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Class "LayerState"⚓︎

Functions⚓︎

ClearCustomChampionShader ()⚓︎

void ClearCustomChampionShader ( )⚓︎

Removes any custom coloroffset_champion shader applied by layer:SetCustomChampionShader(path).


ClearCustomShader ()⚓︎

void ClearCustomShader ( )⚓︎

Removes any custom coloroffset shader applied by layer:SetCustomShader(path).


GetBlendMode ()⚓︎

BlendMode GetBlendMode ( )⚓︎


GetColor ()⚓︎

Color GetColor ( )⚓︎


GetCropOffset ()⚓︎

Vector GetCropOffset ( )⚓︎


GetDefaultSpritesheetPath ()⚓︎

string GetDefaultSpritesheetPath ( )⚓︎


GetFlipX ()⚓︎

boolean GetFlipX ( )⚓︎


GetFlipY ()⚓︎

boolean GetFlipY ( )⚓︎


GetLayerID ()⚓︎

int GetLayerID ( )⚓︎


GetName ()⚓︎

string GetName ( )⚓︎


GetPos ()⚓︎

Vector GetPos ( )⚓︎


GetRenderFlags ()⚓︎

AnimRenderFlags GetRenderFlags ( )⚓︎


GetRotation ()⚓︎

float GetRotation ( )⚓︎


GetSize ()⚓︎

Vector GetSize ( )⚓︎


GetSpritesheetPath ()⚓︎

string GetSpritesheetPath ( )⚓︎


GetWrapSMode ()⚓︎

int GetWrapSMode ( )⚓︎

Returns the wrap mode for the x coordinate. See this website for a general overview.

Info

Enums for these are pending.


GetWrapTMode ()⚓︎

int GetWrapTMode ( )⚓︎

Returns the wrap mode for the y coordinate. See this website for a general overview.

Info

Enums for these are pending.


HasCustomChampionShader ()⚓︎

boolean HasCustomChampionShader ( string ShaderPath )⚓︎

Returns true if the specified custom champion shader is currently loaded (see SetCustomChampionShader below). If no string is provided, returns true if ANY custom champion shader is applied.


HasCustomShader ()⚓︎

boolean HasCustomShader ( string ShaderPath )⚓︎

Returns true if the specified custom shader is currently loaded (see SetCustomShader below). If no string is provided, returns true if ANY custom shader is applied.


IsVisible ()⚓︎

boolean IsVisible ( )⚓︎


SetColor ()⚓︎

void SetColor ( Color Color )⚓︎


SetCropOffset ()⚓︎

void SetCropOffset ( Vector Offset )⚓︎


SetCustomChampionShader ()⚓︎

void SetCustomChampionShader ( string ShaderPath )⚓︎

Specify a custom champion shader file for this layer to use instead of the usual coloroffset_champion shader. Provided path is expected to start at .../resources/ and to find both a .vs and .fs file at that location. For example: layer:SetCustomChampionShader("shaders/my_shader") will load .../resources/shaders/my_shader.vs and .../resources/shaders/my_shader.fs.

The custom champion shader will only be used by the game if the entity is actually a champion.

Note that the custom shader must take the exact same inputs as the default coloroffset_champion shader the game uses (it has one additional input compared to coloroffset).


SetCustomShader ()⚓︎

void SetCustomShader ( string ShaderPath )⚓︎

Specify a custom shader file for this layer to use instead of the default coloroffset shader. Provided path is expected to start at .../resources/ and to find both a .vs and .fs file at that location. For example: layer:SetCustomShader("shaders/my_shader") will load .../resources/shaders/my_shader.vs and .../resources/shaders/my_shader.fs.

This custom shader will not be used by the game if the entity is a champion, or if it has the gold/dogma shader applied.

Note that the custom shader must take the exact same inputs as the default coloroffset shader the game uses. The gold and dogma shaders also use the same inputs, and can be a good reference.


SetFlipX ()⚓︎

void SetFlipX ( boolean Value )⚓︎


SetFlipY ()⚓︎

void SetFlipY ( boolean Value )⚓︎


SetPos ()⚓︎

void SetPos ( Vector Pos )⚓︎


SetRenderFlags ()⚓︎

void SetRenderFlags ( AnimRenderFlags Flags )⚓︎


SetRotation ()⚓︎

void SetRotation ( float Rotation )⚓︎


SetSize ()⚓︎

void SetSize ( Vector Size )⚓︎


SetVisible ()⚓︎

void SetVisible ( boolean Visible )⚓︎


SetWrapSMode ()⚓︎

void SetWrapSMode ( int Mode )⚓︎

Sets the wrap mode for the x coordinate. See this website for a general overview.

Info

Enums for these are pending.


SetWrapTMode ()⚓︎

void SetWrapTMode ( int Mode )⚓︎

Sets the wrap mode for the y coordinate. See this website for a general overview.

Info

Enums for these are pending.