Class "Beam"⚓︎
An example mod using the Beam class can be found here.
This class provides more streamlined access to the BeamRenderer
used internally for rendering cords, ie Evis, Gello, Vis Fatty, etc.
Note that this is a low-level class that strictly handles rendering. We hope to later provide an extension of this class capable of handling the physics calculations and automatic point adjustment required for cords, but this is a complex system that will require a non-trivial amount of effort to implement.
Constructors⚓︎
Beam ()⚓︎
Beam Beam ( Sprite Sprite, int Layer, boolean UseOverlay, boolean UnkBool )⚓︎
Beam Beam ( Sprite Sprite, string LayerName, boolean UseOverlay, boolean UnkBool )⚓︎
Warning
The Sprite
used in the constructor is copied to Beam as a separate object. To acccess the new copy and make changes to it, use Beam:GetSprite
.
Example Code
Here is an example of how you would use this class:
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Functions⚓︎
Add ()⚓︎
void Add ( Vector Position, float SpritesheetCoordinate, float Width = 1.0 )⚓︎
void Add ( Point Point )⚓︎
Adds a point to the beam. Points are stored in order of adding.
Info
SpritesheetCoordinate
is the Y
position of the spritesheet that should be drawn by the time this Point is reached. For example, two points of 0
and 64
SpritesheetCoordinate will render the spritesheet starting from y 0
to y 64
, while an additional third point of 0
will draw it in reverse from y 64
to y 0
.
Width
acts as a multiplier for how wide the beam should be. A non-zero value will scale the spritesheet width accordingly. This is interpolated between points.
GetLayer ()⚓︎
int GetLayer ( )⚓︎
GetPoints ()⚓︎
Point[] GetPoints ( )⚓︎
Returns a table of the Points currently stored.
GetSprite ()⚓︎
Sprite GetSprite ( )⚓︎
GetUnkBool ()⚓︎
boolean GetUnkBool ( )⚓︎
GetUseOverlay ()⚓︎
boolean GetUseOverlay ( )⚓︎
Render ()⚓︎
void Render ( boolean ClearPoints = true )⚓︎
SetLayer ()⚓︎
void SetLayer ( int LayerID )⚓︎
void SetLayer ( string LayerName )⚓︎
SetPoints ()⚓︎
void SetPoints ( Point[] Points )⚓︎
Sets the Points used by this.