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* Partial sprite component ECS * release notes * tests * Why * SetSnapCardinals * NoRotation * DirectionOverride * This is why I love distinct overrides that take in object * LayerSetData * ISerializationHooks continue to haunt me * Relocate SetShader * LayerSetSprite * LayerSetTexture * yipeeeee * LayerSetRsi * Remove GetFallbackState * LayerSet Scale,Rotation,Color,Visible * Fix LayerSetRsi * LayerSetOffset * LayerSetDirOffset * Add overrides that take in a Layer * LayerSetAnimationTime * LayerSetRenderingStrategy * Reduce Resolves, Add Layer.Index * Access * Try fix NREs * Asserts * LayerGetState * Cleanup * Merge helper partial classes * partial rendering * GetLayerDirectionCount * Cache local bounds * RenderLayer * RefreshCachedState * RoundToCardinalAngle * Fix the pr * Fix debug assert --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
18 lines
394 B
C#
18 lines
394 B
C#
using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Robust.Client.GameObjects
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{
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[Obsolete]
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public partial interface IRenderableComponent : IComponent
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{
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int DrawDepth { get; set; }
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float Bottom { get; }
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Box2 LocalAABB { get; }
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Box2 AverageAABB { get; }
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MapId MapID { get; }
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}
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}
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