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Co-authored-by: 20kdc <asdd2808@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
47 lines
1.4 KiB
C#
47 lines
1.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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namespace Robust.Shared.Enums {
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/// <summary>
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/// Determines in which canvas layers an overlay gets drawn.
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/// </summary>
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[Flags]
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public enum OverlaySpace {
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/// <summary>
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/// Used for matching bit flags.
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/// </summary>
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None = 0,
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/// <summary>
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/// This overlay will be drawn in screen coordinates in the UI space above the world.
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/// </summary>
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ScreenSpace = 1 << 1,
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/// <summary>
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/// This overlay will be drawn above entities, lighting, and FOV.
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/// </summary>
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WorldSpace = 1 << 2,
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/// <summary>
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/// This overlay will be drawn beneath FOV; above lighting and entities.
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/// </summary>
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WorldSpaceBelowFOV = 1 << 3,
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/// <summary>
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/// This overlay will be drawn beneath entities, lighting, and FOV; above grids.
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/// </summary>
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WorldSpaceBelowEntities = 1 << 4,
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/// <summary>
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/// This overlay will be drawn in screen coordinates behind the world.
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/// </summary>
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ScreenSpaceBelowWorld = 1 << 5,
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/// <summary>
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/// Overlay will be rendered below grids, entities, and everything else. In world space.
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/// </summary>
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WorldSpaceBelowWorld = 1 << 6
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}
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}
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