C# 클래스 TreeEditor.TreeData

상속: UnityEngine.ScriptableObject
파일 보기 프로젝트 열기: CarlosHBC/UnityDecompiled 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
branchGroups TreeEditor.TreeGroupBranch[]
isInPreviewMode bool
leafGroups TreeEditor.TreeGroupLeaf[]
materialHash string
mesh UnityEngine.Mesh
nodes TreeEditor.TreeNode[]
optimizedCutoutMaterial UnityEngine.Material
optimizedSolidMaterial UnityEngine.Material
root TreeGroupRoot

공개 메소드들

메소드 설명
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

비공개 메소드들

메소드 설명
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[]

메소드 상세

AddGroup() 공개 메소드

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

AddNode() 공개 메소드

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

AddNode() 공개 메소드

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

CheckExternalChanges() 공개 메소드

public CheckExternalChanges ( ) : bool
리턴 bool

ClearReferences() 공개 메소드

public ClearReferences ( ) : void
리턴 void

DeleteGroup() 공개 메소드

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

DeleteNode() 공개 메소드

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

DeleteNode() 공개 메소드

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

DuplicateGroup() 공개 메소드

public DuplicateGroup ( TreeGroup g ) : TreeGroup
g TreeGroup
리턴 TreeGroup

DuplicateNode() 공개 메소드

public DuplicateNode ( TreeNode n ) : TreeNode
n TreeNode
리턴 TreeNode

GetAdaptiveHeightSegments() 공개 정적인 메소드

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

GetAdaptiveRadialSegments() 공개 정적인 메소드

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

GetAdaptiveSamples() 공개 정적인 메소드

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

GetGroup() 공개 메소드

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

GetNode() 공개 메소드

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

Initialize() 공개 메소드

public Initialize ( ) : void
리턴 void

IsAncestor() 공개 메소드

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

LockGroup() 공개 메소드

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

OptimizeMaterial() 공개 메소드

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

PreviewMesh() 공개 메소드

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

SetGroupParent() 공개 메소드

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

SetNodeParent() 공개 메소드

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

UnlockGroup() 공개 메소드

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

UpdateDistribution() 공개 메소드

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

UpdateFrequency() 공개 메소드

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

UpdateMesh() 공개 메소드

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
리턴 void

UpdateMesh() 공개 메소드

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

UpdateSeed() 공개 메소드

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

ValidateReferences() 공개 메소드

public ValidateReferences ( ) : void
리턴 void

프로퍼티 상세

branchGroups 공개적으로 프로퍼티

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

isInPreviewMode 공개적으로 프로퍼티

public bool isInPreviewMode
리턴 bool

leafGroups 공개적으로 프로퍼티

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

materialHash 공개적으로 프로퍼티

public string materialHash
리턴 string

mesh 공개적으로 프로퍼티

public Mesh,UnityEngine mesh
리턴 UnityEngine.Mesh

nodes 공개적으로 프로퍼티

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

optimizedCutoutMaterial 공개적으로 프로퍼티

public Material,UnityEngine optimizedCutoutMaterial
리턴 UnityEngine.Material

optimizedSolidMaterial 공개적으로 프로퍼티

public Material,UnityEngine optimizedSolidMaterial
리턴 UnityEngine.Material

root 공개적으로 프로퍼티

public TreeGroupRoot,TreeEditor root
리턴 TreeGroupRoot