C# 클래스 LeopotamGroup.Gui.Common.GuiMeshTools

Mesh tools helper.
파일 보기 프로젝트 열기: Leopotam/LeopotamGroupLibraryUnity 1 사용 예제들

공개 메소드들

메소드 설명
FillBuffer ( Rect &v, Rect &uv, Color &color ) : void

Fill buffer.

FillBuffer ( Rect &v, Vector2 &uv0, Vector2 &uv1, Vector2 &uv2, Vector2 &uv3, Color &color ) : void

Fill buffer.

FillBuffer ( Vector3 &v0, Vector3 &v1, Vector3 &v2, Vector3 &v3, Vector2 &uv0, Vector2 &uv1, Vector2 &uv2, Vector2 &uv3, Color &color ) : void

Fill buffer.

FillRoundFilledSprite ( Mesh mesh, int width, int height, float fillValue, Color color, GuiSpriteData spriteData, GuiFontEffect effect = GuiFontEffect.None, Vector2 effectValue = null, Color effectColor = null ) : void

Fill round-filled sprite.

FillSimpleSprite ( Mesh mesh, int width, int height, Color color, GuiSpriteData spriteData, GuiFontEffect effect = GuiFontEffect.None, Vector2 effectValue = null, Color effectColor = null ) : void

Fill simple sprite.

FillSlicedTiledSprite ( Mesh mesh, int width, int height, Color color, GuiSpriteData sd, Vector2 texSize, bool isHorTiled, bool isVerTiled, bool fillCenter ) : void

Fill sliced / tiled sprite.

GetBuffers ( Mesh mesh, bool recalculateBounds = true ) : void

Put mesh buffer data to mesh.

GetNewMesh ( ) : Mesh

Get new instance of mesh.

PrepareBuffer ( GuiFontEffect effect = GuiFontEffect.None, Vector2 effectValue = null, Color effectColor = null ) : void

Prepare mesh buffer for filling.

비공개 메소드들

메소드 설명
FillBufferT ( ) : void

메소드 상세

FillBuffer() 공개 정적인 메소드

Fill buffer.
public static FillBuffer ( Rect &v, Rect &uv, Color &color ) : void
v UnityEngine.Rect Sprite size rect.
uv UnityEngine.Rect Sprite UV rect.
color UnityEngine.Color Color.
리턴 void

FillBuffer() 공개 정적인 메소드

Fill buffer.
public static FillBuffer ( Rect &v, Vector2 &uv0, Vector2 &uv1, Vector2 &uv2, Vector2 &uv3, Color &color ) : void
v UnityEngine.Rect Sprite size rect.
uv0 UnityEngine.Vector2 Sprite UV of 1 corner.
uv1 UnityEngine.Vector2 Sprite UV of 2 corner.
uv2 UnityEngine.Vector2 Sprite UV of 3 corner.
uv3 UnityEngine.Vector2 Sprite UV of 4 corner.
color UnityEngine.Color Color.
리턴 void

FillBuffer() 공개 정적인 메소드

Fill buffer.
public static FillBuffer ( Vector3 &v0, Vector3 &v1, Vector3 &v2, Vector3 &v3, Vector2 &uv0, Vector2 &uv1, Vector2 &uv2, Vector2 &uv3, Color &color ) : void
v0 UnityEngine.Vector3 Position of 1 corner.
v1 UnityEngine.Vector3 Position of 2 corner.
v2 UnityEngine.Vector3 Position of 3 corner.
v3 UnityEngine.Vector3 Position of 4 corner.
uv0 UnityEngine.Vector2 Sprite UV of 1 corner.
uv1 UnityEngine.Vector2 Sprite UV of 2 corner.
uv2 UnityEngine.Vector2 Sprite UV of 3 corner.
uv3 UnityEngine.Vector2 Sprite UV of 4 corner.
color UnityEngine.Color Color.
리턴 void

FillRoundFilledSprite() 공개 정적인 메소드

Fill round-filled sprite.
public static FillRoundFilledSprite ( Mesh mesh, int width, int height, float fillValue, Color color, GuiSpriteData spriteData, GuiFontEffect effect = GuiFontEffect.None, Vector2 effectValue = null, Color effectColor = null ) : void
mesh UnityEngine.Mesh Mesh.
width int Sprite width.
height int Sprite height.
fillValue float Normalized progress of round-filling.
color UnityEngine.Color Sprite color.
spriteData GuiSpriteData Sprite data.
effect GuiFontEffect Effect.
effectValue UnityEngine.Vector2 Effect value.
effectColor UnityEngine.Color Effect color.
리턴 void

FillSimpleSprite() 공개 정적인 메소드

Fill simple sprite.
public static FillSimpleSprite ( Mesh mesh, int width, int height, Color color, GuiSpriteData spriteData, GuiFontEffect effect = GuiFontEffect.None, Vector2 effectValue = null, Color effectColor = null ) : void
mesh UnityEngine.Mesh Mesh.
width int Sprite width.
height int Sprite height.
color UnityEngine.Color Sprite color.
spriteData GuiSpriteData Sprite data.
effect GuiFontEffect Effect.
effectValue UnityEngine.Vector2 Effect value.
effectColor UnityEngine.Color Effect color.
리턴 void

FillSlicedTiledSprite() 공개 정적인 메소드

Fill sliced / tiled sprite.
public static FillSlicedTiledSprite ( Mesh mesh, int width, int height, Color color, GuiSpriteData sd, Vector2 texSize, bool isHorTiled, bool isVerTiled, bool fillCenter ) : void
mesh UnityEngine.Mesh Mesh.
width int Sprite width.
height int Sprite height.
color UnityEngine.Color Sprite color.
sd GuiSpriteData Sprite data.
texSize UnityEngine.Vector2 Tex size.
isHorTiled bool Is sprite tiled horizontally.
isVerTiled bool Is sprite tiled vertically.
fillCenter bool Is sprite center should be filled.
리턴 void

GetBuffers() 공개 정적인 메소드

Put mesh buffer data to mesh.
public static GetBuffers ( Mesh mesh, bool recalculateBounds = true ) : void
mesh UnityEngine.Mesh Mesh.
recalculateBounds bool Are mesh bounds should be recalculated.
리턴 void

GetNewMesh() 공개 정적인 메소드

Get new instance of mesh.
public static GetNewMesh ( ) : Mesh
리턴 UnityEngine.Mesh

PrepareBuffer() 공개 정적인 메소드

Prepare mesh buffer for filling.
public static PrepareBuffer ( GuiFontEffect effect = GuiFontEffect.None, Vector2 effectValue = null, Color effectColor = null ) : void
effect GuiFontEffect Effect.
effectValue UnityEngine.Vector2 Effect value.
effectColor UnityEngine.Color Effect color.
리턴 void