public JumpIndicator() { Depth = -20000; // appear on top of most things, including (most importantly) fg tiles AddTag(Tags.Persistent); // this entity isn't bound to the screen it was spawned in, keep it when transitioning to another level. settings = ExtendedVariantsModule.Settings; }
public UnderwaterSwitchController(ExtendedVariantsSettings settings) : base(Vector2.Zero) { this.settings = settings; Add(new Coroutine(Routine())); AddTag(Tags.TransitionUpdate); }
public JumpIndicator() { Depth = (Depths.FGTerrain + Depths.FGDecals) / 2; // between fg tiles and fg decals AddTag(Tags.Persistent); // this entity isn't bound to the screen it was spawned in, keep it when transitioning to another level. settings = ExtendedVariantsModule.Settings; }
public DashCountIndicator() { AddTag(Tags.Persistent); // this entity isn't bound to the screen it was spawned in, keep it when transitioning to another level. settings = ExtendedVariantsModule.Settings; }