IDrawEffect
namespace Griff.Scenes;
public interface IDrawEffectA component that changes how its entity is drawn without drawing anything itself: a button shading its sprite under the mouse, a platform shaking before it falls, a card being dragged drawn over everything.
Properties
Section titled “Properties”DrawOpacity
Section titled “DrawOpacity”public virtual float DrawOpacity { get; }How much of everything the entity and what’s inside it draw this frame shows, from 1 (all of it, the default) down to 0 (none): a card fading in as it appears. What changes once a step is drawn between steps with For.
DrawTransform
Section titled “DrawTransform”public virtual Matrix4x4? DrawTransform { get; }Moves, turns or scales everything the entity and what’s inside it draw this frame, after it’s placed (a platform shaking, something bopping to the beat); null for nothing. What changes once a step is drawn between steps with For.
DrawsOnTop
Section titled “DrawsOnTop”public virtual bool DrawsOnTop { get; }True to draw the entity, and what’s inside it, over everything that isn’t (a card being dragged).
Methods
Section titled “Methods”LiftsChild
Section titled “LiftsChild”public bool LiftsChild(Entity child)True to draw child, one of the entity’s own children, and what’s inside it, over everything that isn’t (a row being dragged in a list).
public Color Tint(IDrawable drawn, Color color)The color one of the entity’s own drawable components draws in, from the color it would (a button under the mouse lightens its sprite and text). Components that want it ask Tint.