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    Class SpriteRender

    Sprite rendering object.

    Inheritance
    System.Object
    Object
    SceneObject
    Actor
    SpriteRender
    Implements
    ISerializable
    Inherited Members
    Actor.SetLayerRecursive(Int32)
    Actor.SetLayerNameRecursive(String)
    Actor.HasTag()
    Actor.HasTag(Tag)
    Actor.HasTag(String)
    Actor.AddTag(Tag)
    Actor.AddTagRecursive(Tag)
    Actor.RemoveTag(Tag)
    Actor.SetParent(Actor, Boolean, Boolean)
    Actor.GetChild(Int32)
    Actor.GetChild(String)
    Actor.GetChild(Type)
    Actor.GetChildren(Type)
    Actor.DestroyChildren(Single)
    Actor.GetScript(Int32)
    Actor.GetScript(Type)
    Actor.GetScripts(Type)
    Actor.AddMovement(Vector3)
    Actor.AddMovement(Vector3, Quaternion)
    Actor.GetWorldToLocalMatrix(Matrix)
    Actor.GetLocalToWorldMatrix(Matrix)
    Actor.OnDebugDraw()
    Actor.OnDebugDrawSelected()
    Actor.GetPrefabRoot()
    Actor.FindActor(String)
    Actor.FindActor(Type, Boolean)
    Actor.FindActor(Type, String)
    Actor.FindActor(Type, Tag, Boolean)
    Actor.FindScript(Type)
    Actor.HasActorInHierarchy(Actor)
    Actor.HasActorInChildren(Actor)
    Actor.IntersectsItself(Ray, Single, Vector3)
    Actor.Intersects(Ray, Single, Vector3)
    Actor.LookAt(Vector3)
    Actor.LookAt(Vector3, Vector3)
    Actor.LookingAt(Vector3)
    Actor.LookingAt(Vector3, Vector3)
    Actor.ToBytes(Actor[])
    Actor.FromBytes(Byte[])
    Actor.FromBytes(Byte[], Dictionary<Guid, Guid>)
    Actor.TryGetSerializedObjectsIds(Byte[])
    Actor.ToJson()
    Actor.FromJson(String)
    Actor.Clone()
    Actor.OnEnable()
    Actor.OnDisable()
    Actor.OnParentChanged()
    Actor.OnTransformChanged()
    Actor.OnActiveChanged()
    Actor.OnActiveInTreeChanged()
    Actor.OnOrderInParentChanged()
    Actor.OnStaticFlagsChanged()
    Actor.OnLayerChanged()
    Actor.OnBeginPlay()
    Actor.OnEndPlay()
    Actor.AddStaticFlags(StaticFlags)
    Actor.RemoveStaticFlags(StaticFlags)
    Actor.SetStaticFlag(StaticFlags, Boolean)
    Actor.HasStaticFlag(StaticFlags)
    Actor.ResetLocalTransform()
    Actor.AddChild(Type)
    Actor.AddChild<T>()
    Actor.GetChild<T>()
    Actor.TryGetChild<T>(T)
    Actor.GetOrAddChild<T>()
    Actor.AddScript(Type)
    Actor.AddScript<T>()
    Actor.GetScript<T>()
    Actor.TryGetScript<T>(T)
    Actor.FindScript<T>()
    Actor.FindActor<T>(Boolean)
    Actor.FindActor<T>(String)
    Actor.FindActor<T>(Tag, Boolean)
    Actor.GetChildren<T>()
    Actor.GetScripts<T>()
    Actor.RotateAround(Vector3, Vector3, Single, Boolean)
    Actor.ToString()
    Actor.Children
    Actor.Tags
    Actor.Layer
    Actor.Name
    Actor.IsActive
    Actor.StaticFlags
    Actor.PerInstanceRandom
    Actor.LocalPosition
    Actor.LocalOrientation
    Actor.LocalScale
    Actor.Sphere
    Actor.Box
    Actor.BoxWithChildren
    Actor.EditorBox
    Actor.EditorBoxChildren
    Actor.HasContentLoaded
    Actor.IsPrefabRoot
    Actor.IsStatic
    Actor.IsTransformStatic
    Actor.WorldToLocalMatrix
    Actor.LocalToWorldMatrix
    SceneObject.SetParent(Actor, Boolean)
    SceneObject.LinkPrefab(Guid, Guid)
    SceneObject.BreakPrefabLink()
    SceneObject.GetNamePath(Char)
    SceneObject.IsDuringPlay
    SceneObject.HasParent
    SceneObject.HasPrefabLink
    SceneObject.PrefabID
    SceneObject.PrefabObjectID
    Object.__unmanagedPtr
    Object.__internalId
    Object.Finalize()
    Object.As<T>()
    Object.NewValue(Type)
    Object.New(String)
    Object.Find<T>(Guid, Boolean)
    Object.Find(Guid, Type, Boolean)
    Object.TryFind<T>(Guid)
    Object.TryFind(Guid, Type)
    Object.Destroy(Object, Single)
    Object.DestroyNow(Object)
    Object.Destroy<T>(T, Single)
    Object.Equals(Object)
    Object.GetUnmanagedPtr(Object)
    Object.GetUnmanagedInterface(Object, Type)
    Object.FromUnmanagedPtr(IntPtr)
    Object.MapObjectID(Guid)
    Object.RemapObjectID(Guid)
    Object.GetHashCode()
    Object.ID
    Object.TypeName
    Namespace: FlaxEngine
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    [ActorContextMenu("New/UI/Sprite Render")]
    [ActorToolbox("Visuals")]
    [Unmanaged]
    public class SpriteRender : Actor, ISerializable

    Constructors

    SpriteRender()

    Initializes a new instance of the SpriteRender.

    Declaration
    public SpriteRender()

    Properties

    Color

    Gets or sets the color of the sprite. Passed to the sprite material in parameter named Color.

    Declaration
    [EditorOrder(10)]
    [EditorDisplay("Sprite", null)]
    [Unmanaged]
    public Color Color { get; set; }
    Property Value
    Color

    DrawModes

    The draw passes to use for rendering this object. Uncheck Depth to disable sprite casting shadows.

    Declaration
    [EditorOrder(50)]
    [EditorDisplay("Sprite", null)]
    [Unmanaged]
    public DrawPass DrawModes { get; set; }
    Property Value
    DrawPass

    FaceCamera

    If checked, the sprite will automatically face the view camera, otherwise it will be oriented as an actor.

    Declaration
    [EditorOrder(40)]
    [EditorDisplay("Sprite", null)]
    [Unmanaged]
    public bool FaceCamera { get; set; }
    Property Value
    System.Boolean

    Image

    The sprite texture to draw.

    Declaration
    [EditorOrder(20)]
    [EditorDisplay("Sprite", null)]
    [Unmanaged]
    public Texture Image { get; set; }
    Property Value
    Texture

    Material

    The material used for the sprite rendering. It should contain texture parameter named Image and color parameter named Color. For showing sprites from sprite atlas ensure to add Vector4 param ImageMAD for UVs transformation.

    Declaration
    [EditorOrder(30)]
    [EditorDisplay("Sprite", null)]
    [Unmanaged]
    public MaterialBase Material { get; set; }
    Property Value
    MaterialBase

    Size

    Gets or sets the size of the sprite.

    Declaration
    [EditorOrder(0)]
    [EditorDisplay("Sprite", null)]
    [Unmanaged]
    public Float2 Size { get; set; }
    Property Value
    Float2

    SortOrder

    Gets the object sort order key used when sorting drawable objects during rendering. Use lower values to draw object before others, higher values are rendered later (on top). Can be used to control transparency drawing.

    Declaration
    [EditorOrder(60)]
    [EditorDisplay("Sprite", null)]
    [Unmanaged]
    public sbyte SortOrder { get; set; }
    Property Value
    System.SByte

    Sprite

    Gets or sets the sprite to draw. Used only if Image is unset.

    Declaration
    [EditorOrder(25)]
    [EditorDisplay("Sprite", null)]
    [Unmanaged]
    public SpriteHandle Sprite { get; set; }
    Property Value
    SpriteHandle

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.DeepClone<T>(T)
    Extensions.RawClone<T>(T)
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