C# 클래스 UnityEngine.CanvasRenderer

상속: Component
파일 보기 프로젝트 열기: CarlosHBC/UnityDecompiled 1 사용 예제들

Private Properties

프로퍼티 타입 설명
Clear void
CreateUIVertexStreamInternal void
DisableRectClipping void
GetAlpha float
GetMaterial Material
GetPopMaterial Material
INTERNAL_CALL_EnableRectClipping void
INTERNAL_CALL_GetColor void
INTERNAL_CALL_SetColor void
RequestRefresh void
SetAlpha void
SetAlphaTexture void
SetMaterial void
SetMesh void
SetPopMaterial void
SetTexture void
SetVertices void
SetVertices void
SplitIndiciesStreamsInternal void
SplitUIVertexStreamsInternal void

공개 메소드들

메소드 설명
AddUIVertexStream ( List verts, List positions, List colors, List uv0S, List uv1S, List normals, List tangents ) : void
CreateUIVertexStream ( List verts, List positions, List colors, List uv0S, List uv1S, List normals, List tangents, List indicies ) : void
EnableRectClipping ( Rect rect ) : void

Enables rect clipping on the CanvasRendered. Geometry outside of the specified rect will be clipped (not rendered).

GetColor ( ) : Color

Get the current color of the renderer.

GetMaterial ( ) : Material

Gets the current Material assigned to the CanvasRenderer.

SetColor ( Color color ) : void

Set the color of the renderer. Will be multiplied with the UIVertex color and the Canvas color.

SetMaterial ( Material material, Texture texture ) : void

Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'. See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture.

SplitUIVertexStreams ( List verts, List positions, List colors, List uv0S, List uv1S, List normals, List tangents, List indicies ) : void

비공개 메소드들

메소드 설명
Clear ( ) : void
CreateUIVertexStreamInternal ( object verts, object positions, object colors, object uv0S, object uv1S, object normals, object tangents, object indicies ) : void
DisableRectClipping ( ) : void
GetAlpha ( ) : float
GetMaterial ( int index ) : Material
GetPopMaterial ( int index ) : Material
INTERNAL_CALL_EnableRectClipping ( CanvasRenderer self, Rect &rect ) : void
INTERNAL_CALL_GetColor ( CanvasRenderer self, Color &value ) : void
INTERNAL_CALL_SetColor ( CanvasRenderer self, Color &color ) : void
RequestRefresh ( ) : void
SetAlpha ( float alpha ) : void
SetAlphaTexture ( Texture texture ) : void
SetMaterial ( Material material, int index ) : void
SetMesh ( Mesh mesh ) : void
SetPopMaterial ( Material material, int index ) : void
SetTexture ( Texture texture ) : void
SetVertices ( List vertices ) : void
SetVertices ( UIVertex vertices, int size ) : void
SplitIndiciesStreamsInternal ( object verts, object indicies ) : void
SplitUIVertexStreamsInternal ( object verts, object positions, object colors, object uv0S, object uv1S, object normals, object tangents ) : void

메소드 상세

AddUIVertexStream() 공개 정적인 메소드

public static AddUIVertexStream ( List verts, List positions, List colors, List uv0S, List uv1S, List normals, List tangents ) : void
verts List
positions List
colors List
uv0S List
uv1S List
normals List
tangents List
리턴 void

CreateUIVertexStream() 공개 정적인 메소드

public static CreateUIVertexStream ( List verts, List positions, List colors, List uv0S, List uv1S, List normals, List tangents, List indicies ) : void
verts List
positions List
colors List
uv0S List
uv1S List
normals List
tangents List
indicies List
리턴 void

EnableRectClipping() 공개 메소드

Enables rect clipping on the CanvasRendered. Geometry outside of the specified rect will be clipped (not rendered).

public EnableRectClipping ( Rect rect ) : void
rect Rect
리턴 void

GetColor() 공개 메소드

Get the current color of the renderer.

public GetColor ( ) : Color
리턴 Color

GetMaterial() 공개 메소드

Gets the current Material assigned to the CanvasRenderer.

public GetMaterial ( ) : Material
리턴 Material

SetColor() 공개 메소드

Set the color of the renderer. Will be multiplied with the UIVertex color and the Canvas color.

public SetColor ( Color color ) : void
color Color Renderer multiply color.
리턴 void

SetMaterial() 공개 메소드

Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'. See Also: CanvasRenderer.SetMaterialCount, CanvasRenderer.SetTexture.

public SetMaterial ( Material material, Texture texture ) : void
material Material Material for rendering.
texture Texture Material texture overide.
리턴 void

SplitUIVertexStreams() 공개 정적인 메소드

public static SplitUIVertexStreams ( List verts, List positions, List colors, List uv0S, List uv1S, List normals, List tangents, List indicies ) : void
verts List
positions List
colors List
uv0S List
uv1S List
normals List
tangents List
indicies List
리턴 void