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- 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:Clone(deepClone, ignoreEditorOnly)
- local retVal = Polycode.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 = Polycode.SceneSprite_applyClone(self.__ptr, clone.__ptr, deepClone, ignoreEditorOnly)
- end
- function SceneSprite:getSpriteSet()
- local retVal = Polycode.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 = Polycode.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 = Polycode.SceneSprite_setSpriteSet(self.__ptr, spriteSet.__ptr)
- 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:Render(buffer)
- local retVal = Polycode.SceneSprite_Render(self.__ptr, buffer.__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:setSpriteState(spriteState, startingFrame, playOnce)
- local retVal = Polycode.SceneSprite_setSpriteState(self.__ptr, spriteState.__ptr, startingFrame, playOnce)
- end
- function SceneSprite:setSpriteStateByName(name, startingFrame, playOnce)
- local retVal = Polycode.SceneSprite_setSpriteStateByName(self.__ptr, name, startingFrame, playOnce)
- end
- function SceneSprite:getCurrentSpriteState()
- local retVal = Polycode.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 = 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
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