SceneSprite.lua 2.3 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:getCurrentSprite()
  23. local retVal = Polycode.SceneSprite_getCurrentSprite(self.__ptr)
  24. if retVal == nil then return nil end
  25. local __c = _G["shared_ptr<Sprite>"]("__skip_ptr__")
  26. __c.__ptr = retVal
  27. return __c
  28. end
  29. function SceneSprite:setSpriteByName(spriteName)
  30. local retVal = Polycode.SceneSprite_setSpriteByName(self.__ptr, spriteName)
  31. end
  32. function SceneSprite:setCurrentFrame(frameIndex)
  33. local retVal = Polycode.SceneSprite_setCurrentFrame(self.__ptr, frameIndex)
  34. end
  35. function SceneSprite:getCurrentFrame()
  36. local retVal = Polycode.SceneSprite_getCurrentFrame(self.__ptr)
  37. return retVal
  38. end
  39. function SceneSprite:Update()
  40. local retVal = Polycode.SceneSprite_Update(self.__ptr)
  41. end
  42. function SceneSprite:getSpriteBoundingBox()
  43. local retVal = Polycode.SceneSprite_getSpriteBoundingBox(self.__ptr)
  44. if retVal == nil then return nil end
  45. local __c = _G["Vector3"]("__skip_ptr__")
  46. __c.__ptr = retVal
  47. return __c
  48. end
  49. function SceneSprite:setPaused(val)
  50. local retVal = Polycode.SceneSprite_setPaused(self.__ptr, val)
  51. end
  52. function SceneSprite:isPaused()
  53. local retVal = Polycode.SceneSprite_isPaused(self.__ptr)
  54. return retVal
  55. end
  56. function SceneSprite:setSprite(spriteEntry)
  57. local retVal = Polycode.SceneSprite_setSprite(self.__ptr, spriteEntry.__ptr)
  58. end
  59. function SceneSprite:setSpriteStateByName(name, startingFrame, playOnce)
  60. local retVal = Polycode.SceneSprite_setSpriteStateByName(self.__ptr, name, startingFrame, playOnce)
  61. end
  62. function SceneSprite:getStartOnRandomFrame()
  63. local retVal = Polycode.SceneSprite_getStartOnRandomFrame(self.__ptr)
  64. return retVal
  65. end
  66. function SceneSprite:setStartOnRandomFrame(val)
  67. local retVal = Polycode.SceneSprite_setStartOnRandomFrame(self.__ptr, val)
  68. end
  69. function SceneSprite:__delete()
  70. if self then Polycode.delete_SceneSprite(self.__ptr) end
  71. end