Class ArtSet.Entry

Namespace
TDMaker.Unity.View
Assembly
TDMaker.Unity.dll

Sprites for one view key.

public sealed class ArtSet.Entry
Inheritance
ArtSet.Entry
Inherited Members

Constructors

Entry()

public Entry()

Fields

actionFramesPerSecond

[Tooltip("Frame rate of the idle, attack, hurt and death sequences.")]
[Min(0.1)]
public float actionFramesPerSecond

Field Value

float

attackFrames

[Tooltip("Played once when an attack starts.")]
public Sprite[] attackFrames

Field Value

Sprite[]

deathFrames

[Tooltip("Played once when the unit dies, before it fades out.")]
public Sprite[] deathFrames

Field Value

Sprite[]

deathHold

[Tooltip("Seconds the death sprite (or the last death frame) stays before fading.")]
[Min(0)]
public float deathHold

Field Value

float

deathSprite

[Tooltip("Shown after the death frames (for example a grave or remains), then faded out.")]
public Sprite deathSprite

Field Value

Sprite

facesLeft

[Tooltip("Units: the sprite is drawn facing left (default assumes right-facing art). Movement and attack facing are mirrored accordingly.")]
public bool facesLeft

Field Value

bool

framesPerSecond

[Min(0.1)]
public float framesPerSecond

Field Value

float

healthBarHeight

[Tooltip("Health bar height above the pivot, in world units (after scale).")]
public float healthBarHeight

Field Value

float

healthBarWidth

[Tooltip("Health bar width in world units.")]
[Min(0.05)]
public float healthBarWidth

Field Value

float

hurtFrames

[Tooltip("Played once when damage is taken (not while an attack plays).")]
public Sprite[] hurtFrames

Field Value

Sprite[]

icon

[Tooltip("Optional HUD icon (portraits, build menu). Empty uses the sprite.")]
public Sprite icon

Field Value

Sprite

idleFrames

[Header("Frame animation (optional)")]
[Tooltip("Loop played while the unit stands (empty keeps the idle sprite).")]
public Sprite[] idleFrames

Field Value

Sprite[]

impactFrames

[Tooltip("Projectiles: animated impact played at the impact point (overrides the impact sprite flash).")]
public Sprite[] impactFrames

Field Value

Sprite[]

impactSize

[Tooltip("Projectiles: world size of the impact animation (0 = use the projectile's impact size).")]
[Min(0)]
public float impactSize

Field Value

float

impactSprite

[Tooltip("Projectiles: sprite flashed at the impact point instead of the soft disc (1 world unit wide at size 1).")]
public Sprite impactSprite

Field Value

Sprite

rotateToFlight

[Tooltip("Projectiles: rotate the sprite to the flight direction (sprite drawn pointing right).")]
public bool rotateToFlight

Field Value

bool

scale

[Tooltip("Uniform world scale applied to the sprite.")]
[Min(0.01)]
public float scale

Field Value

float

sprite

Idle / default sprite. Its pivot is the ground contact point (feet, tower base).

public Sprite sprite

Field Value

Sprite

viewKey

Template or projectile view key (for example a template id).

public string viewKey

Field Value

string

walkBob

[Tooltip("Code walk animation: hop height in world units while moving (0 = none).")]
[Min(0)]
public float walkBob

Field Value

float

walkFrames

[Tooltip("Optional walk loop played while the entity moves (the idle sprite is shown when it stands).")]
public Sprite[] walkFrames

Field Value

Sprite[]

Properties

HasActionFrames

Whether any frame sequence beyond the walk loop is set.

public bool HasActionFrames { get; }

Property Value

bool

HasDeathArt

Whether a death sequence or death sprite is set.

public bool HasDeathArt { get; }

Property Value

bool

IconSprite

Icon for HUD use.

public Sprite IconSprite { get; }

Property Value

Sprite