private static Vertex ConvertTextVertexToUIRVertex(UnityEngine.UIElements.TextVertex textVertex, Vector2 offset) { return(new Vertex { position = new Vector3(textVertex.position.x + offset.x, textVertex.position.y + offset.y, 0f), uv = textVertex.uv0, tint = textVertex.color, idsFlags = new Color32(0, 0, 0, 1) }); }
internal static void UpdateText(NativeArray <UnityEngine.UIElements.TextVertex> uiVertices, Vector2 offset, Matrix4x4 transform, Color32 xformClipPages, Color32 idsFlags, Color32 opacityPageSVGSettingIndex, NativeSlice <Vertex> vertices) { int num = MeshBuilder.LimitTextVertices(uiVertices.Length, false); Debug.Assert(num == vertices.Length); idsFlags.a = 1; for (int i = 0; i < num; i++) { UnityEngine.UIElements.TextVertex textVertex = uiVertices[i]; vertices[i] = new Vertex { position = transform.MultiplyPoint3x4(new Vector3(textVertex.position.x + offset.x, textVertex.position.y + offset.y, 0f)), uv = textVertex.uv0, tint = textVertex.color, xformClipPages = xformClipPages, idsFlags = idsFlags, opacityPageSVGSettingIndex = opacityPageSVGSettingIndex }; } }