class "SpriteState" function SpriteState:SpriteState(...) local arg = {...} 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.SpriteState(unpack(arg)) end end function SpriteState:setName(name) local retVal = Polycore.SpriteState_setName(self.__ptr, name) end function SpriteState:getName() local retVal = Polycore.SpriteState_getName(self.__ptr) return retVal end function SpriteState:getNumFrameIDs() local retVal = Polycore.SpriteState_getNumFrameIDs(self.__ptr) return retVal end function SpriteState:getFrameIDAtIndex(index) local retVal = Polycore.SpriteState_getFrameIDAtIndex(self.__ptr, index) return retVal end function SpriteState:getMeshForFrameIndex(index) local retVal = Polycore.SpriteState_getMeshForFrameIndex(self.__ptr, index) if retVal == nil then return nil end local __c = _G["Mesh"]("__skip_ptr__") __c.__ptr = retVal return __c end function SpriteState:insertFrame(index, frameID) local retVal = Polycore.SpriteState_insertFrame(self.__ptr, index, frameID) end function SpriteState:removeFrameByIndex(frameIndex) local retVal = Polycore.SpriteState_removeFrameByIndex(self.__ptr, frameIndex) end function SpriteState:clearFrames() local retVal = Polycore.SpriteState_clearFrames(self.__ptr) end function SpriteState:setPixelsPerUnit(ppu) local retVal = Polycore.SpriteState_setPixelsPerUnit(self.__ptr, ppu) end function SpriteState:getPixelsPerUnit() local retVal = Polycore.SpriteState_getPixelsPerUnit(self.__ptr) return retVal end function SpriteState:rebuildStateMeshes() local retVal = Polycore.SpriteState_rebuildStateMeshes(self.__ptr) end function SpriteState:setStateFPS(fps) local retVal = Polycore.SpriteState_setStateFPS(self.__ptr, fps) end function SpriteState:getStateFPS() local retVal = Polycore.SpriteState_getStateFPS(self.__ptr) return retVal end function SpriteState:getLargestFrameBoundingBox() local retVal = Polycore.SpriteState_getLargestFrameBoundingBox(self.__ptr) if retVal == nil then return nil end local __c = _G["Vector3"]("__skip_ptr__") __c.__ptr = retVal return __c end function SpriteState:setBoundingBox(boundingBox) local retVal = Polycore.SpriteState_setBoundingBox(self.__ptr, boundingBox.__ptr) end function SpriteState:getBoundingBox() local retVal = Polycore.SpriteState_getBoundingBox(self.__ptr) if retVal == nil then return nil end local __c = _G["Vector2"]("__skip_ptr__") __c.__ptr = retVal return __c end function SpriteState:getSpriteOffset() local retVal = Polycore.SpriteState_getSpriteOffset(self.__ptr) if retVal == nil then return nil end local __c = _G["Vector2"]("__skip_ptr__") __c.__ptr = retVal return __c end function SpriteState:setSpriteOffset(offset) local retVal = Polycore.SpriteState_setSpriteOffset(self.__ptr, offset.__ptr) end function SpriteState:__delete() if self then Polycore.delete_SpriteState(self.__ptr) end end