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| | SpriteSheet (ContentXElement element, string path="", string file="") |
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| | SpriteSheet (string filePath, int columnCount, int rowCount, Vector2 origin, Rectangle? sourceRect=null) |
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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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| Vector2 | size = Vector2.One |
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| float | rotation |
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| Vector2 | offset |
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| Vector2 | origin |
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| float | depth |
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Definition at line 7 of file SpriteSheet.cs.
◆ SpriteSheet() [1/2]
| Barotrauma.SpriteSheet.SpriteSheet |
( |
ContentXElement |
element, |
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string |
path = "", |
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string |
file = "" |
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) |
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◆ SpriteSheet() [2/2]
| Barotrauma.SpriteSheet.SpriteSheet |
( |
string |
filePath, |
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int |
columnCount, |
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int |
rowCount, |
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Vector2 |
origin, |
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Rectangle? |
sourceRect = null |
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) |
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◆ FrameCount
| int Barotrauma.SpriteSheet.FrameCount |
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get |
◆ FrameSize
| Point Barotrauma.SpriteSheet.FrameSize |
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get |