DrawSteps
namespace Griff.Scenes;
public static class DrawStepsWhere a drawable component’s draws go among its entity’s others (see DrawStep), lower first.
Fields
Section titled “Fields”public const int BarA health bar or progress bar.
OverWorld
Section titled “OverWorld”public const int OverWorldFrom 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.
Particles
Section titled “Particles”public const int ParticlesParticles, over the rest of the entity.
Shapes
Section titled “Shapes”public const int ShapesShapes a script draws, unless it says otherwise: over the sprite, under a bar and text.
Slider
Section titled “Slider”public const int SliderA slider.
Sprite
Section titled “Sprite”public const int SpriteThe sprite.
public const int TextText.
public const int TilesA tilemap’s tiles, or a board drawn in their place.
public const int TrailThe fading copies a Trail leaves, just behind the sprite.
public const int ViewFrom 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.