Class ParallaxLayerConfig
The configuration for a parallax layer.
Inheritance
Namespace: Content.Client.Parallax.Data
Assembly: Content.Client.dll
Syntax
public sealed class ParallaxLayerConfig : object
Fields
| Improve this Doc View SourceScrolling
Should the parallax scroll at a specific rate per second.
Declaration
public Vector2 Scrolling
Field Value
Type | Description |
---|---|
Vector2 |
Shader
Declaration
public string? Shader
Field Value
Type | Description |
---|---|
System.Nullable<System.String> |
Properties
| Improve this Doc View SourceControlHomePosition
A position relative to the centre of a ParallaxControl that this parallax should be drawn at, in pixels. Used for menus. Note that this is ignored if the parallax layer is tiled - in that event a random pixel offset is used and slowness is applied.
Declaration
public Vector2 ControlHomePosition { get; set; }
Property Value
Type | Description |
---|---|
Vector2 |
Scale
A scaling factor for the texture. In the interest of simplifying maths, this is rounded down to integer for ParallaxControl, so be careful.
Declaration
public Vector2 Scale { get; set; }
Property Value
Type | Description |
---|---|
Vector2 |
Slowness
Multiplier of parallax shift. A slowness of 0.0f anchors this layer to the world. A slowness of 1.0f anchors this layer to the camera.
Declaration
public float Slowness { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
Texture
The texture source for this layer.
Declaration
public IParallaxTextureSource Texture { get; set; }
Property Value
Type | Description |
---|---|
IParallaxTextureSource |
Tiled
If true, this layer is tiled as the camera scrolls around. If false, this layer only shows up around it's home position.
Declaration
public bool Tiled { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
WorldAdjustPosition
An adjustment performed to the world position of this layer after parallax shifting. Used for in-game. Useful for moving around Slowness = 1.0 objects (which can't otherwise be moved from screen centre).
Declaration
public Vector2 WorldAdjustPosition { get; set; }
Property Value
Type | Description |
---|---|
Vector2 |
WorldHomePosition
The "relative to ParallaxAnchor" starting world position for this layer. Essentially, an unclamped lerp occurs between here and the eye position, with Slowness as the factor. Used for in-game.
Declaration
public Vector2 WorldHomePosition { get; set; }
Property Value
Type | Description |
---|---|
Vector2 |