Example #1
0
 public void AddUIVertexStream(List <UIVertex> verts, List <int> indices)
 {
     if (verts != null)
     {
         CanvasRenderer.AddUIVertexStream(verts, m_Positions, m_Colors, m_Uv0S, m_Uv1S, m_Normals, m_Tangents);
     }
     if (indices != null)
     {
         m_Indices.AddRange(indices);
     }
 }
Example #2
0
 public void AddUIVertexStream(List <UIVertex> verts, List <int> indices)
 {
     if (verts != null)
     {
         CanvasRenderer.AddUIVertexStream(verts, this.m_Positions, this.m_Colors, this.m_Uv0S, this.m_Uv1S, this.m_Normals, this.m_Tangents);
     }
     if (indices == null)
     {
         return;
     }
     this.m_Indices.AddRange((IEnumerable <int>)indices);
 }
Example #3
0
    public static int AddUIVertexStream_s(IntPtr l)
    {
        int result;

        try
        {
            int num = LuaDLL.lua_gettop(l);
            if (num == 7)
            {
                List <UIVertex> verts;
                LuaObject.checkType <List <UIVertex> >(l, 1, out verts);
                List <Vector3> positions;
                LuaObject.checkType <List <Vector3> >(l, 2, out positions);
                List <Color32> colors;
                LuaObject.checkType <List <Color32> >(l, 3, out colors);
                List <Vector2> uv0S;
                LuaObject.checkType <List <Vector2> >(l, 4, out uv0S);
                List <Vector2> uv1S;
                LuaObject.checkType <List <Vector2> >(l, 5, out uv1S);
                List <Vector3> normals;
                LuaObject.checkType <List <Vector3> >(l, 6, out normals);
                List <Vector4> tangents;
                LuaObject.checkType <List <Vector4> >(l, 7, out tangents);
                CanvasRenderer.AddUIVertexStream(verts, positions, colors, uv0S, uv1S, normals, tangents);
                LuaObject.pushValue(l, true);
                result = 1;
            }
            else if (num == 9)
            {
                List <UIVertex> verts2;
                LuaObject.checkType <List <UIVertex> >(l, 1, out verts2);
                List <Vector3> positions2;
                LuaObject.checkType <List <Vector3> >(l, 2, out positions2);
                List <Color32> colors2;
                LuaObject.checkType <List <Color32> >(l, 3, out colors2);
                List <Vector2> uv0S2;
                LuaObject.checkType <List <Vector2> >(l, 4, out uv0S2);
                List <Vector2> uv1S2;
                LuaObject.checkType <List <Vector2> >(l, 5, out uv1S2);
                List <Vector2> uv2S;
                LuaObject.checkType <List <Vector2> >(l, 6, out uv2S);
                List <Vector2> uv3S;
                LuaObject.checkType <List <Vector2> >(l, 7, out uv3S);
                List <Vector3> normals2;
                LuaObject.checkType <List <Vector3> >(l, 8, out normals2);
                List <Vector4> tangents2;
                LuaObject.checkType <List <Vector4> >(l, 9, out tangents2);
                CanvasRenderer.AddUIVertexStream(verts2, positions2, colors2, uv0S2, uv1S2, uv2S, uv3S, normals2, tangents2);
                LuaObject.pushValue(l, true);
                result = 1;
            }
            else
            {
                LuaObject.pushValue(l, false);
                LuaDLL.lua_pushstring(l, "No matched override function AddUIVertexStream to call");
                result = 2;
            }
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }