Class FStage
- Namespace
- Global
- Assembly
- Assembly-CSharp.dll
public class FStage : FContainer
- Inheritance
-
FStage
- Inherited Members
-
Constructors
FStage(string)
public FStage(string name)
Parameters
name string
Fields
public bool _doesRendererNeedTransformChange
Field Value
- bool
_followMatrix
public FMatrix _followMatrix
Field Value
- FMatrix
_followTarget
public FNode _followTarget
Field Value
- FNode
_identityMatrix
public FMatrix _identityMatrix
Field Value
- FMatrix
_layer
Field Value
- int
_name
Field Value
- string
_needsDepthUpdate
public bool _needsDepthUpdate
Field Value
- bool
_renderer
public FRenderer _renderer
Field Value
- FRenderer
_shouldFollowRotation
public bool _shouldFollowRotation
Field Value
- bool
_shouldFollowScale
public bool _shouldFollowScale
Field Value
- bool
public FStageTransform _transform
Field Value
- FStageTransform
index
Field Value
- int
nextNodeDepth
Field Value
- int
Properties
concatenatedMatrix
public override FMatrix concatenatedMatrix { get; }
Property Value
- FMatrix
inverseConcatenatedMatrix
public override FMatrix inverseConcatenatedMatrix { get; }
Property Value
- FMatrix
layer
public int layer { get; set; }
Property Value
- int
matrix
public override FMatrix matrix { get; }
Property Value
- FMatrix
name
public string name { get; }
Property Value
- string
renderer
public FRenderer renderer { get; }
Property Value
- FRenderer
scaleX
public float scaleX { get; set; }
Property Value
- float
scaleY
public float scaleY { get; set; }
Property Value
- float
screenConcatenatedMatrix
public override FMatrix screenConcatenatedMatrix { get; }
Property Value
- FMatrix
screenInverseConcatenatedMatrix
public override FMatrix screenInverseConcatenatedMatrix { get; }
Property Value
- FMatrix
screenMatrix
public FMatrix screenMatrix { get; }
Property Value
- FMatrix
public FStageTransform transform { get; }
Property Value
- FStageTransform
Methods
CenterOn(Vector2)
public void CenterOn(Vector2 globalPosition)
Parameters
globalPosition Vector2
Follow(FNode, bool, bool)
public void Follow(FNode followTarget, bool shouldFollowScale, bool shouldFollowRotation)
Parameters
followTarget FNode
shouldFollowScale bool
shouldFollowRotation bool
HandleAddedToFutile()
public void HandleAddedToFutile()
HandleFacetsChanged()
public void HandleFacetsChanged()
HandleRemovedFromFutile()
public void HandleRemovedFromFutile()
LateUpdate()
Redraw(bool, bool)
public override void Redraw(bool shouldForceDirty, bool shouldUpdateDepth)
Parameters
shouldForceDirty bool
shouldUpdateDepth bool
ResetPosition()
public void ResetPosition()
Unfollow(FNode, bool)
public void Unfollow(FNode targetToUnfollow, bool shouldResetPosition)
Parameters
targetToUnfollow FNode
shouldResetPosition bool
UpdateDepthMatrixAlpha(bool, bool)
public override void UpdateDepthMatrixAlpha(bool shouldForceDirty, bool shouldUpdateDepth)
Parameters
shouldForceDirty bool
shouldUpdateDepth bool
UpdateFollow()
public void UpdateFollow()