private SetVertices ( |
||
vertices | ||
size | int | |
return | void |
public void SetVertices(UIVertex[] vertices, int size)
{
Mesh mesh = new Mesh();
List<Vector3> inVertices = new List<Vector3>();
List<Color32> inColors = new List<Color32>();
List<Vector2> uvs = new List<Vector2>();
List<Vector2> list4 = new List<Vector2>();
List<Vector3> inNormals = new List<Vector3>();
List<Vector4> inTangents = new List<Vector4>();
List<int> list7 = new List<int>();
for (int i = 0; i < size; i += 4)
{
for (int j = 0; j < 4; j++)
{
inVertices.Add(vertices[i + j].position);
inColors.Add(vertices[i + j].color);
uvs.Add(vertices[i + j].uv0);
list4.Add(vertices[i + j].uv1);
inNormals.Add(vertices[i + j].normal);
inTangents.Add(vertices[i + j].tangent);
}
list7.Add(i);
list7.Add(i + 1);
list7.Add(i + 2);
list7.Add(i + 2);
list7.Add(i + 3);
list7.Add(i);
}
mesh.SetVertices(inVertices);
mesh.SetColors(inColors);
mesh.SetNormals(inNormals);
mesh.SetTangents(inTangents);
mesh.SetUVs(0, uvs);
mesh.SetUVs(1, list4);
mesh.SetIndices(list7.ToArray(), MeshTopology.Triangles, 0);
this.SetMesh(mesh);
UnityEngine.Object.DestroyImmediate(mesh);
}
CanvasRenderer::SetVertices ( List |
static public int SetVertices(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 2) { UnityEngine.CanvasRenderer self = (UnityEngine.CanvasRenderer)checkSelf(l); System.Collections.Generic.List <UnityEngine.UIVertex> a1; checkType(l, 2, out a1); self.SetVertices(a1); pushValue(l, true); return(1); } else if (argc == 3) { UnityEngine.CanvasRenderer self = (UnityEngine.CanvasRenderer)checkSelf(l); UnityEngine.UIVertex[] a1; checkType(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); self.SetVertices(a1, a2); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function to call"); return(2); } catch (Exception e) { return(error(l, e)); } }