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
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
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
framesPerSecond
[Min(0.1)]
public float framesPerSecond
Field Value
healthBarHeight
[Tooltip("Health bar height above the pivot, in world units (after scale).")]
public float healthBarHeight
Field Value
healthBarWidth
[Tooltip("Health bar width in world units.")]
[Min(0.05)]
public float healthBarWidth
Field Value
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
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
scale
[Tooltip("Uniform world scale applied to the sprite.")]
[Min(0.01)]
public float scale
Field Value
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
walkBob
[Tooltip("Code walk animation: hop height in world units while moving (0 = none).")]
[Min(0)]
public float walkBob
Field Value
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
HasDeathArt
Whether a death sequence or death sprite is set.
public bool HasDeathArt { get; }
Property Value
IconSprite
Icon for HUD use.
public Sprite IconSprite { get; }
Property Value
- Sprite