Tilemaps.Sample.core This static class contains constant string representations of certain resource names. Maps a names animation direction to a sprite sheet index that represents the first frame of the animation in that direction. The name of the direction that is mapped. The reference angle of the direction, in degrees. The sprite sheet index that will be used as the first frame. Describes an animation that can be used by an to animate an . [GET / SET] The name of this animation. [GET / SET] For each animation direction, this array provides the sprite sheet index at which the animation starts. [GET / SET] The number of frames in this animation. [GET / SET] The duration of this animation, in seconds. [GET / SET] The loop mode that is preferred by this animation. Animates an on the same . Retrieves one of the available animations that matches the specified name. Plays one of the available animations that matches the specified name. [GET / SET] A list of animations that is available for the animated actor. [GET / SET] The currently active animation. [GET / SET] The currently active animation loop mode. [GET / SET] The current time of the active animation. [GET / SET] The direction (in radians) that is used for selecting animation frames. [GET / SET] A speed multiplier that determines how fast the animation is played, relative to its regular animation speed. Describes the sprite animations loop behaviour. Represents the intention to let the animation decide the loop mode. The animation is played once an then remains in its last frame. The animation is looped: When reaching the last frame, it begins again at the first one. The animation plays forward until reaching the end, then reverses and plays backward until reaching the start again. This "pingpong" behaviour is looped. A single frame is selected randomly each time the object is initialized and remains static for its whole lifetime. Moves the camera to follow an object, but keeps it within the constraints of the current tilemaps. [GET / SET] How smooth the camera should follow its target. [GET / SET] The target object the camera should follow. Applies friction physics to an otherwise passive, moveable object. [GET / SET] The object on which this object is standing on, i.e. relative to which friction will be simulated. Represents a player and applies user input to the controlled . Applies "retro RPG"-like character movement based on a physical model. Renders a "retro RPG"-like actor sprite with an automatically determined depth offset that fits to the one generated by a . Determines the depth offset that is generated at the specified world position. This also inclues the renderers overall offset as specified in . [GET / SET] The rectangular area the sprite occupies. Relative to the . [GET / SET] The that is used for rendering the sprite. [GET / SET] A custom, local overriding the , allowing this sprite to look unique without having to create its own Resource. However, this feature should be used with caution: Performance is better using shared Materials. [GET / SET] A color by which the sprite is tinted. [GET / SET] The depth offset for the that is added to each output vertex without contributing to perspective effects such as parallax. [GET / SET] The depth offset scale that is used to determine how much depth each unit of Y movement adds. [GET / SET] Whether the rendered sprite is considered vertical or flat with regard to its depth offset generation. [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. [GET / SET] The sprite index that should be used for rendering this actor. When set to -1, the entire will be used without any sprite sheet functionality.