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override string | ToString () |
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| Sprite (ContentXElement element, string path="", string file="", bool lazyLoad=false) |
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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. More...
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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 :) More...
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Definition at line 13 of file Sprite.cs.
◆ Sprite() [1/3]
Barotrauma.Sprite.Sprite |
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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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) |
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◆ Sprite() [2/3]
Barotrauma.Sprite.Sprite |
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string |
newFile, |
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Vector2 |
newOrigin |
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) |
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◆ Sprite() [3/3]
Barotrauma.Sprite.Sprite |
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string |
newFile, |
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Rectangle? |
sourceRectangle, |
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Vector2? |
origin = null , |
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float |
rotation = 0 |
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) |
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◆ GetIdentifier()
static Identifier Barotrauma.Sprite.GetIdentifier |
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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 :)
Definition at line 206 of file Sprite.cs.
◆ ParseTexturePath()
bool Barotrauma.Sprite.ParseTexturePath |
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string |
path = "" , |
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string |
file = "" |
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) |
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◆ 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.
Definition at line 231 of file Sprite.cs.
◆ Remove()
void Barotrauma.Sprite.Remove |
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| ) |
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◆ ToString()
override string Barotrauma.Sprite.ToString |
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| ) |
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◆ depth
float Barotrauma.Sprite.depth |
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protected |
◆ offset
Vector2 Barotrauma.Sprite.offset |
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protected |
◆ origin
Vector2 Barotrauma.Sprite.origin |
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protected |
◆ 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
◆ 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
Vector2 Barotrauma.Sprite.Origin |
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getset |
◆ 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!
Definition at line 18 of file Sprite.cs.
◆ SourceRect
Rectangle Barotrauma.Sprite.SourceRect |
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getset |