public override void PopulateRenderLayer()
{
if(_isOnStage && _firstFacetIndex != -1)
{
_isMeshDirty = false;
int vertexIndex0 = _firstFacetIndex * 3;
Vector3[] triangleVertices = _renderLayer.vertices;
Vector2[] triangleUVVertices = _renderLayer.uvs;
Vector2[] shapeVertices = new Vector2[3];
Vector2[] textureUVVertices = new Vector2[3];
Color[] colors = _renderLayer.colors;
shapeVertices[0] = new Vector2(0, 0);
shapeVertices[1] = new Vector2(height_, -baseWidth_ / 2f);
shapeVertices[2] = new Vector2(height_, baseWidth_ / 2f);
triangleUVVertices[0] = new Vector2(_element.uvBottomLeft.x, _element.uvBottomRight.y);
triangleUVVertices[1] = new Vector2(_element.uvTopRight.x, _element.uvTopRight.y);
triangleUVVertices[2] = new Vector2(_element.uvTopLeft.x, _element.uvTopLeft.y);
for (int i = 0; i < 3; i++) {
colors[vertexIndex0 + i] = _alphaColor;
}
_concatenatedMatrix.ApplyVector3FromLocalVector2(ref triangleVertices[vertexIndex0 + 0], shapeVertices[0],0);
_concatenatedMatrix.ApplyVector3FromLocalVector2(ref triangleVertices[vertexIndex0 + 1], shapeVertices[1],0);
_concatenatedMatrix.ApplyVector3FromLocalVector2(ref triangleVertices[vertexIndex0 + 2], shapeVertices[2],0);
triangleUVVertices[vertexIndex0 + 0] = textureUVVertices[0];
triangleUVVertices[vertexIndex0 + 1] = textureUVVertices[1];
triangleUVVertices[vertexIndex0 + 2] = textureUVVertices[2];
_renderLayer.HandleVertsChange();
}
}