C# Class TreeEditor.TreeData

Inheritance: UnityEngine.ScriptableObject
ファイルを表示 Open project: CarlosHBC/UnityDecompiled Class Usage Examples

Public Properties

Property Type Description
branchGroups TreeEditor.TreeGroupBranch[]
isInPreviewMode bool
leafGroups TreeEditor.TreeGroupLeaf[]
materialHash string
mesh UnityEngine.Mesh
nodes TreeEditor.TreeNode[]
optimizedCutoutMaterial UnityEngine.Material
optimizedSolidMaterial UnityEngine.Material
root TreeGroupRoot

Public Methods

Method Description
AddGroup ( TreeGroup parent, System type ) : TreeGroup
AddNode ( TreeGroup g, TreeNode parent ) : TreeNode
AddNode ( TreeGroup g, TreeNode parent, bool validate ) : TreeNode
CheckExternalChanges ( ) : bool
ClearReferences ( ) : void
DeleteGroup ( TreeGroup g ) : void
DeleteNode ( TreeNode n ) : void
DeleteNode ( TreeNode n, bool validate ) : void
DuplicateGroup ( TreeGroup g ) : TreeGroup
DuplicateNode ( TreeNode n ) : TreeNode
GetAdaptiveHeightSegments ( float h, float adaptiveQuality ) : int
GetAdaptiveRadialSegments ( float r, float adaptiveQuality ) : int
GetAdaptiveSamples ( TreeGroup group, TreeNode node, float adaptiveQuality ) : List
GetGroup ( int id ) : TreeGroup
GetNode ( int id ) : TreeNode
Initialize ( ) : void
IsAncestor ( TreeGroup ancestor, TreeGroup g ) : bool
LockGroup ( TreeGroup g ) : void
OptimizeMaterial ( List materials, List vertices, List triangles ) : bool
PreviewMesh ( Matrix4x4 worldToLocalMatrix, Material &outMaterials ) : void
SetGroupParent ( TreeGroup g, TreeGroup parent ) : void
SetNodeParent ( TreeNode n, TreeNode parent ) : void
UnlockGroup ( TreeGroup g ) : void
UpdateDistribution ( int id ) : void
UpdateFrequency ( int id ) : void
UpdateMesh ( Matrix4x4 matrix, List materials, List verts, List tris, List aoSpheres, int buildFlags, float adaptiveQuality, float aoDensity ) : void
UpdateMesh ( Matrix4x4 worldToLocalMatrix, Material &outMaterials ) : void
UpdateSeed ( int id ) : void
ValidateReferences ( ) : void

Private Methods

Method Description
ArrayAdd ( TreeGroupBranch array, TreeGroupBranch value ) : TreeEditor.TreeGroupBranch[]
ArrayAdd ( TreeGroupLeaf array, TreeGroupLeaf value ) : TreeEditor.TreeGroupLeaf[]
ArrayAdd ( TreeGroup array, TreeGroup value ) : TreeEditor.TreeGroup[]
ArrayAdd ( TreeNode array, TreeNode value ) : TreeEditor.TreeNode[]
ArrayAdd ( int array, int value ) : int[]
ArrayRemove ( TreeGroupBranch array, TreeGroupBranch value ) : TreeEditor.TreeGroupBranch[]
ArrayRemove ( TreeGroupLeaf array, TreeGroupLeaf value ) : TreeEditor.TreeGroupLeaf[]
ArrayRemove ( TreeGroup array, TreeGroup value ) : TreeEditor.TreeGroup[]
ArrayRemove ( TreeNode array, TreeNode value ) : TreeEditor.TreeNode[]
ArrayRemove ( int array, int value ) : int[]
CopyFields ( object n, object n2 ) : void
DrawTexture ( Rect rect, Texture rgbTexture, Texture alphaTexture, Material material, Color color, int pass ) : void
ExtractOptimizedShaders ( List materials, Shader &optimizedSolidShader, Shader &optimizedCutoutShader ) : void
GetGroupAt ( int i ) : TreeGroup
GetGroupCount ( ) : int
GetNodeAt ( int i ) : TreeNode
GetNodeCount ( ) : int
UpdateShadowTexture ( Texture2D shadowTexture, int texWidth, int texHeight ) : void
UpdateTextures ( TextureAtlas atlas, List materials ) : bool
WriteOptimizedTextures ( string treeAssetPath, Texture2D textures ) : UnityEngine.Texture2D[]

Method Details

AddGroup() public method

public AddGroup ( TreeGroup parent, System type ) : TreeGroup
parent TreeGroup
type System
return TreeGroup

AddNode() public method

public AddNode ( TreeGroup g, TreeNode parent ) : TreeNode
g TreeGroup
parent TreeNode
return TreeNode

AddNode() public method

public AddNode ( TreeGroup g, TreeNode parent, bool validate ) : TreeNode
g TreeGroup
parent TreeNode
validate bool
return TreeNode

CheckExternalChanges() public method

public CheckExternalChanges ( ) : bool
return bool

ClearReferences() public method

public ClearReferences ( ) : void
return void

DeleteGroup() public method

public DeleteGroup ( TreeGroup g ) : void
g TreeGroup
return void

DeleteNode() public method

public DeleteNode ( TreeNode n ) : void
n TreeNode
return void

DeleteNode() public method

public DeleteNode ( TreeNode n, bool validate ) : void
n TreeNode
validate bool
return void

DuplicateGroup() public method

public DuplicateGroup ( TreeGroup g ) : TreeGroup
g TreeGroup
return TreeGroup

DuplicateNode() public method

public DuplicateNode ( TreeNode n ) : TreeNode
n TreeNode
return TreeNode

GetAdaptiveHeightSegments() public static method

public static GetAdaptiveHeightSegments ( float h, float adaptiveQuality ) : int
h float
adaptiveQuality float
return int

GetAdaptiveRadialSegments() public static method

public static GetAdaptiveRadialSegments ( float r, float adaptiveQuality ) : int
r float
adaptiveQuality float
return int

GetAdaptiveSamples() public static method

public static GetAdaptiveSamples ( TreeGroup group, TreeNode node, float adaptiveQuality ) : List
group TreeGroup
node TreeNode
adaptiveQuality float
return List

GetGroup() public method

public GetGroup ( int id ) : TreeGroup
id int
return TreeGroup

GetNode() public method

public GetNode ( int id ) : TreeNode
id int
return TreeNode

Initialize() public method

public Initialize ( ) : void
return void

IsAncestor() public method

public IsAncestor ( TreeGroup ancestor, TreeGroup g ) : bool
ancestor TreeGroup
g TreeGroup
return bool

LockGroup() public method

public LockGroup ( TreeGroup g ) : void
g TreeGroup
return void

OptimizeMaterial() public method

public OptimizeMaterial ( List materials, List vertices, List triangles ) : bool
materials List
vertices List
triangles List
return bool

PreviewMesh() public method

public PreviewMesh ( Matrix4x4 worldToLocalMatrix, Material &outMaterials ) : void
worldToLocalMatrix UnityEngine.Matrix4x4
outMaterials UnityEngine.Material
return void

SetGroupParent() public method

public SetGroupParent ( TreeGroup g, TreeGroup parent ) : void
g TreeGroup
parent TreeGroup
return void

SetNodeParent() public method

public SetNodeParent ( TreeNode n, TreeNode parent ) : void
n TreeNode
parent TreeNode
return void

UnlockGroup() public method

public UnlockGroup ( TreeGroup g ) : void
g TreeGroup
return void

UpdateDistribution() public method

public UpdateDistribution ( int id ) : void
id int
return void

UpdateFrequency() public method

public UpdateFrequency ( int id ) : void
id int
return void

UpdateMesh() public method

public UpdateMesh ( Matrix4x4 matrix, List materials, List verts, List tris, List aoSpheres, int buildFlags, float adaptiveQuality, float aoDensity ) : void
matrix UnityEngine.Matrix4x4
materials List
verts List
tris List
aoSpheres List
buildFlags int
adaptiveQuality float
aoDensity float
return void

UpdateMesh() public method

public UpdateMesh ( Matrix4x4 worldToLocalMatrix, Material &outMaterials ) : void
worldToLocalMatrix UnityEngine.Matrix4x4
outMaterials UnityEngine.Material
return void

UpdateSeed() public method

public UpdateSeed ( int id ) : void
id int
return void

ValidateReferences() public method

public ValidateReferences ( ) : void
return void

Property Details

branchGroups public_oe property

public TreeGroupBranch[],TreeEditor branchGroups
return TreeEditor.TreeGroupBranch[]

isInPreviewMode public_oe property

public bool isInPreviewMode
return bool

leafGroups public_oe property

public TreeGroupLeaf[],TreeEditor leafGroups
return TreeEditor.TreeGroupLeaf[]

materialHash public_oe property

public string materialHash
return string

mesh public_oe property

public Mesh,UnityEngine mesh
return UnityEngine.Mesh

nodes public_oe property

public TreeNode[],TreeEditor nodes
return TreeEditor.TreeNode[]

optimizedCutoutMaterial public_oe property

public Material,UnityEngine optimizedCutoutMaterial
return UnityEngine.Material

optimizedSolidMaterial public_oe property

public Material,UnityEngine optimizedSolidMaterial
return UnityEngine.Material

root public_oe property

public TreeGroupRoot,TreeEditor root
return TreeGroupRoot