Packages | |
package | Base |
Classes | |
class | ActionBase |
The base class for all actions. More... | |
class | ActionWithDuration |
The base class for actions with a finite duration. More... | |
class | CallFunc |
A one shot action that calls a user function. More... | |
class | DelayTime |
A wait action, that ends after a user specified duration. More... | |
class | ActionTweenGeneric |
The base class for generic interpolating actions, you just pass set/get functions. More... | |
class | ActionTweenGenericVector2 |
ActionTweenGenericVector2 does a simple element wise blend from start value to target value. More... | |
class | ActionTweenGenericVector4 |
ActionTweenGenericVector4 does a simple element wise blend from start value to target value. More... | |
class | ActionTweenGenericVector2Scale |
ActionTweenGenericVector2Scale is similar to ActionTweenGenericVector2, but acts on scale values (multiplicative). More... | |
class | ActionTweenGenericVector2Rotation |
ActionTweenGenericVector2Rotation interpolates a unit vector (a unit vector interpreted as a rotation). More... | |
class | MoveBy |
An action that gradually adds an offset to the current position. More... | |
class | MoveTo |
An action that gradually moves position to the specified target. More... | |
class | ScaleBy |
An action that gradually applies an extra scale to the current scale. More... | |
class | ScaleTo |
An action that gradually sets the scale to the specified value. More... | |
class | SkewBy |
An action that gradually adds an offset to the current skew. More... | |
class | SkewTo |
An action that gradually sets the skew to the specified value. More... | |
class | RotateBy |
An action that gradually adds an offset to the current rotation. More... | |
class | RotateTo |
An action that gradually sets the rotation to the specified value. More... | |
class | TintBy |
An action that gradually adds an offset to the color. More... | |
class | TintTo |
An action that gradually sets the color to the specified value. More... | |
class | Sequence |
An action that runs a sequence of other actions, in order. More... | |
class | RepeatForever |
An action that repeats an other action forever. More... | |
class | Repeat |
An action that repeats an action a finite number of times. More... | |
class | ActionManager |
The ActionManager is the singleton object that manages all Node's actions. More... | |
class | DebugFlags |
The flag bits used by Director.Instance.DebugFlags. More... | |
class | Director |
The Director is a singleton (accessed via Director.Instance) that manages the scene stack and calls the update loop of the Scheduler and ActionManager. More... | |
class | Label |
Draw text primitive. More... | |
class | Node |
Node is the base class for all scenegraph nodes. More... | |
class | Plane3D |
The Plane3D node allows 3d orientations in the scenegraph, to some extent. More... | |
class | ParticleSystem |
A simple particle system effect. More... | |
class | Particles |
Particles wraps a single ParticleSystem into a scenegraph node. More... | |
class | Scene |
Scene is the type of a root node in the scene graph. More... | |
class | Scheduler |
The Scheduler is the singleton that manages Node related update functions registered by the user. More... | |
class | SpriteBase |
Base class for single sprite nodes. More... | |
class | SpriteUV |
SpriteUV is a sprite for which you set uvs manually. More... | |
class | SpriteTile |
SpriteTile is a sprite for which you specify a tile index (1D or 2D) in a TextureInfo. More... | |
class | SpriteList |
Draw sprites in batch to reduce the number of draw calls, state setup etc. More... | |
struct | RawSpriteTile |
Data struct used by RawSpriteTileList. More... | |
class | RawSpriteTileList |
Draw sprites in batch to reduce number of draw calls, state setup etc. More... | |
class | TransitionScene |
Base class for scenes transition nodes. More... | |
class | TransitionFadeBase |
Base class for scenes transition doing a fade of some kind, requiring offscreen rendering for both scenes. More... | |
class | TransitionSolidFade |
TransitionSolidFade fades the current scene to black before fading the next scene in. More... | |
class | TransitionCrossFade |
TransitionCrossFade uses a blend to cross fades the 2 transitioning scenes. More... | |
class | TransitionDirectionalFade |
TransitionDirectionalFade uses a translating blend mask to cross fade between 2 scenes. More... | |
Functions | |
delegate void | DSchedulerFunc (float dt) |
The delegate type for functions added to the Scheduler has to match Node.Update's signature. | |
delegate float | DTween (float t) |
delegate type. |
delegate void Sce.PlayStation.HighLevel.GameEngine2D.DSchedulerFunc | ( | float | dt | ) |
The delegate type for functions added to the Scheduler has to match Node.Update's signature.
We can't use anonymous functions because we want to be able to find and delete.