require "Polycode/SceneMesh" class "SceneSprite" (SceneMesh) function SceneSprite:SceneSprite(...) local arg = {...} if type(arg[1]) == "table" and count(arg) == 1 then if ""..arg[1].__classname == "SceneMesh" then self.__ptr = arg[1].__ptr return end end for k,v in pairs(arg) do if type(v) == "table" then if v.__ptr ~= nil then arg[k] = v.__ptr end end end if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then self.__ptr = Polycore.SceneSprite(unpack(arg)) end end function SceneSprite:Clone(deepClone, ignoreEditorOnly) local retVal = Polycore.SceneSprite_Clone(self.__ptr, deepClone, ignoreEditorOnly) if retVal == nil then return nil end local __c = _G["Entity"]("__skip_ptr__") __c.__ptr = retVal return __c end function SceneSprite:applyClone(clone, deepClone, ignoreEditorOnly) local retVal = Polycore.SceneSprite_applyClone(self.__ptr, clone.__ptr, deepClone, ignoreEditorOnly) end function SceneSprite:getSpriteSet() local retVal = Polycore.SceneSprite_getSpriteSet(self.__ptr) if retVal == nil then return nil end local __c = _G["SpriteSet"]("__skip_ptr__") __c.__ptr = retVal return __c end function SceneSprite:getCurrentSprite() local retVal = Polycore.SceneSprite_getCurrentSprite(self.__ptr) if retVal == nil then return nil end local __c = _G["Sprite"]("__skip_ptr__") __c.__ptr = retVal return __c end function SceneSprite:setSpriteSet(spriteSet) local retVal = Polycore.SceneSprite_setSpriteSet(self.__ptr, spriteSet.__ptr) end function SceneSprite:setSpriteByName(spriteName) local retVal = Polycore.SceneSprite_setSpriteByName(self.__ptr, spriteName) end function SceneSprite:setCurrentFrame(frameIndex) local retVal = Polycore.SceneSprite_setCurrentFrame(self.__ptr, frameIndex) end function SceneSprite:getCurrentFrame() local retVal = Polycore.SceneSprite_getCurrentFrame(self.__ptr) return retVal end function SceneSprite:Update() local retVal = Polycore.SceneSprite_Update(self.__ptr) end function SceneSprite:Render(buffer) local retVal = Polycore.SceneSprite_Render(self.__ptr, buffer.__ptr) end function SceneSprite:getSpriteBoundingBox() local retVal = Polycore.SceneSprite_getSpriteBoundingBox(self.__ptr) if retVal == nil then return nil end local __c = _G["Vector3"]("__skip_ptr__") __c.__ptr = retVal return __c end function SceneSprite:setPaused(val) local retVal = Polycore.SceneSprite_setPaused(self.__ptr, val) end function SceneSprite:isPaused() local retVal = Polycore.SceneSprite_isPaused(self.__ptr) return retVal end function SceneSprite:setSprite(spriteEntry) local retVal = Polycore.SceneSprite_setSprite(self.__ptr, spriteEntry.__ptr) end function SceneSprite:setSpriteState(spriteState, startingFrame, playOnce) local retVal = Polycore.SceneSprite_setSpriteState(self.__ptr, spriteState.__ptr, startingFrame, playOnce) end function SceneSprite:setSpriteStateByName(name, startingFrame, playOnce) local retVal = Polycore.SceneSprite_setSpriteStateByName(self.__ptr, name, startingFrame, playOnce) end function SceneSprite:getCurrentSpriteState() local retVal = Polycore.SceneSprite_getCurrentSpriteState(self.__ptr) if retVal == nil then return nil end local __c = _G["SpriteState"]("__skip_ptr__") __c.__ptr = retVal return __c end function SceneSprite:getStartOnRandomFrame() local retVal = Polycore.SceneSprite_getStartOnRandomFrame(self.__ptr) return retVal end function SceneSprite:setStartOnRandomFrame(val) local retVal = Polycore.SceneSprite_setStartOnRandomFrame(self.__ptr, val) end function SceneSprite:__delete() if self then Polycore.delete_SceneSprite(self.__ptr) end end