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<p>A <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> that can manage a set of <a class="el" href="class_otter_1_1_bone.html">Bone</a> Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures.
<a href="class_otter_1_1_skeleton.html#details">More...</a></p>
<p>Inherits <a class="el" href="class_otter_1_1_component.html">Otter.Component</a>.</p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a4e93c6ca2cd5bfbe6c30872ec7769221"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#a4e93c6ca2cd5bfbe6c30872ec7769221">AddAllBonesToScene</a> ()</td></tr>
<tr class="memdesc:a4e93c6ca2cd5bfbe6c30872ec7769221"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds every <a class="el" href="class_otter_1_1_bone.html">Bone</a> in the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>'s <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> that the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>'s <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> is in. <a href="#a4e93c6ca2cd5bfbe6c30872ec7769221">More...</a><br/></td></tr>
<tr class="separator:a4e93c6ca2cd5bfbe6c30872ec7769221"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6b00dd2f03ba6c16775ef711106d9d61"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#a6b00dd2f03ba6c16775ef711106d9d61">AddBone</a> (<a class="el" href="class_otter_1_1_bone.html">Bone</a> bone)</td></tr>
<tr class="memdesc:a6b00dd2f03ba6c16775ef711106d9d61"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add a <a class="el" href="class_otter_1_1_bone.html">Bone</a> to the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. <a href="#a6b00dd2f03ba6c16775ef711106d9d61">More...</a><br/></td></tr>
<tr class="separator:a6b00dd2f03ba6c16775ef711106d9d61"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa3deceeae5dc5fc104577e0f9313a8d1"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#aa3deceeae5dc5fc104577e0f9313a8d1">AddBone</a> (string parentName, string name, <a class="el" href="class_otter_1_1_bone.html">Bone</a> bone=null)</td></tr>
<tr class="memdesc:aa3deceeae5dc5fc104577e0f9313a8d1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add a <a class="el" href="class_otter_1_1_bone.html">Bone</a> to the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. <a href="#aa3deceeae5dc5fc104577e0f9313a8d1">More...</a><br/></td></tr>
<tr class="separator:aa3deceeae5dc5fc104577e0f9313a8d1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad4673f8464044ff0e4b794bd42b4c9a9"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#ad4673f8464044ff0e4b794bd42b4c9a9">AddBone</a> (Enum parentName, Enum name, <a class="el" href="class_otter_1_1_bone.html">Bone</a> bone=null)</td></tr>
<tr class="memdesc:ad4673f8464044ff0e4b794bd42b4c9a9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add a <a class="el" href="class_otter_1_1_bone.html">Bone</a> to the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. <a href="#ad4673f8464044ff0e4b794bd42b4c9a9">More...</a><br/></td></tr>
<tr class="separator:ad4673f8464044ff0e4b794bd42b4c9a9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3fea115abbdb7caff8e393fad13e661e"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#a3fea115abbdb7caff8e393fad13e661e">AddBone</a> (<a class="el" href="class_otter_1_1_bone.html">Bone</a> parent, <a class="el" href="class_otter_1_1_bone.html">Bone</a> bone=null)</td></tr>
<tr class="memdesc:a3fea115abbdb7caff8e393fad13e661e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add a <a class="el" href="class_otter_1_1_bone.html">Bone</a> to the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. <a href="#a3fea115abbdb7caff8e393fad13e661e">More...</a><br/></td></tr>
<tr class="separator:a3fea115abbdb7caff8e393fad13e661e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1e025def99e0c130be0bbeeffd3241d9"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#a1e025def99e0c130be0bbeeffd3241d9">AddBone</a> (string name, <a class="el" href="class_otter_1_1_bone.html">Bone</a> bone=null)</td></tr>
<tr class="memdesc:a1e025def99e0c130be0bbeeffd3241d9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add a <a class="el" href="class_otter_1_1_bone.html">Bone</a> to the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. <a href="#a1e025def99e0c130be0bbeeffd3241d9">More...</a><br/></td></tr>
<tr class="separator:a1e025def99e0c130be0bbeeffd3241d9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7a099fd7c03d476f916b98de611ad9ee"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#a7a099fd7c03d476f916b98de611ad9ee">AddBone</a> (Enum id, <a class="el" href="class_otter_1_1_bone.html">Bone</a> bone=null)</td></tr>
<tr class="memdesc:a7a099fd7c03d476f916b98de611ad9ee"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add a <a class="el" href="class_otter_1_1_bone.html">Bone</a> to the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. <a href="#a7a099fd7c03d476f916b98de611ad9ee">More...</a><br/></td></tr>
<tr class="separator:a7a099fd7c03d476f916b98de611ad9ee"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a70a506800c649e7ae03f98c076e650e3"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#a70a506800c649e7ae03f98c076e650e3">GetBone</a> (string name)</td></tr>
<tr class="memdesc:a70a506800c649e7ae03f98c076e650e3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieve a <a class="el" href="class_otter_1_1_bone.html">Bone</a> by its string name. <a href="#a70a506800c649e7ae03f98c076e650e3">More...</a><br/></td></tr>
<tr class="separator:a70a506800c649e7ae03f98c076e650e3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a286966525891f09f990442ed47ed80b9"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#a286966525891f09f990442ed47ed80b9">GetBone</a> (Enum name)</td></tr>
<tr class="memdesc:a286966525891f09f990442ed47ed80b9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieve a <a class="el" href="class_otter_1_1_bone.html">Bone</a> by its Enum name. <a href="#a286966525891f09f990442ed47ed80b9">More...</a><br/></td></tr>
<tr class="separator:a286966525891f09f990442ed47ed80b9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1a66ac1a93d0125be5f0598dfd9a7362"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#a1a66ac1a93d0125be5f0598dfd9a7362">GetBone</a> (int id)</td></tr>
<tr class="memdesc:a1a66ac1a93d0125be5f0598dfd9a7362"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieve a <a class="el" href="class_otter_1_1_bone.html">Bone</a> by its int id. <a href="#a1a66ac1a93d0125be5f0598dfd9a7362">More...</a><br/></td></tr>
<tr class="separator:a1a66ac1a93d0125be5f0598dfd9a7362"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a056a847791ab82ab8055f4ad84214c2f"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#a056a847791ab82ab8055f4ad84214c2f">GetBone</a> (<a class="el" href="class_otter_1_1_entity.html">Entity</a> e)</td></tr>
<tr class="memdesc:a056a847791ab82ab8055f4ad84214c2f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieve a <a class="el" href="class_otter_1_1_bone.html">Bone</a> by its <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a056a847791ab82ab8055f4ad84214c2f">More...</a><br/></td></tr>
<tr class="separator:a056a847791ab82ab8055f4ad84214c2f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a520b167c8d0c59cb1821395c59f1700e"><td class="memItemLeft" align="right" valign="top">List&lt; <a class="el" href="class_otter_1_1_bone.html">Bone</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#a520b167c8d0c59cb1821395c59f1700e">GetBones</a> ()</td></tr>
<tr class="memdesc:a520b167c8d0c59cb1821395c59f1700e"><td class="mdescLeft">&#160;</td><td class="mdescRight">A list of all the Bones contained in this <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. <a href="#a520b167c8d0c59cb1821395c59f1700e">More...</a><br/></td></tr>
<tr class="separator:a520b167c8d0c59cb1821395c59f1700e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aaeddf195943ac5b48c6c8366e1f31d68"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#aaeddf195943ac5b48c6c8366e1f31d68">LoadXml</a> (string xml)</td></tr>
<tr class="memdesc:aaeddf195943ac5b48c6c8366e1f31d68"><td class="mdescLeft">&#160;</td><td class="mdescRight">Load a <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a> from XML data. <a href="#aaeddf195943ac5b48c6c8366e1f31d68">More...</a><br/></td></tr>
<tr class="separator:aaeddf195943ac5b48c6c8366e1f31d68"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab39ddd7f4f944d10b0bd7ac3aff3e91d"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#ab39ddd7f4f944d10b0bd7ac3aff3e91d">RemoveAllBonesFromScene</a> ()</td></tr>
<tr class="memdesc:ab39ddd7f4f944d10b0bd7ac3aff3e91d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove all the Entities controlled by the Bones in this <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a> from the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#ab39ddd7f4f944d10b0bd7ac3aff3e91d">More...</a><br/></td></tr>
<tr class="separator:ab39ddd7f4f944d10b0bd7ac3aff3e91d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0fb67e5d012f1d041a86eeed24d676bb"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#a0fb67e5d012f1d041a86eeed24d676bb">RemoveBone</a> (string name, <a class="el" href="class_otter_1_1_bone.html">Bone</a> bone=null)</td></tr>
<tr class="memdesc:a0fb67e5d012f1d041a86eeed24d676bb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove a <a class="el" href="class_otter_1_1_bone.html">Bone</a> from the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. <a href="#a0fb67e5d012f1d041a86eeed24d676bb">More...</a><br/></td></tr>
<tr class="separator:a0fb67e5d012f1d041a86eeed24d676bb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa63584f7a92475343d110ed516e42fa9"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#aa63584f7a92475343d110ed516e42fa9">RemoveBone</a> (Enum id)</td></tr>
<tr class="memdesc:aa63584f7a92475343d110ed516e42fa9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove a <a class="el" href="class_otter_1_1_bone.html">Bone</a> from the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. <a href="#aa63584f7a92475343d110ed516e42fa9">More...</a><br/></td></tr>
<tr class="separator:aa63584f7a92475343d110ed516e42fa9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3eb0c4f5387662f0719e6dd074e47d13"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#a3eb0c4f5387662f0719e6dd074e47d13">RemoveBone</a> (<a class="el" href="class_otter_1_1_bone.html">Bone</a> bone)</td></tr>
<tr class="memdesc:a3eb0c4f5387662f0719e6dd074e47d13"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove a <a class="el" href="class_otter_1_1_bone.html">Bone</a> from the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. <a href="#a3eb0c4f5387662f0719e6dd074e47d13">More...</a><br/></td></tr>
<tr class="separator:a3eb0c4f5387662f0719e6dd074e47d13"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a68ee388b5564c278e553a5d80f7eba7f"><td class="memItemLeft" align="right" valign="top">override void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#a68ee388b5564c278e553a5d80f7eba7f">Render</a> ()</td></tr>
<tr class="memdesc:a68ee388b5564c278e553a5d80f7eba7f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called during the Render on the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a68ee388b5564c278e553a5d80f7eba7f">More...</a><br/></td></tr>
<tr class="separator:a68ee388b5564c278e553a5d80f7eba7f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa92d93a6289f7b6aaa87c347a08023b1"><td class="memItemLeft" align="right" valign="top">override void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#aa92d93a6289f7b6aaa87c347a08023b1">Update</a> ()</td></tr>
<tr class="memdesc:aa92d93a6289f7b6aaa87c347a08023b1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called during the Update on the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#aa92d93a6289f7b6aaa87c347a08023b1">More...</a><br/></td></tr>
<tr class="separator:aa92d93a6289f7b6aaa87c347a08023b1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="inherit_header pub_methods_class_otter_1_1_component"><td colspan="2" onclick="javascript:toggleInherit('pub_methods_class_otter_1_1_component')"><img src="closed.png" alt="-"/>&#160;Public Member Functions inherited from <a class="el" href="class_otter_1_1_component.html">Otter.Component</a></td></tr>
<tr class="memitem:a9614ef82f236ab6ed8c3cb9d7715e815 inherit pub_methods_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">T&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a9614ef82f236ab6ed8c3cb9d7715e815">GetEntity&lt; T &gt;</a> ()</td></tr>
<tr class="memdesc:a9614ef82f236ab6ed8c3cb9d7715e815 inherit pub_methods_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> as a specific Type. <a href="#a9614ef82f236ab6ed8c3cb9d7715e815">More...</a><br/></td></tr>
<tr class="separator:a9614ef82f236ab6ed8c3cb9d7715e815 inherit pub_methods_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a896ba54fa65a3208621eaa06e23ac042 inherit pub_methods_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a896ba54fa65a3208621eaa06e23ac042">Added</a> ()</td></tr>
<tr class="memdesc:a896ba54fa65a3208621eaa06e23ac042 inherit pub_methods_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called when the <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> is added to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a896ba54fa65a3208621eaa06e23ac042">More...</a><br/></td></tr>
<tr class="separator:a896ba54fa65a3208621eaa06e23ac042 inherit pub_methods_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a36bfe8aa7c9d8e9a71d0265ed3118e81 inherit pub_methods_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a36bfe8aa7c9d8e9a71d0265ed3118e81">Removed</a> ()</td></tr>
<tr class="memdesc:a36bfe8aa7c9d8e9a71d0265ed3118e81 inherit pub_methods_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called when the <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> is removed from the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a36bfe8aa7c9d8e9a71d0265ed3118e81">More...</a><br/></td></tr>
<tr class="separator:a36bfe8aa7c9d8e9a71d0265ed3118e81 inherit pub_methods_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac0ab335d5603e5f09268e360a0710d09 inherit pub_methods_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#ac0ab335d5603e5f09268e360a0710d09">RemoveSelf</a> ()</td></tr>
<tr class="memdesc:ac0ab335d5603e5f09268e360a0710d09 inherit pub_methods_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Removes the <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> from its parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#ac0ab335d5603e5f09268e360a0710d09">More...</a><br/></td></tr>
<tr class="separator:ac0ab335d5603e5f09268e360a0710d09 inherit pub_methods_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a44d89b80a8843ac6042dbfd4793a8df5 inherit pub_methods_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a44d89b80a8843ac6042dbfd4793a8df5">UpdateFirst</a> ()</td></tr>
<tr class="memdesc:a44d89b80a8843ac6042dbfd4793a8df5 inherit pub_methods_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called during the UpdateFirst on the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a44d89b80a8843ac6042dbfd4793a8df5">More...</a><br/></td></tr>
<tr class="separator:a44d89b80a8843ac6042dbfd4793a8df5 inherit pub_methods_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af7b18954fddd565ee9514cc2046b7cea inherit pub_methods_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#af7b18954fddd565ee9514cc2046b7cea">UpdateLast</a> ()</td></tr>
<tr class="memdesc:af7b18954fddd565ee9514cc2046b7cea inherit pub_methods_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Called during the UpdateLast on the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#af7b18954fddd565ee9514cc2046b7cea">More...</a><br/></td></tr>
<tr class="separator:af7b18954fddd565ee9514cc2046b7cea inherit pub_methods_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5bc7ea52a216ad05157e7ba5dec11672 inherit pub_methods_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">T&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a5bc7ea52a216ad05157e7ba5dec11672">GetComponent&lt; T &gt;</a> ()</td></tr>
<tr class="memdesc:a5bc7ea52a216ad05157e7ba5dec11672 inherit pub_methods_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets the first <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> of type T from this <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a>'s <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a5bc7ea52a216ad05157e7ba5dec11672">More...</a><br/></td></tr>
<tr class="separator:a5bc7ea52a216ad05157e7ba5dec11672 inherit pub_methods_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0ee21d56d7c47862da8be5e52cefb529 inherit pub_methods_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">List&lt; T &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a0ee21d56d7c47862da8be5e52cefb529">GetComponents&lt; T &gt;</a> ()</td></tr>
<tr class="memdesc:a0ee21d56d7c47862da8be5e52cefb529 inherit pub_methods_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets a list of Components of type T from this <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a>'s <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a0ee21d56d7c47862da8be5e52cefb529">More...</a><br/></td></tr>
<tr class="separator:a0ee21d56d7c47862da8be5e52cefb529 inherit pub_methods_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a9e88baa6eee3aa503160c55ea5361cac"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#a9e88baa6eee3aa503160c55ea5361cac">RenderBones</a></td></tr>
<tr class="memdesc:a9e88baa6eee3aa503160c55ea5361cac"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a> should render debug displays for each <a class="el" href="class_otter_1_1_bone.html">Bone</a>. <a href="#a9e88baa6eee3aa503160c55ea5361cac">More...</a><br/></td></tr>
<tr class="separator:a9e88baa6eee3aa503160c55ea5361cac"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="inherit_header pub_attribs_class_otter_1_1_component"><td colspan="2" onclick="javascript:toggleInherit('pub_attribs_class_otter_1_1_component')"><img src="closed.png" alt="-"/>&#160;Public Attributes inherited from <a class="el" href="class_otter_1_1_component.html">Otter.Component</a></td></tr>
<tr class="memitem:a622eab27046de9233e421bf9e18824fe inherit pub_attribs_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_entity.html">Entity</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a622eab27046de9233e421bf9e18824fe">Entity</a></td></tr>
<tr class="memdesc:a622eab27046de9233e421bf9e18824fe inherit pub_attribs_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">The parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> of the <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a>. <a href="#a622eab27046de9233e421bf9e18824fe">More...</a><br/></td></tr>
<tr class="separator:a622eab27046de9233e421bf9e18824fe inherit pub_attribs_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3503c833d8f7da07162182b3af743adb inherit pub_attribs_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a3503c833d8f7da07162182b3af743adb">RenderAfterEntity</a> = true</td></tr>
<tr class="memdesc:a3503c833d8f7da07162182b3af743adb inherit pub_attribs_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if the <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> should render after the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> has rendered. <a href="#a3503c833d8f7da07162182b3af743adb">More...</a><br/></td></tr>
<tr class="separator:a3503c833d8f7da07162182b3af743adb inherit pub_attribs_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a92cf7d2d7058c35ee879daf95728c390 inherit pub_attribs_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a92cf7d2d7058c35ee879daf95728c390">Visible</a> = true</td></tr>
<tr class="memdesc:a92cf7d2d7058c35ee879daf95728c390 inherit pub_attribs_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if the <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> will render. <a href="#a92cf7d2d7058c35ee879daf95728c390">More...</a><br/></td></tr>
<tr class="separator:a92cf7d2d7058c35ee879daf95728c390 inherit pub_attribs_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aec8b7e96ceae938a19f99d6e38bd81a3 inherit pub_attribs_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#aec8b7e96ceae938a19f99d6e38bd81a3">Timer</a> = 0</td></tr>
<tr class="memdesc:aec8b7e96ceae938a19f99d6e38bd81a3 inherit pub_attribs_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">How long the <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> has been alive (added to an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> and updated.) <a href="#aec8b7e96ceae938a19f99d6e38bd81a3">More...</a><br/></td></tr>
<tr class="separator:aec8b7e96ceae938a19f99d6e38bd81a3 inherit pub_attribs_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
Properties</h2></td></tr>
<tr class="memitem:ab02eab24c2b7fc4253143d2b38f015eb"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#ab02eab24c2b7fc4253143d2b38f015eb">Base</a><code> [get]</code></td></tr>
<tr class="memdesc:ab02eab24c2b7fc4253143d2b38f015eb"><td class="mdescLeft">&#160;</td><td class="mdescRight">The base bone (the first bone added to the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>.) <a href="#ab02eab24c2b7fc4253143d2b38f015eb">More...</a><br/></td></tr>
<tr class="separator:ab02eab24c2b7fc4253143d2b38f015eb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7cd095afe233856028d6ff8f4f28410f"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#a7cd095afe233856028d6ff8f4f28410f">this[Enum name]</a><code> [get]</code></td></tr>
<tr class="memdesc:a7cd095afe233856028d6ff8f4f28410f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get a <a class="el" href="class_otter_1_1_bone.html">Bone</a> by enum name out of the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. <a href="#a7cd095afe233856028d6ff8f4f28410f">More...</a><br/></td></tr>
<tr class="separator:a7cd095afe233856028d6ff8f4f28410f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7d83429d234bdd1eb18773200437293d"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_skeleton.html#a7d83429d234bdd1eb18773200437293d">this[string name]</a><code> [get]</code></td></tr>
<tr class="memdesc:a7d83429d234bdd1eb18773200437293d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get a <a class="el" href="class_otter_1_1_bone.html">Bone</a> by enum name out of the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. <a href="#a7d83429d234bdd1eb18773200437293d">More...</a><br/></td></tr>
<tr class="separator:a7d83429d234bdd1eb18773200437293d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="inherit_header properties_class_otter_1_1_component"><td colspan="2" onclick="javascript:toggleInherit('properties_class_otter_1_1_component')"><img src="closed.png" alt="-"/>&#160;Properties inherited from <a class="el" href="class_otter_1_1_component.html">Otter.Component</a></td></tr>
<tr class="memitem:ac0f8379345a3a41105d1f78413277edd inherit properties_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#ac0f8379345a3a41105d1f78413277edd">InstanceId</a><code> [get, set]</code></td></tr>
<tr class="memdesc:ac0f8379345a3a41105d1f78413277edd inherit properties_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">The <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a>'s id for the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> its attached to. <a href="#ac0f8379345a3a41105d1f78413277edd">More...</a><br/></td></tr>
<tr class="separator:ac0f8379345a3a41105d1f78413277edd inherit properties_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af9b2b3b286b4e37001be95a0674b8285 inherit properties_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_scene.html">Scene</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#af9b2b3b286b4e37001be95a0674b8285">Scene</a><code> [get]</code></td></tr>
<tr class="memdesc:af9b2b3b286b4e37001be95a0674b8285 inherit properties_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">The <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> that the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> is in. <a href="#af9b2b3b286b4e37001be95a0674b8285">More...</a><br/></td></tr>
<tr class="separator:af9b2b3b286b4e37001be95a0674b8285 inherit properties_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5c5894d2272d5dd4259d952fed3c4532 inherit properties_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_collider.html">Collider</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#a5c5894d2272d5dd4259d952fed3c4532">Collider</a><code> [get]</code></td></tr>
<tr class="memdesc:a5c5894d2272d5dd4259d952fed3c4532 inherit properties_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">The first <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> of the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a5c5894d2272d5dd4259d952fed3c4532">More...</a><br/></td></tr>
<tr class="separator:a5c5894d2272d5dd4259d952fed3c4532 inherit properties_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae1f59cc511b6b9b0ed8efd946dad6ba5 inherit properties_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_graphic.html">Graphic</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#ae1f59cc511b6b9b0ed8efd946dad6ba5">Graphic</a><code> [get]</code></td></tr>
<tr class="memdesc:ae1f59cc511b6b9b0ed8efd946dad6ba5 inherit properties_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">The first <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> of the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#ae1f59cc511b6b9b0ed8efd946dad6ba5">More...</a><br/></td></tr>
<tr class="separator:ae1f59cc511b6b9b0ed8efd946dad6ba5 inherit properties_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af59740c53a5d56085985232b6da1be3e inherit properties_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">List&lt; <a class="el" href="class_otter_1_1_graphic.html">Graphic</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#af59740c53a5d56085985232b6da1be3e">Graphics</a><code> [get]</code></td></tr>
<tr class="memdesc:af59740c53a5d56085985232b6da1be3e inherit properties_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">The list of Graphics from the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#af59740c53a5d56085985232b6da1be3e">More...</a><br/></td></tr>
<tr class="separator:af59740c53a5d56085985232b6da1be3e inherit properties_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab0905b7a81b660e8aa4b1c4eb3aa7abc inherit properties_class_otter_1_1_component"><td class="memItemLeft" align="right" valign="top">List&lt; <a class="el" href="class_otter_1_1_collider.html">Collider</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_component.html#ab0905b7a81b660e8aa4b1c4eb3aa7abc">Colliders</a><code> [get]</code></td></tr>
<tr class="memdesc:ab0905b7a81b660e8aa4b1c4eb3aa7abc inherit properties_class_otter_1_1_component"><td class="mdescLeft">&#160;</td><td class="mdescRight">The list of Colliders from the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#ab0905b7a81b660e8aa4b1c4eb3aa7abc">More...</a><br/></td></tr>
<tr class="separator:ab0905b7a81b660e8aa4b1c4eb3aa7abc inherit properties_class_otter_1_1_component"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>A <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> that can manage a set of <a class="el" href="class_otter_1_1_bone.html">Bone</a> Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
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<td class="memname">void Otter.Skeleton.AddAllBonesToScene </td>
<td>(</td>
<td class="paramname"></td><td>)</td>
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<p>Adds every <a class="el" href="class_otter_1_1_bone.html">Bone</a> in the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>'s <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> that the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>'s <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> is in. </p>
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<a class="anchor" id="a6b00dd2f03ba6c16775ef711106d9d61"></a>
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<td class="memname"><a class="el" href="class_otter_1_1_bone.html">Bone</a> Otter.Skeleton.AddBone </td>
<td>(</td>
<td class="paramtype"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td>
<td class="paramname"><em>bone</em></td><td>)</td>
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<p>Add a <a class="el" href="class_otter_1_1_bone.html">Bone</a> to the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">bone</td><td>The <a class="el" href="class_otter_1_1_bone.html">Bone</a> to add.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The added <a class="el" href="class_otter_1_1_bone.html">Bone</a>.</dd></dl>
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<td class="memname"><a class="el" href="class_otter_1_1_bone.html">Bone</a> Otter.Skeleton.AddBone </td>
<td>(</td>
<td class="paramtype">string&#160;</td>
<td class="paramname"><em>parentName</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">string&#160;</td>
<td class="paramname"><em>name</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td>
<td class="paramname"><em>bone</em> = <code>null</code>&#160;</td>
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<td>)</td>
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<p>Add a <a class="el" href="class_otter_1_1_bone.html">Bone</a> to the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">parentName</td><td>The name of the <a class="el" href="class_otter_1_1_bone.html">Bone</a> to parent this bone to.</td></tr>
<tr><td class="paramname">name</td><td>The name of the <a class="el" href="class_otter_1_1_bone.html">Bone</a> being added.</td></tr>
<tr><td class="paramname">bone</td><td>The <a class="el" href="class_otter_1_1_bone.html">Bone</a> being added.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The added <a class="el" href="class_otter_1_1_bone.html">Bone</a>.</dd></dl>
</div>
</div>
<a class="anchor" id="ad4673f8464044ff0e4b794bd42b4c9a9"></a>
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<td class="memname"><a class="el" href="class_otter_1_1_bone.html">Bone</a> Otter.Skeleton.AddBone </td>
<td>(</td>
<td class="paramtype">Enum&#160;</td>
<td class="paramname"><em>parentName</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">Enum&#160;</td>
<td class="paramname"><em>name</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td>
<td class="paramname"><em>bone</em> = <code>null</code>&#160;</td>
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<tr>
<td></td>
<td>)</td>
<td></td><td></td>
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<p>Add a <a class="el" href="class_otter_1_1_bone.html">Bone</a> to the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">parentName</td><td>The name of the <a class="el" href="class_otter_1_1_bone.html">Bone</a> to parent this bone to.</td></tr>
<tr><td class="paramname">name</td><td>The name of the <a class="el" href="class_otter_1_1_bone.html">Bone</a> being added.</td></tr>
<tr><td class="paramname">bone</td><td>The <a class="el" href="class_otter_1_1_bone.html">Bone</a> being added.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The added <a class="el" href="class_otter_1_1_bone.html">Bone</a>.</dd></dl>
</div>
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<a class="anchor" id="a3fea115abbdb7caff8e393fad13e661e"></a>
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<td class="memname"><a class="el" href="class_otter_1_1_bone.html">Bone</a> Otter.Skeleton.AddBone </td>
<td>(</td>
<td class="paramtype"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td>
<td class="paramname"><em>parent</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td>
<td class="paramname"><em>bone</em> = <code>null</code>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
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<p>Add a <a class="el" href="class_otter_1_1_bone.html">Bone</a> to the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">parent</td><td>The parent <a class="el" href="class_otter_1_1_bone.html">Bone</a>.</td></tr>
<tr><td class="paramname">bone</td><td>The <a class="el" href="class_otter_1_1_bone.html">Bone</a> being added.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The added <a class="el" href="class_otter_1_1_bone.html">Bone</a>.</dd></dl>
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<td class="memname"><a class="el" href="class_otter_1_1_bone.html">Bone</a> Otter.Skeleton.AddBone </td>
<td>(</td>
<td class="paramtype">string&#160;</td>
<td class="paramname"><em>name</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td>
<td class="paramname"><em>bone</em> = <code>null</code>&#160;</td>
</tr>
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<td></td>
<td>)</td>
<td></td><td></td>
</tr>
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</div><div class="memdoc">
<p>Add a <a class="el" href="class_otter_1_1_bone.html">Bone</a> to the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>The name of the <a class="el" href="class_otter_1_1_bone.html">Bone</a> being added.</td></tr>
<tr><td class="paramname">bone</td><td>The <a class="el" href="class_otter_1_1_bone.html">Bone</a> being added.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The added <a class="el" href="class_otter_1_1_bone.html">Bone</a>.</dd></dl>
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<td class="memname"><a class="el" href="class_otter_1_1_bone.html">Bone</a> Otter.Skeleton.AddBone </td>
<td>(</td>
<td class="paramtype">Enum&#160;</td>
<td class="paramname"><em>id</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td>
<td class="paramname"><em>bone</em> = <code>null</code>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
</tr>
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<p>Add a <a class="el" href="class_otter_1_1_bone.html">Bone</a> to the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">id</td><td>The id of the bone being added.</td></tr>
<tr><td class="paramname">bone</td><td>The <a class="el" href="class_otter_1_1_bone.html">Bone</a> being added.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The added <a class="el" href="class_otter_1_1_bone.html">Bone</a>.</dd></dl>
</div>
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<td class="memname"><a class="el" href="class_otter_1_1_bone.html">Bone</a> Otter.Skeleton.GetBone </td>
<td>(</td>
<td class="paramtype">string&#160;</td>
<td class="paramname"><em>name</em></td><td>)</td>
<td></td>
</tr>
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<p>Retrieve a <a class="el" href="class_otter_1_1_bone.html">Bone</a> by its string name. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>The name of the <a class="el" href="class_otter_1_1_bone.html">Bone</a>.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The <a class="el" href="class_otter_1_1_bone.html">Bone</a> with that name.</dd></dl>
</div>
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<td class="memname"><a class="el" href="class_otter_1_1_bone.html">Bone</a> Otter.Skeleton.GetBone </td>
<td>(</td>
<td class="paramtype">Enum&#160;</td>
<td class="paramname"><em>name</em></td><td>)</td>
<td></td>
</tr>
</table>
</div><div class="memdoc">
<p>Retrieve a <a class="el" href="class_otter_1_1_bone.html">Bone</a> by its Enum name. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>The name of the <a class="el" href="class_otter_1_1_bone.html">Bone</a>.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The <a class="el" href="class_otter_1_1_bone.html">Bone</a> with that name.</dd></dl>
</div>
</div>
<a class="anchor" id="a1a66ac1a93d0125be5f0598dfd9a7362"></a>
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<div class="memproto">
<table class="memname">
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<td class="memname"><a class="el" href="class_otter_1_1_bone.html">Bone</a> Otter.Skeleton.GetBone </td>
<td>(</td>
<td class="paramtype">int&#160;</td>
<td class="paramname"><em>id</em></td><td>)</td>
<td></td>
</tr>
</table>
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<p>Retrieve a <a class="el" href="class_otter_1_1_bone.html">Bone</a> by its int id. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">id</td><td>The id of the <a class="el" href="class_otter_1_1_bone.html">Bone</a>.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The <a class="el" href="class_otter_1_1_bone.html">Bone</a> with that id.</dd></dl>
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<td class="memname"><a class="el" href="class_otter_1_1_bone.html">Bone</a> Otter.Skeleton.GetBone </td>
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<td class="paramtype"><a class="el" href="class_otter_1_1_entity.html">Entity</a>&#160;</td>
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<p>Retrieve a <a class="el" href="class_otter_1_1_bone.html">Bone</a> by its <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">e</td><td>The <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> that the desired <a class="el" href="class_otter_1_1_bone.html">Bone</a> belongs to.</td></tr>
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<dl class="section return"><dt>Returns</dt><dd>The <a class="el" href="class_otter_1_1_bone.html">Bone</a> with that <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>.</dd></dl>
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<td class="memname">List&lt;<a class="el" href="class_otter_1_1_bone.html">Bone</a>&gt; Otter.Skeleton.GetBones </td>
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<p>A list of all the Bones contained in this <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. </p>
<dl class="section return"><dt>Returns</dt><dd>A list of Bones.</dd></dl>
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<td class="memname">void Otter.Skeleton.LoadXml </td>
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<td class="paramname"><em>xml</em></td><td>)</td>
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<p>Load a <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a> from XML data. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">xml</td><td>The XML data to parse.</td></tr>
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</dd>
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<td class="memname">void Otter.Skeleton.RemoveAllBonesFromScene </td>
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<p>Remove all the Entities controlled by the Bones in this <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a> from the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_bone.html">Bone</a> Otter.Skeleton.RemoveBone </td>
<td>(</td>
<td class="paramtype">string&#160;</td>
<td class="paramname"><em>name</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td>
<td class="paramname"><em>bone</em> = <code>null</code>&#160;</td>
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<p>Remove a <a class="el" href="class_otter_1_1_bone.html">Bone</a> from the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>The name of the <a class="el" href="class_otter_1_1_bone.html">Bone</a> to remove.</td></tr>
<tr><td class="paramname">bone</td><td>The <a class="el" href="class_otter_1_1_bone.html">Bone</a> to return if no <a class="el" href="class_otter_1_1_bone.html">Bone</a> was removed.</td></tr>
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</dd>
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<dl class="section return"><dt>Returns</dt><dd>The removed <a class="el" href="class_otter_1_1_bone.html">Bone</a>, or the <a class="el" href="class_otter_1_1_bone.html">Bone</a> passed into the method if no <a class="el" href="class_otter_1_1_bone.html">Bone</a> was removed.</dd></dl>
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<td class="memname"><a class="el" href="class_otter_1_1_bone.html">Bone</a> Otter.Skeleton.RemoveBone </td>
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<td class="paramtype">Enum&#160;</td>
<td class="paramname"><em>id</em></td><td>)</td>
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<p>Remove a <a class="el" href="class_otter_1_1_bone.html">Bone</a> from the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">id</td><td></td></tr>
</table>
</dd>
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<dl class="section return"><dt>Returns</dt><dd></dd></dl>
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<td class="memname"><a class="el" href="class_otter_1_1_bone.html">Bone</a> Otter.Skeleton.RemoveBone </td>
<td>(</td>
<td class="paramtype"><a class="el" href="class_otter_1_1_bone.html">Bone</a>&#160;</td>
<td class="paramname"><em>bone</em></td><td>)</td>
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<p>Remove a <a class="el" href="class_otter_1_1_bone.html">Bone</a> from the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">bone</td><td></td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd></dd></dl>
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<td class="memname">override void Otter.Skeleton.Render </td>
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<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
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<p>Called during the Render on the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
<p>Reimplemented from <a class="el" href="class_otter_1_1_component.html#a2cbb5cdad72e0ea64e2f7516e025bb11">Otter.Component</a>.</p>
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<td class="memname">override void Otter.Skeleton.Update </td>
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<p>Called during the Update on the parent <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
<p>Reimplemented from <a class="el" href="class_otter_1_1_component.html#ae777aef927019fdb858e31de6cf79909">Otter.Component</a>.</p>
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<h2 class="groupheader">Member Data Documentation</h2>
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<p>Determines if the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a> should render debug displays for each <a class="el" href="class_otter_1_1_bone.html">Bone</a>. </p>
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<h2 class="groupheader">Property Documentation</h2>
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<td class="memname"><a class="el" href="class_otter_1_1_bone.html">Bone</a> Otter.Skeleton.Base</td>
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<span class="mlabels"><span class="mlabel">get</span></span> </td>
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<p>The base bone (the first bone added to the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>.) </p>
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<td class="memname"><a class="el" href="class_otter_1_1_bone.html">Bone</a> Otter.Skeleton.this[Enum name]</td>
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<span class="mlabels"><span class="mlabel">get</span></span> </td>
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<p>Get a <a class="el" href="class_otter_1_1_bone.html">Bone</a> by enum name out of the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>The name of the bone to retrieve.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The <a class="el" href="class_otter_1_1_bone.html">Bone</a> with that name.</dd></dl>
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<td class="memname"><a class="el" href="class_otter_1_1_bone.html">Bone</a> Otter.Skeleton.this[string name]</td>
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<span class="mlabels"><span class="mlabel">get</span></span> </td>
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<p>Get a <a class="el" href="class_otter_1_1_bone.html">Bone</a> by enum name out of the <a class="el" href="class_otter_1_1_skeleton.html" title="A Component that can manage a set of Bone Components that can move Entities around. Sort of like a system similar to Spine or Spriter, but moving actual Entities around instead of just textures. ">Skeleton</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>The name of the bone to retrieve.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The <a class="el" href="class_otter_1_1_bone.html">Bone</a> with that name.</dd></dl>
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</div>
<hr/>The documentation for this class was generated from the following file:<ul>
<li>Otter/Components/Skeleton.cs</li>
</ul>
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