TilesetAsset

Namespace: Murder.Assets.Graphics
Assembly: Murder.dll

public class TilesetAsset : GameAsset

Implements: GameAsset

⭐ Constructors

public TilesetAsset()

⭐ Properties

AdditionalTiles

public readonly ImmutableArray<T> AdditionalTiles;

Returns
ImmutableArray<T>

CanBeCreated

public virtual bool CanBeCreated { get; }

Returns
bool

CanBeDeleted

public virtual bool CanBeDeleted { get; }

Returns
bool

CanBeRenamed

public virtual bool CanBeRenamed { get; }

Returns
bool

CanBeSaved

public virtual bool CanBeSaved { get; }

Returns
bool

CollisionLayer

public readonly int CollisionLayer;

Returns
int

ConsiderOutsideOccupied

public readonly bool ConsiderOutsideOccupied;

Returns
bool

EditorColor

public virtual Vector4 EditorColor { get; }

Returns
Vector4

EditorFolder

public virtual string EditorFolder { get; }

Returns
string

FileChanged

public bool FileChanged { get; public set; }

Returns
bool

FilePath

public string FilePath { get; public set; }

Returns
string

Guid

public Guid Guid { get; protected set; }

Returns
Guid

Icon

public virtual char Icon { get; }

Returns
char

Image

public readonly Guid Image;

Returns
Guid

IsStoredInSaveData

public virtual bool IsStoredInSaveData { get; }

Returns
bool

Name

public string Name { get; public set; }

Returns
string

Offset

public readonly Point Offset;

Returns
Point

Order

public readonly int Order;

This is the order (or layer) which this tileset will be drawn into the screen.

Returns
int

Properties

public readonly ITileProperties Properties;

Returns
ITileProperties

Rename

public bool Rename { get; public set; }

Returns
bool

SaveLocation

public virtual string SaveLocation { get; }

Returns
string

Size

public readonly Point Size;

Returns
Point

Sort

public float Sort;

Returns
float

StoreInDatabase

public virtual bool StoreInDatabase { get; }

Returns
bool

TaggedForDeletion

public bool TaggedForDeletion;

Returns
bool

TargetBatch

public int TargetBatch;

Returns
int

YSortOffset

public readonly int YSortOffset;

Returns
int

⭐ Methods

OnModified()

protected virtual void OnModified()

Duplicate(string)

public GameAsset Duplicate(string name)

Parameters
name string

Returns
GameAsset

AssetsToBeSaved()

public List<T> AssetsToBeSaved()

Returns
List<T>

GetSimplifiedName()

public string GetSimplifiedName()

Returns
string

GetSplitNameWithEditorPath()

public String[] GetSplitNameWithEditorPath()

Returns
string[]

GetProperties()

public T GetProperties()

Returns
T

AfterDeserialized()

public virtual void AfterDeserialized()

CalculateAndDrawAutoTile(RenderContext, int, int, bool, bool, bool, bool, float, Color, Vector3)

public void CalculateAndDrawAutoTile(RenderContext render, int x, int y, bool topLeft, bool topRight, bool botLeft, bool botRight, float alpha, Color color, Vector3 blend)

Parameters
render RenderContext
x int
y int
topLeft bool
topRight bool
botLeft bool
botRight bool
alpha float
color Color
blend Vector3

DrawTile(Batch2D, int, int, int, int, float, Color, Vector3, float)

public void DrawTile(Batch2D batch, int x, int y, int tileX, int tileY, float alpha, Color color, Vector3 blend, float sortAdjust)

Parameters
batch Batch2D
x int
y int
tileX int
tileY int
alpha float
color Color
blend Vector3
sortAdjust float

MakeGuid()

public void MakeGuid()

TrackAssetOnSave(Guid)

public void TrackAssetOnSave(Guid g)

Parameters
g Guid