public sealed struct Sandbox.Curve.Frame
Keyframes times and values should range between 0 and 1
Related Guides
Broader workflow and conceptual references connected to this API.
By default, async tasks in s&box run on the main thread. They operate a lot like coroutines, making them the perfect replacement.
Attributes are the bridge to pass information around the CPU to the GPU, like Variables, Textures or entire Buffers.
Input is accessed using the… Input class!
We very much recommend that you only use this if you can't use input actions for whatever reason. You can't rebind these at all.
You can record gameplay into a MovieClip, which can be played back or imported into Movie Maker for editing. This could be useful for killcams in shooters, leaderboard replays in racing games, or for capturing gameplay to edit into a trailer.
s&box provides a set of utilities for working with time in your game. These let you write things like cooldowns, countdowns, and frame-rate independent movement cleanly and without manual bookkeeping.
Constructors
Showing 2 constructors
No results match this filter.
Methods
Showing 3 methods
No results match this filter.
Properties
Showing 5 properties
public float Sandbox.Curve.Frame.In { get; set; }
This is the slope of entry, formula is something like tan( angle )
public Sandbox.Curve.HandleMode Sandbox.Curve.Frame.Mode { get; set; }
How the line should behave when entering/leaving this frame
No results match this filter.
Metadata
| Field | Value |
|---|---|
| Namespace | global |
| Type | class |
| Assembly | Sandbox.System |
| Doc ID | T:Sandbox.Curve.Frame |