AngeliA
Search Results for

    Show / Hide Table of Contents

    Class BodyPart

    Representation of a bodypart for a pose-style character

    Constructors

    BodyPart(BodyPart, bool, bool, int, int)

    Representation of a bodypart for a pose-style character

    Declaration
    public BodyPart(BodyPart parent, bool useLimbFlip, bool rotateWithBody, int defaultPivotX, int defaultPivotY)
    Parameters
    Type Name Description
    BodyPart parent

    Which bodypart does this bodypart attached on. Set to null if it's not a limb

    bool useLimbFlip

    True if the limb flip horizontaly when rotate over specified angle

    bool rotateWithBody

    True if the limb apply rotation from body of the character

    Fields

    Covered

    How this bodypart is being covered by cloths

    Declaration
    public BodyPart.CoverMode Covered

    FrontSide

    True if the bodypart is facing front

    Declaration
    public bool FrontSide

    GlobalX

    Position X in global space

    Declaration
    public int GlobalX

    GlobalY

    Position Y in global space

    Declaration
    public int GlobalY

    Height

    Vertical size of this bodypart

    Declaration
    public int Height

    PivotX

    Current pivot X of this bodypart (0 means left, 1000 means right)

    Declaration
    public int PivotX

    PivotY

    Current pivot Y of this bodypart (0 means bottom, 1000 means top)

    Declaration
    public int PivotY

    Rotation

    Angle of this bodypart

    Declaration
    public int Rotation

    Tint

    Color tint

    Declaration
    public Color32 Tint

    Width

    Horizontal size of this bodypart

    Declaration
    public int Width

    X

    Position X in local space

    Declaration
    public int X

    Y

    Position Y in local space

    Declaration
    public int Y

    Z

    Z value for sort rendering cells

    Declaration
    public int Z

    Properties

    Border

    Artwork sprite border

    Declaration
    public Int4 Border { get; }

    FacingRight

    True if this bodypart is facing right

    Declaration
    public bool FacingRight { get; }

    FacingSign

    Return 1 if this bodypart is facing right

    Declaration
    public int FacingSign { get; }

    FlexableSizeY

    Height that changes with character's body height

    Declaration
    public int FlexableSizeY { get; set; }

    ID

    Global unique id for this bodypart

    Declaration
    public int ID { get; }

    IsFullCovered

    True if this bodypart is totaly covered by cloth

    Declaration
    public bool IsFullCovered { get; }

    LimbParent

    Which bodypart does this bodypart attached on. Set to null if it's not a limb

    Declaration
    public BodyPart LimbParent { get; init; }

    RotateWithBody

    True if the limb apply rotation from body of the character

    Declaration
    public bool RotateWithBody { get; init; }

    SizeX

    Artwork sprite Width in global size

    Declaration
    public int SizeX { get; }

    SizeY

    Artwork sprite Height in global size

    Declaration
    public int SizeY { get; }

    SpritePivotX

    Artwork sprite pivot X

    Declaration
    public int SpritePivotX { get; }

    SpritePivotY

    Artwork sprite pivot Y

    Declaration
    public int SpritePivotY { get; }

    UseLimbFlip

    True if the limb flip horizontaly when rotate over specified angle

    Declaration
    public bool UseLimbFlip { get; init; }

    Methods

    GetGlobalCenter()

    Get current center position in global space

    Declaration
    public Int2 GetGlobalCenter()

    GetGlobalRect()

    Get current position rect in global space

    Declaration
    public IRect GetGlobalRect()

    GetLocalCenter()

    Get current center position in local space

    Declaration
    public Int2 GetLocalCenter()

    GlobalLerp(float, float, bool)

    Get global position that lerp from given value

    Declaration
    public Int2 GlobalLerp(float x01, float y01, bool natural = false)
    Parameters
    Type Name Description
    float x01

    X lerp value (0 means left, 1 means right)

    float y01

    Y lerp value (0 means bottom, 1 means top)

    bool natural

    True if this lerping logic respect character's natural orientation (like Tokino Sora's hairpin should always on her left side)

    Imitate(BodyPart)

    Copy motion data from another bodypart without changing anything about data about source sprite

    Declaration
    public void Imitate(BodyPart other)

    LimbRotate(int, int)

    Rotate the bodypart with "LimbRotate" logic

    Declaration
    public void LimbRotate(int rotation, int grow = 1000)
    int grow

    How much does the limb grow it's size from the rotation (0 means don't grow. 1000 means general amount)

    SetData(int)

    Set bodypart data by giving a sprite ID

    Declaration
    public void SetData(int id)

    TryGetSpriteIdFromSheet(Type, string, bool, out int)

    Get sprite id to rendering bodypart for given type of character

    Declaration
    public static bool TryGetSpriteIdFromSheet(Type characterType, string bodyPartName, bool checkForGroup, out int id)
    Parameters
    Type Name Description
    Type characterType

    Target type of character

    string bodyPartName

    Basic name of this bodypart

    bool checkForGroup

    True if the sprite can be get from sprite group

    int id

    Global ID of the result bodypart

    Returns
    Type Description
    bool

    True if the id is found

    Back to top ๐Ÿ„๐Ÿฆโ€โฌ›๐Ÿงฆ๐Ÿˆ๐ŸŽƒ๐Ÿ’“๐ŸŒนโ˜•๐Ÿดโ€โ˜ ๏ธ๐Ÿค