SceneSprite.lua 3.6 KB

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  1. require "Polycode/SceneMesh"
  2. class "SceneSprite" (SceneMesh)
  3. function SceneSprite:SceneSprite(...)
  4. local arg = {...}
  5. if type(arg[1]) == "table" and count(arg) == 1 then
  6. if ""..arg[1].__classname == "SceneMesh" then
  7. self.__ptr = arg[1].__ptr
  8. return
  9. end
  10. end
  11. for k,v in pairs(arg) do
  12. if type(v) == "table" then
  13. if v.__ptr ~= nil then
  14. arg[k] = v.__ptr
  15. end
  16. end
  17. end
  18. if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then
  19. self.__ptr = Polycode.SceneSprite(unpack(arg))
  20. end
  21. end
  22. function SceneSprite:Clone(deepClone, ignoreEditorOnly)
  23. local retVal = Polycode.SceneSprite_Clone(self.__ptr, deepClone, ignoreEditorOnly)
  24. if retVal == nil then return nil end
  25. local __c = _G["Entity"]("__skip_ptr__")
  26. __c.__ptr = retVal
  27. return __c
  28. end
  29. function SceneSprite:applyClone(clone, deepClone, ignoreEditorOnly)
  30. local retVal = Polycode.SceneSprite_applyClone(self.__ptr, clone.__ptr, deepClone, ignoreEditorOnly)
  31. end
  32. function SceneSprite:getSpriteSet()
  33. local retVal = Polycode.SceneSprite_getSpriteSet(self.__ptr)
  34. if retVal == nil then return nil end
  35. local __c = _G["SpriteSet"]("__skip_ptr__")
  36. __c.__ptr = retVal
  37. return __c
  38. end
  39. function SceneSprite:getCurrentSprite()
  40. local retVal = Polycode.SceneSprite_getCurrentSprite(self.__ptr)
  41. if retVal == nil then return nil end
  42. local __c = _G["Sprite"]("__skip_ptr__")
  43. __c.__ptr = retVal
  44. return __c
  45. end
  46. function SceneSprite:setSpriteSet(spriteSet)
  47. local retVal = Polycode.SceneSprite_setSpriteSet(self.__ptr, spriteSet.__ptr)
  48. end
  49. function SceneSprite:setSpriteByName(spriteName)
  50. local retVal = Polycode.SceneSprite_setSpriteByName(self.__ptr, spriteName)
  51. end
  52. function SceneSprite:setCurrentFrame(frameIndex)
  53. local retVal = Polycode.SceneSprite_setCurrentFrame(self.__ptr, frameIndex)
  54. end
  55. function SceneSprite:getCurrentFrame()
  56. local retVal = Polycode.SceneSprite_getCurrentFrame(self.__ptr)
  57. return retVal
  58. end
  59. function SceneSprite:Update()
  60. local retVal = Polycode.SceneSprite_Update(self.__ptr)
  61. end
  62. function SceneSprite:Render(buffer)
  63. local retVal = Polycode.SceneSprite_Render(self.__ptr, buffer.__ptr)
  64. end
  65. function SceneSprite:getSpriteBoundingBox()
  66. local retVal = Polycode.SceneSprite_getSpriteBoundingBox(self.__ptr)
  67. if retVal == nil then return nil end
  68. local __c = _G["Vector3"]("__skip_ptr__")
  69. __c.__ptr = retVal
  70. return __c
  71. end
  72. function SceneSprite:setPaused(val)
  73. local retVal = Polycode.SceneSprite_setPaused(self.__ptr, val)
  74. end
  75. function SceneSprite:isPaused()
  76. local retVal = Polycode.SceneSprite_isPaused(self.__ptr)
  77. return retVal
  78. end
  79. function SceneSprite:setSprite(spriteEntry)
  80. local retVal = Polycode.SceneSprite_setSprite(self.__ptr, spriteEntry.__ptr)
  81. end
  82. function SceneSprite:setSpriteState(spriteState, startingFrame, playOnce)
  83. local retVal = Polycode.SceneSprite_setSpriteState(self.__ptr, spriteState.__ptr, startingFrame, playOnce)
  84. end
  85. function SceneSprite:setSpriteStateByName(name, startingFrame, playOnce)
  86. local retVal = Polycode.SceneSprite_setSpriteStateByName(self.__ptr, name, startingFrame, playOnce)
  87. end
  88. function SceneSprite:getCurrentSpriteState()
  89. local retVal = Polycode.SceneSprite_getCurrentSpriteState(self.__ptr)
  90. if retVal == nil then return nil end
  91. local __c = _G["SpriteState"]("__skip_ptr__")
  92. __c.__ptr = retVal
  93. return __c
  94. end
  95. function SceneSprite:getStartOnRandomFrame()
  96. local retVal = Polycode.SceneSprite_getStartOnRandomFrame(self.__ptr)
  97. return retVal
  98. end
  99. function SceneSprite:setStartOnRandomFrame(val)
  100. local retVal = Polycode.SceneSprite_setStartOnRandomFrame(self.__ptr, val)
  101. end
  102. function SceneSprite:__delete()
  103. if self then Polycode.delete_SceneSprite(self.__ptr) end
  104. end