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DrawSteps

namespace Griff.Scenes;
public static class DrawSteps

Where a drawable component’s draws go among its entity’s others (see DrawStep), lower first.

public const int Bar

A health bar or progress bar.

public const int OverWorld

From here up, draws go over the whole world, after every entity, and under what’s pinned to the screen: ropes, wires and labels. These draw whether or not their entity has an order.

public const int Particles

Particles, over the rest of the entity.

public const int Shapes

Shapes a script draws, unless it says otherwise: over the sprite, under a bar and text.

public const int Slider

A slider.

public const int Sprite

The sprite.

public const int Text

Text.

public const int Tiles

A tilemap’s tiles, or a board drawn in their place.

public const int Trail

The fading copies a Trail leaves, just behind the sprite.

public const int View

From here up, draws are where they say over the camera’s view (weather), not moved with a parallax layer or by the entity’s IDrawEffects.