C# 클래스 PrettyPoly.PrettyPolyMeshLayer

상속: PrettyPolyLayer
파일 보기 프로젝트 열기: ShreveportArcade/PrettyPoly 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
material UnityEngine.Material
spriteDistributionCurve UnityEngine.AnimationCurve

보호된 프로퍼티들

프로퍼티 타입 설명
colors List
norms List
tans List
tris List
uvs List
verts List

Private Properties

프로퍼티 타입 설명

공개 메소드들

메소드 설명
AddScatterEdge ( Vector3 points, float pathLength, bool closed ) : void
AddScatterEdgeSegment ( Vector3 a, Vector3 b, float pathLength, float &distTraveled, int &index ) : void
AddScatterFill ( Vector3 points, float pathLength ) : void
AddScatterQuad ( Vector3 position, Vector3 dir, int &index, float t ) : void
AddSolidEdge ( Vector3 points, float pathLength, bool closed ) : void
AddSolidEdgeBevelJoin ( Vector3 pos, Vector3 outward, Vector3 prevOut, Vector3 bevelOut, float size, Color c, bool flipUVs, int &index, float &uvFrac ) : void
AddSolidEdgeMiterJoin ( Vector3 pos, Vector3 outward, Vector3 prevOut, float size, Color c, bool flipUVs, int &index, float &uvFrac ) : void
AddSolidEdgeRoundedJoin ( Vector3 pos, Vector3 outward, Vector3 prevOut, float rotation, float size, Color c, bool flipUVs, int &index, float &uvFrac ) : void
AddSolidEdgeSegment ( Vector3 a, Vector3 b, Vector3 outward, float size, Color c, int &index, float &uvFrac ) : void
AddSolidFill ( Vector3 points, float pathLength ) : void
Clear ( ) : void
GetMesh ( PrettyPoly.PrettyPolyPoint points, bool closed ) : Mesh
GetSpriteUVs ( ) : UnityEngine.Vector2[]
GetSpriteUVs ( float start, float end ) : UnityEngine.Vector2[]
GetWidthToHeightRatio ( ) : float
PrettyPolyMeshLayer ( ) : System.Collections.Generic
RandomizeSprite ( ) : void

메소드 상세

AddScatterEdge() 공개 메소드

public AddScatterEdge ( Vector3 points, float pathLength, bool closed ) : void
points UnityEngine.Vector3
pathLength float
closed bool
리턴 void

AddScatterEdgeSegment() 공개 메소드

public AddScatterEdgeSegment ( Vector3 a, Vector3 b, float pathLength, float &distTraveled, int &index ) : void
a UnityEngine.Vector3
b UnityEngine.Vector3
pathLength float
distTraveled float
index int
리턴 void

AddScatterFill() 공개 메소드

public AddScatterFill ( Vector3 points, float pathLength ) : void
points UnityEngine.Vector3
pathLength float
리턴 void

AddScatterQuad() 공개 메소드

public AddScatterQuad ( Vector3 position, Vector3 dir, int &index, float t ) : void
position UnityEngine.Vector3
dir UnityEngine.Vector3
index int
t float
리턴 void

AddSolidEdge() 공개 메소드

public AddSolidEdge ( Vector3 points, float pathLength, bool closed ) : void
points UnityEngine.Vector3
pathLength float
closed bool
리턴 void

AddSolidEdgeBevelJoin() 공개 메소드

public AddSolidEdgeBevelJoin ( Vector3 pos, Vector3 outward, Vector3 prevOut, Vector3 bevelOut, float size, Color c, bool flipUVs, int &index, float &uvFrac ) : void
pos UnityEngine.Vector3
outward UnityEngine.Vector3
prevOut UnityEngine.Vector3
bevelOut UnityEngine.Vector3
size float
c UnityEngine.Color
flipUVs bool
index int
uvFrac float
리턴 void

AddSolidEdgeMiterJoin() 공개 메소드

public AddSolidEdgeMiterJoin ( Vector3 pos, Vector3 outward, Vector3 prevOut, float size, Color c, bool flipUVs, int &index, float &uvFrac ) : void
pos UnityEngine.Vector3
outward UnityEngine.Vector3
prevOut UnityEngine.Vector3
size float
c UnityEngine.Color
flipUVs bool
index int
uvFrac float
리턴 void

AddSolidEdgeRoundedJoin() 공개 메소드

public AddSolidEdgeRoundedJoin ( Vector3 pos, Vector3 outward, Vector3 prevOut, float rotation, float size, Color c, bool flipUVs, int &index, float &uvFrac ) : void
pos UnityEngine.Vector3
outward UnityEngine.Vector3
prevOut UnityEngine.Vector3
rotation float
size float
c UnityEngine.Color
flipUVs bool
index int
uvFrac float
리턴 void

AddSolidEdgeSegment() 공개 메소드

public AddSolidEdgeSegment ( Vector3 a, Vector3 b, Vector3 outward, float size, Color c, int &index, float &uvFrac ) : void
a UnityEngine.Vector3
b UnityEngine.Vector3
outward UnityEngine.Vector3
size float
c UnityEngine.Color
index int
uvFrac float
리턴 void

AddSolidFill() 공개 메소드

public AddSolidFill ( Vector3 points, float pathLength ) : void
points UnityEngine.Vector3
pathLength float
리턴 void

Clear() 공개 메소드

public Clear ( ) : void
리턴 void

GetMesh() 공개 메소드

public GetMesh ( PrettyPoly.PrettyPolyPoint points, bool closed ) : Mesh
points PrettyPoly.PrettyPolyPoint
closed bool
리턴 UnityEngine.Mesh

GetSpriteUVs() 공개 메소드

public GetSpriteUVs ( ) : UnityEngine.Vector2[]
리턴 UnityEngine.Vector2[]

GetSpriteUVs() 공개 메소드

public GetSpriteUVs ( float start, float end ) : UnityEngine.Vector2[]
start float
end float
리턴 UnityEngine.Vector2[]

GetWidthToHeightRatio() 공개 메소드

public GetWidthToHeightRatio ( ) : float
리턴 float

PrettyPolyMeshLayer() 공개 메소드

public PrettyPolyMeshLayer ( ) : System.Collections.Generic
리턴 System.Collections.Generic

RandomizeSprite() 공개 메소드

public RandomizeSprite ( ) : void
리턴 void

프로퍼티 상세

colors 보호되어 있는 프로퍼티

protected List colors
리턴 List

material 공개적으로 프로퍼티

public Material,UnityEngine material
리턴 UnityEngine.Material

norms 보호되어 있는 프로퍼티

protected List norms
리턴 List

spriteDistributionCurve 공개적으로 프로퍼티

public AnimationCurve,UnityEngine spriteDistributionCurve
리턴 UnityEngine.AnimationCurve

tans 보호되어 있는 프로퍼티

protected List tans
리턴 List

tris 보호되어 있는 프로퍼티

protected List tris
리턴 List

uvs 보호되어 있는 프로퍼티

protected List uvs
리턴 List

verts 보호되어 있는 프로퍼티

protected List verts
리턴 List