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