OverrideGeometry() private method

private OverrideGeometry ( Vector2 vertices, ushort triangles ) : void
vertices Vector2
triangles ushort
return void
 static public int OverrideGeometry(IntPtr l)
 {
     try {
         UnityEngine.Sprite    self = (UnityEngine.Sprite)checkSelf(l);
         UnityEngine.Vector2[] a1;
         checkType(l, 2, out a1);
         System.UInt16[] a2;
         checkType(l, 3, out a2);
         self.OverrideGeometry(a1, a2);
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static int OverrideGeometry(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 3);
         UnityEngine.Sprite    obj  = (UnityEngine.Sprite)ToLua.CheckObject(L, 1, typeof(UnityEngine.Sprite));
         UnityEngine.Vector2[] arg0 = ToLua.CheckObjectArray <UnityEngine.Vector2>(L, 2);
         ushort[] arg1 = ToLua.CheckNumberArray <ushort>(L, 3);
         obj.OverrideGeometry(arg0, arg1);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
		static void DoSpriteOverride(SpriteMesh spriteMesh, Sprite sprite)
		{
			SpriteMeshData spriteMeshData = SpriteMeshUtils.LoadSpriteMeshData(spriteMesh);
			
			if(spriteMeshData) 
			{
				Rect rect = SpriteMeshUtils.CalculateSpriteRect(spriteMesh,5);
				Rect spriteRect = sprite.rect;
				
				Vector2 factor = new Vector2(spriteRect.width/rect.width,spriteRect.height/rect.height);
				
				Vector2[] newVertices = new List<Vector2>(spriteMeshData.vertices).ConvertAll( v => MathUtils.ClampPositionInRect(Vector2.Scale(v,factor),spriteRect) - spriteRect.position ).ToArray();
				ushort[] newIndices = new List<int>(spriteMeshData.indices).ConvertAll<ushort>( i => (ushort)i ).ToArray();
				
				sprite.OverrideGeometry(newVertices, newIndices);
			}
		}