Trigger API Reference DCEI Functions Terrain1 - BLKTower/TestWiki GitHub Wiki
Trigger API Reference\DCEI Functions\Terrain (2/2) {Trigger-API-ReferenceDCEI-FunctionsTerrain-22}
int AddLineWithSprite(Float3 startPos, Float3 endPos, float width, ColorRGBA color, string spriteName, float tex_multiplier) {int-AddLineWithSpriteFloat3-startPos-Float3-endPos-float-width-ColorRGBA-color-string-spriteName-float-tex_multiplier}
int AddLineWithSprite(Float3 startPos, Float3 endPos, float width, ColorRGBA color, string spriteName, float tex_multiplier)
int AddLineWithSpriteColorRGBA(Float3 startPos, Float3 endPos, float width, ColorRGBA color, string spriteName, float tex_multiplier) {int-AddLineWithSpriteColorRGBAFloat3-startPos-Float3-endPos-float-width-ColorRGBA-color-string-spriteName-float-tex_multiplier}
int AddLineWithSpriteColorRGBA(Float3 startPos, Float3 endPos, float width, ColorRGBA color, string spriteName, float tex_multiplier)
void RemoveLine(int lineId)
DCEI.RemoveLine(1)
void MoveLineWithInterpolation(int lineId, Float3 startPos, Float3 endPos, float duration) {void-MoveLineWithInterpolationint-lineId-Float3-startPos-Float3-endPos-float-duration}
void MoveLineWithInterpolation(int lineId, Float3 startPos, Float3 endPos, float duration)
Moves a line's start and end points (and thus the line itself) to new locations over the given duration.
-
int
lineId
the ID of the line to move. -
Float3
startPos
the new starting coordinates for the line. -
Float3
endPos
the new ending coordinates for the line. -
float
duration
the duration of the line's movement.
DCEI.MoveLineWithInterpolation(2, {x = 1, y = 1, z = 15}, {x = 30, y = 1, z = 15}, 3)
void RemoveAllLines()
DCEI.RemoveAllLines()
void ChangeLineColor(int lineId, ColorRGBA color)
void ChangeLineColorRGBA(int lineId, ColorRGBA color) {void-ChangeLineColorRGBAint-lineId-ColorRGBA-color}
void ChangeLineColorRGBA(int lineId, ColorRGBA color)
void ChangeLineDisplay(int lineId, bool display)
Toggles the display of a line.
DCEI.ChangeLineDisplay(1, false)
int AddGrid(Float3 center, float width, float height, int xCount, int zCount, float lineWidth, ColorRGBA color, bool rectCap) {int-AddGridFloat3-center-float-width-float-height-int-xCount-int-zCount-float-lineWidth-ColorRGBA-color-bool-rectCap}
int AddGrid(Float3 center, float width, float height, int xCount, int zCount, float lineWidth, ColorRGBA color, bool rectCap)
int AddGridColorRGBA(Float3 center, float width, float height, int xCount, int zCount, float lineWidth, ColorRGBA color, bool rectCap) {int-AddGridColorRGBAFloat3-center-float-width-float-height-int-xCount-int-zCount-float-lineWidth-ColorRGBA-color-bool-rectCap}
int AddGridColorRGBA(Float3 center, float width, float height, int xCount, int zCount, float lineWidth, ColorRGBA color, bool rectCap)
int AddGridWithSprite(Float3 center, float width, float height, int xCount, int zCount, float lineWidth, ColorRGBA color, string spriteName, float tex_multiplier) {int-AddGridWithSpriteFloat3-center-float-width-float-height-int-xCount-int-zCount-float-lineWidth-ColorRGBA-color-string-spriteName-float-tex_multiplier}
int AddGridWithSprite(Float3 center, float width, float height, int xCount, int zCount, float lineWidth, ColorRGBA color, string spriteName, float tex_multiplier)
int AddGridWithSpriteColorRGBA(Float3 center, float width, float height, int xCount, int zCount, float lineWidth, ColorRGBA color, string spriteName, float tex_multiplier) {int-AddGridWithSpriteColorRGBAFloat3-center-float-width-float-height-int-xCount-int-zCount-float-lineWidth-ColorRGBA-color-string-spriteName-float-tex_multiplier}
int AddGridWithSpriteColorRGBA(Float3 center, float width, float height, int xCount, int zCount, float lineWidth, ColorRGBA color, string spriteName, float tex_multiplier)
void RemoveGrid(int gridId)
DCEI.RemoveGrid(1)
void SetBlurredScreenCaptureAsBackground(bool set, float duration) {void-SetBlurredScreenCaptureAsBackgroundbool-set-float-duration}
void SetBlurredScreenCaptureAsBackground(bool set, float duration)
Toggles a blurred version of your terrain in the background. Note that this background renders underneath the terrain, so you may need to move your game camera to see it.
DCEI.SetBlurredScreenCaptureAsBackground(true, 5)