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
⚡