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 = Polycode.SceneSprite(unpack(arg)) end end function SceneSprite:getCurrentSprite() local retVal = Polycode.SceneSprite_getCurrentSprite(self.__ptr) if retVal == nil then return nil end local __c = _G["shared_ptr"]("__skip_ptr__") __c.__ptr = retVal return __c end function SceneSprite:setSpriteByName(spriteName) local retVal = Polycode.SceneSprite_setSpriteByName(self.__ptr, spriteName) end function SceneSprite:setCurrentFrame(frameIndex) local retVal = Polycode.SceneSprite_setCurrentFrame(self.__ptr, frameIndex) end function SceneSprite:getCurrentFrame() local retVal = Polycode.SceneSprite_getCurrentFrame(self.__ptr) return retVal end function SceneSprite:Update() local retVal = Polycode.SceneSprite_Update(self.__ptr) end function SceneSprite:getSpriteBoundingBox() local retVal = Polycode.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 = Polycode.SceneSprite_setPaused(self.__ptr, val) end function SceneSprite:isPaused() local retVal = Polycode.SceneSprite_isPaused(self.__ptr) return retVal end function SceneSprite:setSprite(spriteEntry) local retVal = Polycode.SceneSprite_setSprite(self.__ptr, spriteEntry.__ptr) end function SceneSprite:setSpriteStateByName(name, startingFrame, playOnce) local retVal = Polycode.SceneSprite_setSpriteStateByName(self.__ptr, name, startingFrame, playOnce) end function SceneSprite:getStartOnRandomFrame() local retVal = Polycode.SceneSprite_getStartOnRandomFrame(self.__ptr) return retVal end function SceneSprite:setStartOnRandomFrame(val) local retVal = Polycode.SceneSprite_setStartOnRandomFrame(self.__ptr, val) end function SceneSprite:__delete() if self then Polycode.delete_SceneSprite(self.__ptr) end end