C# 클래스 Spine.Unity.Modules.AttachmentTools.AttachmentCloneExtensions

파일 보기 프로젝트 열기: EsotericSoftware/spine-runtimes

공개 메소드들

메소드 설명
GetClone ( this o, bool cloneMeshesAsLinked ) : Attachment

Clones the attachment.

GetClone ( this o ) : BoundingBoxAttachment
GetClone ( this o ) : MeshAttachment

Returns a clone of the MeshAttachment. This will cause Deform animations to stop working unless you explicity set the .parentMesh to the original.

GetClone ( this o ) : PathAttachment
GetClone ( this o ) : RegionAttachment
GetLinkedClone ( this o, bool inheritDeform = true ) : MeshAttachment
GetLinkedMesh ( this o, Sprite sprite, Shader shader, bool inheritDeform = true ) : MeshAttachment

Returns a new linked mesh linked to this MeshAttachment. It will be mapped to an AtlasRegion generated from a Sprite. The AtlasRegion will be mapped to a new Material based on the shader. For better caching and batching, use GetLinkedMesh(string, AtlasRegion, bool)

GetLinkedMesh ( this o, string newLinkedMeshName, AtlasRegion region, bool inheritDeform = true ) : MeshAttachment

Returns a new linked mesh linked to this MeshAttachment. It will be mapped to the AtlasRegion provided.

비공개 메소드들

메소드 설명
CloneVertexAttachment ( VertexAttachment src, VertexAttachment dest ) : void

메소드 상세

GetClone() 공개 정적인 메소드

Clones the attachment.
public static GetClone ( this o, bool cloneMeshesAsLinked ) : Attachment
o this
cloneMeshesAsLinked bool
리턴 Attachment

GetClone() 공개 정적인 메소드

public static GetClone ( this o ) : BoundingBoxAttachment
o this
리턴 BoundingBoxAttachment

GetClone() 공개 정적인 메소드

Returns a clone of the MeshAttachment. This will cause Deform animations to stop working unless you explicity set the .parentMesh to the original.
public static GetClone ( this o ) : MeshAttachment
o this
리턴 MeshAttachment

GetClone() 공개 정적인 메소드

public static GetClone ( this o ) : PathAttachment
o this
리턴 PathAttachment

GetClone() 공개 정적인 메소드

public static GetClone ( this o ) : RegionAttachment
o this
리턴 RegionAttachment

GetLinkedClone() 공개 정적인 메소드

public static GetLinkedClone ( this o, bool inheritDeform = true ) : MeshAttachment
o this
inheritDeform bool
리턴 MeshAttachment

GetLinkedMesh() 공개 정적인 메소드

Returns a new linked mesh linked to this MeshAttachment. It will be mapped to an AtlasRegion generated from a Sprite. The AtlasRegion will be mapped to a new Material based on the shader. For better caching and batching, use GetLinkedMesh(string, AtlasRegion, bool)
public static GetLinkedMesh ( this o, Sprite sprite, Shader shader, bool inheritDeform = true ) : MeshAttachment
o this
sprite UnityEngine.Sprite
shader UnityEngine.Shader
inheritDeform bool
리턴 MeshAttachment

GetLinkedMesh() 공개 정적인 메소드

Returns a new linked mesh linked to this MeshAttachment. It will be mapped to the AtlasRegion provided.
public static GetLinkedMesh ( this o, string newLinkedMeshName, AtlasRegion region, bool inheritDeform = true ) : MeshAttachment
o this
newLinkedMeshName string
region AtlasRegion
inheritDeform bool
리턴 MeshAttachment