| 
| override string  | ToString () | 
|   | 
|   | Sprite (ContentXElement element, string path="", string file="", bool lazyLoad=false, float sourceRectScale=1) | 
|   | 
|   | Sprite (string newFile, Vector2 newOrigin) | 
|   | 
|   | 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,  | 
        
        
           | 
           | 
          Vector2 |           newOrigin ) | 
        
      
 
 
◆ Sprite() [3/3]
      
        
          | Barotrauma.Sprite.Sprite  | 
          ( | 
          string |           newFile,  | 
        
        
           | 
           | 
          Rectangle? |           sourceRectangle,  | 
        
        
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          Vector2? |           origin = null,  | 
        
        
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          float |           rotation = 0 ) | 
        
      
 
 
◆ GetIdentifier()
  
  
      
        
          | static Identifier Barotrauma.Sprite.GetIdentifier  | 
          ( | 
          XElement |           sourceElement | ) | 
           | 
         
       
   | 
  
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 = "",  | 
        
        
           | 
           | 
          string |           file = "" ) | 
        
      
 
 
◆ ReloadXML()
      
        
          | void Barotrauma.Sprite.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. 
 
 
◆ Remove()
      
        
          | void Barotrauma.Sprite.Remove  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ ToString()
      
        
          | override string Barotrauma.Sprite.ToString  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ 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 | 
         
       
   | 
  
get   | 
  
 
 
◆ Depth
  
  
      
        
          | float Barotrauma.Sprite.Depth | 
         
       
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getset   | 
  
 
 
◆ EntityIdentifier
  
  
      
        
          | Identifier Barotrauma.Sprite.EntityIdentifier | 
         
       
   | 
  
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 | 
         
       
   | 
  
getset   | 
  
 
 
◆ Origin
◆ RelativeOrigin
  
  
      
        
          | Vector2 Barotrauma.Sprite.RelativeOrigin | 
         
       
   | 
  
getset   | 
  
 
 
◆ RelativeSize
  
  
      
        
          | Vector2 Barotrauma.Sprite.RelativeSize | 
         
       
   | 
  
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 | 
         
       
   | 
  
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