Property | Type | Description | |
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BackgroundColor | Color | ||
DrawToScreen | bool | ||
RenderOrder | List |
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UpVector | Vector3 |
Method | Description | |
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AbsoluteBottomYEdgeAt ( float absoluteZ ) : float | ||
AbsoluteLeftXEdgeAt ( float absoluteZ ) : float | ||
AbsoluteRightXEdgeAt ( float absoluteZ ) : float | ||
AbsoluteTopYEdgeAt ( float absoluteZ ) : float | ||
FixAspectRatioXConstant ( ) : void | ||
FixAspectRatioYConstant ( ) : void |
Sets the aspectRatio to match the width/height of the area that the camera is drawing to. This is usually used in applications with split screen or when on a widescreen display. |
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GetZDistanceForPixelPerfect ( ) : float | ||
IsPointInView ( double x, double y, double absoluteZ ) : bool | ||
IsSpriteInView ( |
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IsSpriteInView ( |
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IsTextInView ( Text text ) : bool | ||
IsXInView ( double x, double absoluteZ ) : bool |
Determines if the X value is in view, assuming the camera is viewing down the Z axis. Currently, this method assumes viewing down the Z axis. |
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IsYInView ( double y, double absoluteZ ) : bool |
Determines if the Y value is in view, assuming the camera is viewing down the Z axis. Currently, this method assumes viewing down the Z axis. |
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PixelsPerUnitAt ( Vector3 &absolutePosition ) : float | ||
PixelsPerUnitAt ( Vector3 &absolutePosition, float fieldOfView, bool orthogonal, float orthogonalHeight ) : float | ||
PixelsPerUnitAt ( float absoluteZ ) : float |
Returns the number of pixels per unit at the given absolute Z value. Assumes that the Camera is unrotated. If using the PixelsPerUnitAt for a rotated camera, use the overload which takes a Vector3 argument. |
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RelativeXEdgeAt ( float absoluteZ ) : float | ||
RelativeXEdgeAt ( float absoluteZ, float fieldOfView, float aspectRatio, bool orthogonal, float orthogonalWidth ) : float | ||
RelativeYEdgeAt ( float absoluteZ ) : float | ||
RelativeYEdgeAt ( float absoluteZ, float fieldOfView, float aspectRatio, bool orthogonal, float orthogonalHeight ) : float | ||
UsePixelCoordinates ( bool moveCornerToOrigin, int desiredWidth, int desiredHeight ) : void |
Sets the camera to Orthogonal, sets the OrthogonalWidth and OrthogonalHeight to match the argument values, and can move the so the bottom-left corner of the screen is at the origin.
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UsePixelCoordinates3D ( float zToMakePixelPerfect ) : void | ||
WorldXAt ( float zPosition, bool overridingOrthogonal, float overridingOrthogonalWidth, float screenX ) : float | ||
WorldXAt ( float screenX, float zPosition ) : float | ||
WorldXAt ( float screenX, float zPosition, Layer layer ) : float | ||
WorldXAt ( float screenX, float zPosition, bool overridingOrthogonal, float overridingOrthogonalWidth ) : float | ||
WorldYAt ( float zPosition, bool orthogonal, float orthogonalHeight, float screenY ) : float | ||
WorldYAt ( float screenY, float zPosition ) : float | ||
WorldYAt ( float screenY, float zPosition, Layer layer ) : float | ||
WorldYAt ( float screenY, float zPosition, bool overridingOrthogonal, float overridingOrthogonalHeight ) : float |
Method | Description | |
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Color ( ) : System | ||
GetWorldXGivenHorizontalPercentage ( float zPosition, bool overridingOrthogonal, float overridingOrthogonalWidth, float horizontalPercentage ) : float |
public AbsoluteBottomYEdgeAt ( float absoluteZ ) : float | ||
absoluteZ | float | |
return | float |
public AbsoluteLeftXEdgeAt ( float absoluteZ ) : float | ||
absoluteZ | float | |
return | float |
public AbsoluteRightXEdgeAt ( float absoluteZ ) : float | ||
absoluteZ | float | |
return | float |
public AbsoluteTopYEdgeAt ( float absoluteZ ) : float | ||
absoluteZ | float | |
return | float |
public GetZDistanceForPixelPerfect ( ) : float | ||
return | float |
public IsPointInView ( double x, double y, double absoluteZ ) : bool | ||
x | double | |
y | double | |
absoluteZ | double | |
return | bool |
public IsSpriteInView ( |
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sprite | ||
return | bool |
public IsSpriteInView ( |
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sprite | ||
relativeToCamera | bool | |
return | bool |
public IsXInView ( double x, double absoluteZ ) : bool | ||
x | double | The absolute X position of the point. |
absoluteZ | double | The absolute Z position of the point. |
return | bool |
public IsYInView ( double y, double absoluteZ ) : bool | ||
y | double | The absolute Y position of the point. |
absoluteZ | double | The absolute Z position of the point. |
return | bool |
public PixelsPerUnitAt ( Vector3 &absolutePosition ) : float | ||
absolutePosition | Vector3 | |
return | float |
public PixelsPerUnitAt ( Vector3 &absolutePosition, float fieldOfView, bool orthogonal, float orthogonalHeight ) : float | ||
absolutePosition | Vector3 | |
fieldOfView | float | |
orthogonal | bool | |
orthogonalHeight | float | |
return | float |
public PixelsPerUnitAt ( float absoluteZ ) : float | ||
absoluteZ | float | The absolute Z position. |
return | float |
public RelativeXEdgeAt ( float absoluteZ ) : float | ||
absoluteZ | float | |
return | float |
public RelativeXEdgeAt ( float absoluteZ, float fieldOfView, float aspectRatio, bool orthogonal, float orthogonalWidth ) : float | ||
absoluteZ | float | |
fieldOfView | float | |
aspectRatio | float | |
orthogonal | bool | |
orthogonalWidth | float | |
return | float |
public RelativeYEdgeAt ( float absoluteZ ) : float | ||
absoluteZ | float | |
return | float |
public RelativeYEdgeAt ( float absoluteZ, float fieldOfView, float aspectRatio, bool orthogonal, float orthogonalHeight ) : float | ||
absoluteZ | float | |
fieldOfView | float | |
aspectRatio | float | |
orthogonal | bool | |
orthogonalHeight | float | |
return | float |
public UsePixelCoordinates ( bool moveCornerToOrigin, int desiredWidth, int desiredHeight ) : void | ||
moveCornerToOrigin | bool | Whether the camera should be repositioned /// so the bottom left is at the origin. |
desiredWidth | int | The desired unit width of the view. |
desiredHeight | int | The desired unit height of the view. |
return | void |
public UsePixelCoordinates3D ( float zToMakePixelPerfect ) : void | ||
zToMakePixelPerfect | float | |
return | void |
public WorldXAt ( float zPosition, bool overridingOrthogonal, float overridingOrthogonalWidth, float screenX ) : float | ||
zPosition | float | |
overridingOrthogonal | bool | |
overridingOrthogonalWidth | float | |
screenX | float | |
return | float |
public WorldXAt ( float screenX, float zPosition ) : float | ||
screenX | float | |
zPosition | float | |
return | float |
public WorldXAt ( float screenX, float zPosition, Layer layer ) : float | ||
screenX | float | |
zPosition | float | |
layer | Layer | |
return | float |
public WorldXAt ( float screenX, float zPosition, bool overridingOrthogonal, float overridingOrthogonalWidth ) : float | ||
screenX | float | |
zPosition | float | |
overridingOrthogonal | bool | |
overridingOrthogonalWidth | float | |
return | float |
public WorldYAt ( float zPosition, bool orthogonal, float orthogonalHeight, float screenY ) : float | ||
zPosition | float | |
orthogonal | bool | |
orthogonalHeight | float | |
screenY | float | |
return | float |
public WorldYAt ( float screenY, float zPosition ) : float | ||
screenY | float | |
zPosition | float | |
return | float |
public WorldYAt ( float screenY, float zPosition, Layer layer ) : float | ||
screenY | float | |
zPosition | float | |
layer | Layer | |
return | float |
public WorldYAt ( float screenY, float zPosition, bool overridingOrthogonal, float overridingOrthogonalHeight ) : float | ||
screenY | float | |
zPosition | float | |
overridingOrthogonal | bool | |
overridingOrthogonalHeight | float | |
return | float |