Base class for single sprite nodes. More...
Public Member Functions | |
abstract Vector2 | CalcSizeInPixels () |
Return the dimensions of this sprite in pixels. | |
SpriteBase () | |
SpriteBase constructor. | |
SpriteBase (TextureInfo texture_info) | |
SpriteBase constructor. | |
override void | Draw () |
The draw function (expensive, standalone draw). | |
override bool | GetlContentLocalBounds (ref Bounds2 bounds) |
The content local bounds is the smallest Bounds2 containing this sprite's Quad, and Quad itself (the sprite rectangle) if there is no rotation. | |
Bounds2 | GetlContentLocalBounds () |
The content local bounds is the smallest Bounds2 containing this sprite's Quad, and Quad itself (the sprite rectangle) if there is no rotation. | |
void | MakeFullScreen () |
Stretch sprite Quad so that it covers the entire screen. | |
void | CenterSprite () |
Translate sprite geometry so that center of the sprite becomes aligned with the position of the Node. | |
void | CenterSprite (Vector2 new_center) |
Modify the center of the sprite geometry. | |
Public Attributes | |
TRS | Quad = TRS.Quad0_1 |
Sprite geometry in the node's local space. | |
bool | FlipU = false |
If true, the sprite UV are flipped horizontally. | |
bool | FlipV = false |
If true, the sprite UV are flipped vertically. | |
Vector4 | Color = Colors.White |
The sprite color. | |
BlendMode | BlendMode = BlendMode.Normal |
The blend mode. | |
TextureInfo | TextureInfo |
This is used only if the Sprite is drawn standalone (not in a SpriteList). | |
SpriteRenderer.ISpriteShader | Shader = (SpriteRenderer.ISpriteShader)Director.Instance.SpriteRenderer.DefaultShader |
The shader. |
Base class for single sprite nodes.
This is an abstract class.
void CenterSprite | ( | Vector2 | new_center | ) |
Modify the center of the sprite geometry.
new_center | The new center, specified in Node local coordinates. You can pass constants defined under TRS.Local for conveniency. |
void MakeFullScreen | ( | ) |
Stretch sprite Quad so that it covers the entire screen.
The scene needs to have been set/started, since it uses CurrentScene.Camera.
Sprite geometry in the node's local space.
A TRS defines an oriented rectangle.
This is used only if the Sprite is drawn standalone (not in a SpriteList).
If Sprite is used in a SpriteList, then the SpriteList's TextureInfo is used.