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254 lines
12 KiB
XML
254 lines
12 KiB
XML
2 years ago
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<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>Tilemaps.Sample.core</name>
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</assembly>
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<members>
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<member name="T:Duality.Samples.Tilemaps.RpgLike.Properties.SampleResNames">
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<summary>
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This static class contains constant string representations of certain resource names.
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</summary>
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</member>
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<member name="T:Duality.Samples.Tilemaps.RpgLike.AnimDirMapping">
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<summary>
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Maps a names animation direction to a sprite sheet index that represents
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the first frame of the animation in that direction.
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</summary>
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</member>
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<member name="F:Duality.Samples.Tilemaps.RpgLike.AnimDirMapping.Direction">
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<summary>
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The name of the direction that is mapped.
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</summary>
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</member>
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<member name="F:Duality.Samples.Tilemaps.RpgLike.AnimDirMapping.Angle">
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<summary>
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The reference angle of the direction, in degrees.
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</summary>
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</member>
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<member name="F:Duality.Samples.Tilemaps.RpgLike.AnimDirMapping.SpriteSheetIndex">
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<summary>
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The sprite sheet index that will be used as the first frame.
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</summary>
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</member>
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<member name="T:Duality.Samples.Tilemaps.RpgLike.ActorAnimation">
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<summary>
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Describes an animation that can be used by an <see cref="T:Duality.Samples.Tilemaps.RpgLike.ActorAnimator"/> to animate an <see cref="T:Duality.Samples.Tilemaps.RpgLike.ActorRenderer"/>.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorAnimation.Name">
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<summary>
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[GET / SET] The name of this animation.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorAnimation.DirectionMap">
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<summary>
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[GET / SET] For each animation direction, this array provides
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the sprite sheet index at which the animation starts.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorAnimation.FrameCount">
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<summary>
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[GET / SET] The number of frames in this animation.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorAnimation.Duration">
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<summary>
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[GET / SET] The duration of this animation, in seconds.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorAnimation.PreferredLoopMode">
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<summary>
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[GET / SET] The loop mode that is preferred by this animation.
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</summary>
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</member>
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<member name="T:Duality.Samples.Tilemaps.RpgLike.ActorAnimator">
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<summary>
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Animates an <see cref="T:Duality.Samples.Tilemaps.RpgLike.ActorRenderer"/> on the same <see cref="T:Duality.GameObject"/>.
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</summary>
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</member>
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<member name="M:Duality.Samples.Tilemaps.RpgLike.ActorAnimator.GetAnimation(System.String)">
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<summary>
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Retrieves one of the available animations that matches the specified name.
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</summary>
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<param name="name"></param>
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<returns></returns>
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</member>
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<member name="M:Duality.Samples.Tilemaps.RpgLike.ActorAnimator.PlayAnimation(System.String,System.Boolean,Duality.Samples.Tilemaps.RpgLike.ActorAnimator.LoopMode)">
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<summary>
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Plays one of the available animations that matches the specified name.
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</summary>
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<param name="name"></param>
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<param name="resetAnim"></param>
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<param name="loopMode"></param>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorAnimator.Animations">
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<summary>
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[GET / SET] A list of animations that is available for the animated actor.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorAnimator.ActiveAnimation">
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<summary>
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[GET / SET] The currently active animation.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorAnimator.ActiveLoopMode">
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<summary>
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[GET / SET] The currently active animation loop mode.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorAnimator.AnimationTime">
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<summary>
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[GET / SET] The current time of the active animation.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorAnimator.AnimationDirection">
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<summary>
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[GET / SET] The direction (in radians) that is used for selecting animation frames.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorAnimator.AnimationSpeed">
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<summary>
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[GET / SET] A speed multiplier that determines how fast the animation is played,
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relative to its regular animation speed.
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</summary>
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</member>
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<member name="T:Duality.Samples.Tilemaps.RpgLike.ActorAnimator.LoopMode">
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<summary>
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Describes the sprite animations loop behaviour.
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</summary>
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</member>
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<member name="F:Duality.Samples.Tilemaps.RpgLike.ActorAnimator.LoopMode.Default">
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<summary>
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Represents the intention to let the animation decide the loop mode.
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</summary>
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</member>
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<member name="F:Duality.Samples.Tilemaps.RpgLike.ActorAnimator.LoopMode.Once">
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<summary>
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The animation is played once an then remains in its last frame.
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</summary>
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</member>
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<member name="F:Duality.Samples.Tilemaps.RpgLike.ActorAnimator.LoopMode.Loop">
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<summary>
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The animation is looped: When reaching the last frame, it begins again at the first one.
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</summary>
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</member>
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<member name="F:Duality.Samples.Tilemaps.RpgLike.ActorAnimator.LoopMode.PingPong">
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<summary>
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The animation plays forward until reaching the end, then reverses and plays backward until
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reaching the start again. This "pingpong" behaviour is looped.
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</summary>
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</member>
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<member name="F:Duality.Samples.Tilemaps.RpgLike.ActorAnimator.LoopMode.RandomSingle">
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<summary>
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A single frame is selected randomly each time the object is initialized and remains static
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for its whole lifetime.
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</summary>
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</member>
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<member name="T:Duality.Samples.Tilemaps.RpgLike.CameraController">
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<summary>
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Moves the camera to follow an object, but keeps it within the constraints
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of the current tilemaps.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.CameraController.Smoothness">
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<summary>
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[GET / SET] How smooth the camera should follow its target.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.CameraController.TargetObject">
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<summary>
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[GET / SET] The target object the camera should follow.
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</summary>
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</member>
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<member name="T:Duality.Samples.Tilemaps.RpgLike.MoveableObjectPhysics">
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<summary>
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Applies friction physics to an otherwise passive, moveable object.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.MoveableObjectPhysics.BaseObject">
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<summary>
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[GET / SET] The object on which this object is standing on, i.e. relative
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to which friction will be simulated.
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</summary>
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</member>
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<member name="T:Duality.Samples.Tilemaps.RpgLike.Player">
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<summary>
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Represents a player and applies user input to the controlled <see cref="T:Duality.Samples.Tilemaps.RpgLike.CharacterController"/>.
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</summary>
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</member>
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<member name="T:Duality.Samples.Tilemaps.RpgLike.CharacterController">
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<summary>
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Applies "retro RPG"-like character movement based on a physical model.
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</summary>
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</member>
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<member name="T:Duality.Samples.Tilemaps.RpgLike.ActorRenderer">
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<summary>
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Renders a "retro RPG"-like actor sprite with an automatically determined depth offset that fits to
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the one generated by a <see cref="T:Duality.Plugins.Tilemaps.TilemapRenderer"/>.
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</summary>
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</member>
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<member name="M:Duality.Samples.Tilemaps.RpgLike.ActorRenderer.GetDepthOffsetAt(Duality.Vector2)">
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<summary>
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Determines the depth offset that is generated at the specified world position.
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This also inclues the renderers overall offset as specified in <see cref="P:Duality.Samples.Tilemaps.RpgLike.ActorRenderer.DepthOffset"/>.
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</summary>
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<param name="worldPos"></param>
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<returns></returns>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorRenderer.Rect">
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<summary>
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[GET / SET] The rectangular area the sprite occupies. Relative to the <see cref="T:Duality.GameObject"/>.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorRenderer.SharedMaterial">
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<summary>
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[GET / SET] The <see cref="T:Duality.Resources.Material"/> that is used for rendering the sprite.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorRenderer.CustomMaterial">
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<summary>
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[GET / SET] A custom, local <see cref="T:Duality.Drawing.BatchInfo"/> overriding the <see cref="P:Duality.Samples.Tilemaps.RpgLike.ActorRenderer.SharedMaterial"/>,
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allowing this sprite to look unique without having to create its own <see cref="T:Duality.Resources.Material"/> Resource.
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However, this feature should be used with caution: Performance is better using <see cref="P:Duality.Samples.Tilemaps.RpgLike.ActorRenderer.SharedMaterial">shared Materials</see>.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorRenderer.ColorTint">
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<summary>
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[GET / SET] A color by which the sprite is tinted.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorRenderer.DepthOffset">
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<summary>
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[GET / SET] The depth offset for the <see cref="T:Duality.Samples.Tilemaps.RpgLike.ActorRenderer"/> that is added
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to each output vertex without contributing to perspective effects such as parallax.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorRenderer.DepthScale">
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<summary>
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[GET / SET] The depth offset scale that is used to determine how much depth each
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unit of Y movement adds.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorRenderer.IsVertical">
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<summary>
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[GET / SET] Whether the rendered sprite is considered vertical or flat with regard
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to its depth offset generation.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorRenderer.Height">
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<summary>
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[GET / SET] The actor's current height above the ground. This is usually
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zero / the same as the ground level, except when jumping, floating or being
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partially submerged.
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</summary>
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</member>
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<member name="P:Duality.Samples.Tilemaps.RpgLike.ActorRenderer.SpriteIndex">
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<summary>
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[GET / SET] The sprite index that should be used for rendering this actor.
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When set to -1, the entire <see cref="T:Duality.Resources.Texture"/> will be used without any
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sprite sheet functionality.
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</summary>
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</member>
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</members>
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</doc>
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