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    Class Cloth

    Cloth for pose-style character (not for equipment items). Get instance with Cloth.TryGetCloth(id, out var result)

    Properties

    ClothID

    Global unique id for this type of cloth

    Declaration
    public int ClothID { get; }

    ClothName

    Type name for this type of cloth

    Declaration
    public string ClothName { get; }

    ClothSystemReady

    Declaration
    public static bool ClothSystemReady { get; }

    ClothType

    Where should characters wear this cloth

    Declaration
    public abstract ClothType ClothType { get; }

    SheetIndex

    Which artwork sheet does this cloth get it's artwork from

    Declaration
    public int SheetIndex { get; }

    SpriteLoaded

    True if the artwork sprites are loaded

    Declaration
    public virtual bool SpriteLoaded { get; }

    Methods

    AttachClothOn(BodyPart, AngeSprite, int, int, int, int, int, int, int, int, bool)

    Attach the given artwork sprite as a general cloth to given bodypart. Cloth will use it's own size no matter how big the bodypart is.

    Declaration
    public static Cell[] AttachClothOn(BodyPart bodyPart, AngeSprite sprite, int locationX, int locationY, int localZ, int widthAmount = 1000, int heightAmount = 1000, int localRotation = 0, int shiftPixelX = 0, int shiftPixelY = 0, bool defaultHideLimb = true)
    Parameters
    Type Name Description
    BodyPart bodyPart

    Target bodypart

    AngeSprite sprite

    Artwork sprite

    int locationX

    Position X in bodypart's local space

    int locationY

    Position Y in bodypart's local space

    int localZ

    Local Z value the sort rendering cells

    int widthAmount

    Horizontal size scaling (0 means 0%, 1000 means 100%)

    int heightAmount

    Vertical size scaling (0 means 0%, 1000 means 100%)

    int localRotation

    Rotation of the cloth in bodypart's local space

    int shiftPixelX

    Position offset X

    int shiftPixelY

    Position offset Y

    bool defaultHideLimb

    True if it requires the bodypart to be hiden. Artwork sprite's tag will override this value.

    Returns
    Type Description
    Cell[]

    Rendering cells which holds the cloth rendering data

    CoverClothOn(BodyPart, AngeSprite)

    Cover the given artwork sprite as a general cloth to given bodypart. Size of the sprite will change based on how big the bodypart is.

    Declaration
    public static Cell[] CoverClothOn(BodyPart bodyPart, AngeSprite sprite)
    Parameters
    Type Name Description
    BodyPart bodyPart

    Target bodypart

    AngeSprite sprite

    Artwork sprite

    Returns
    Type Description
    Cell[]

    Rendering cells which holds the cloth rendering data

    CoverClothOn(BodyPart, AngeSprite, int)

    Cover the given artwork sprite as a general cloth to given bodypart. Size of the sprite will change based on how big the bodypart is.

    Declaration
    public static Cell[] CoverClothOn(BodyPart bodyPart, AngeSprite sprite, int localZ)
    Parameters
    Type Name Description
    BodyPart bodyPart

    Target bodypart

    AngeSprite sprite

    Artwork sprite

    int localZ

    Local Z value the sort rendering cells

    Returns
    Type Description
    Cell[]

    Rendering cells which holds the cloth rendering data

    CoverClothOn(BodyPart, AngeSprite, int, Color32, bool)

    Cover the given artwork sprite as a general cloth to given bodypart. Size of the sprite will change based on how big the bodypart is.

    Declaration
    public static Cell[] CoverClothOn(BodyPart bodyPart, AngeSprite sprite, int localZ, Color32 tint, bool defaultHideLimb = true)
    Parameters
    Type Name Description
    BodyPart bodyPart

    Target bodypart

    AngeSprite sprite

    Artwork sprite

    int localZ

    Local Z value the sort rendering cells

    Color32 tint

    Color tint

    bool defaultHideLimb

    True if it requires the bodypart to be hiden. Artwork sprite's tag will override this value.

    Returns
    Type Description
    Cell[]

    Rendering cells which holds the cloth rendering data

    DrawCloth(PoseCharacterRenderer)

    Draw cloth for the given character

    Declaration
    public abstract void DrawCloth(PoseCharacterRenderer renderer)

    DrawClothGizmos(IRect, Color32, int)

    Draw cloth as gizmos

    Declaration
    public virtual void DrawClothGizmos(IRect rect, Color32 tint, int z)
    Parameters
    Type Name Description
    IRect rect

    Rect position in global space

    Color32 tint

    Color tint

    int z

    Z value for sort rendering cell

    FillFromSheet(string)

    Load sprite data from Renderer.CurrentSheet

    Declaration
    public virtual bool FillFromSheet(string name)

    ForAllCloth()

    Iterate through all cloth instance in pool

    Declaration
    public static IEnumerable<KeyValuePair<int, Cloth>> ForAllCloth()

    GetDefaultClothID(int, ClothType)

    Get ID of given character's default cloth. Return 0 if not found

    Declaration
    public static int GetDefaultClothID(int characterID, ClothType suitType)

    GetDisplayName(out int)

    Get display name for this cloth from language system.

    Declaration
    public string GetDisplayName(out int languageID)

    HasCloth(int)

    Does cloth with given id exists in the pool

    Declaration
    public static bool HasCloth(int clothID)

    TryGetCloth(int, out Cloth)

    Get cloth instance from pool

    Declaration
    public static bool TryGetCloth(int clothID, out Cloth cloth)
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