barotrauma.Sprite.FullPath |
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get |
◆ LazyLoad
| bool Barotrauma.Sprite.LazyLoad |
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get |
◆ Name
| string Barotrauma.Sprite.Name |
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getset |
◆ Origin
◆ RelativeOrigin
| Vector2 Barotrauma.Sprite.RelativeOrigin |
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getset |
◆ RelativeSize
| Vector2 Barotrauma.Sprite.RelativeSize |
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get |
◆ SourceElement
Reference to the xml element from where the sprite was created. Can be null if the sprite was not defined in xml!
◆ SourceRect
| Rectangle Barotrauma.Sprite.SourceRect |
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getset |
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Sprite/Sprite.cs