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| void | Init () |
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| unsafe void | Add (Point point, float tile=0f, float color=0f) |
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| void | Add (ref Vector3 v, float tile=0f, float color=0f) |
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| void | Add (float x, float y, float z, float tile=0f, float color=0f) |
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| void | AddWithScale (float x, float y, float z, int tile, float scale) |
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| void | AddShadow (MeshPassParam p, ref Vector3 fix) |
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| void | AddShadow (float x, float y, float z, ShadowData.Item s, SourcePref pref, int dir=0, bool snow=false) |
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| void | AddWithRotation (float x, float y, float z, float sx, float sy, int tile, float angle, bool flip) |
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| void | Add (MeshPassParam p) |
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| void | Add (float x, float y, float z, float tile, float color, float matColor=0f) |
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| void | Add (MeshPassParam p, float tile, float color, float matColor=0f) |
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| void | Draw () |
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| void | DrawEmpty () |
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| void | NextBatch () |
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| override string | ToString () |
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| void | Refresh () |
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| void | OnValidate () |
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| void | _Refresh () |
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Definition at line 8 of file MeshPass.cs.
◆ _Refresh()
| void MeshPass._Refresh |
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◆ Add() [1/6]
| void MeshPass.Add |
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float | x, |
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float | y, |
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float | z, |
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float | tile, |
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float | color, |
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float | matColor = 0f ) |
◆ Add() [2/6]
| void MeshPass.Add |
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float | x, |
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float | y, |
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float | z, |
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float | tile = 0f, |
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float | color = 0f ) |
◆ Add() [3/6]
◆ Add() [4/6]
| void MeshPass.Add |
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MeshPassParam | p, |
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float | tile, |
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float | color, |
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float | matColor = 0f ) |
◆ Add() [5/6]
| unsafe void MeshPass.Add |
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Point | point, |
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float | tile = 0f, |
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float | color = 0f ) |
◆ Add() [6/6]
| void MeshPass.Add |
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ref Vector3 | v, |
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float | tile = 0f, |
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float | color = 0f ) |
◆ AddShadow() [1/2]
◆ AddShadow() [2/2]
◆ AddWithRotation()
| void MeshPass.AddWithRotation |
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float | x, |
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float | y, |
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float | z, |
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float | sx, |
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float | sy, |
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int | tile, |
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float | angle, |
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bool | flip ) |
◆ AddWithScale()
| void MeshPass.AddWithScale |
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float | x, |
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float | y, |
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float | z, |
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int | tile, |
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float | scale ) |
◆ Draw()
◆ DrawEmpty()
| void MeshPass.DrawEmpty |
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◆ Init()
◆ NextBatch()
| void MeshPass.NextBatch |
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◆ OnValidate()
| void MeshPass.OnValidate |
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◆ Refresh()
| void MeshPass.Refresh |
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◆ ToString()
| override string MeshPass.ToString |
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◆ _p
◆ batches
◆ batchIdx
◆ batchSize
| int MeshPass.batchSize = 1023 |
◆ filter
| FilterMode MeshPass.filter |
◆ haveShadowPass
| bool MeshPass.haveShadowPass |
◆ haveSnowPass
| bool MeshPass.haveSnowPass |
◆ haveSubPass
| bool MeshPass.haveSubPass |
◆ idx
◆ lastBatchCount
| int MeshPass.lastBatchCount |
◆ lastCount
◆ mat
◆ mesh
◆ pmesh
◆ preserveTex
| Texture MeshPass.preserveTex |
◆ renderQueue
◆ setColor
◆ setExtra
◆ setMatColor
| bool MeshPass.setMatColor |
◆ setTile
◆ shadowPass
◆ snowPass
◆ sprite
◆ subPass
◆ TokenLiquid
| const int MeshPass.TokenLiquid = 10000 |
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◆ TokenLowWall
| const int MeshPass.TokenLowWall = 1000000 |
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◆ TokenLowWallDefault
| const int MeshPass.TokenLowWallDefault = 3000000 |
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◆ meshX
The documentation for this class was generated from the following file: