Esempio n. 1
0
 public void AddUIVertexTriangleStream(List <UIVertex> verts)
 {
     if (verts != null)
     {
         CanvasRenderer.SplitUIVertexStreams(verts, m_Positions, m_Colors, m_Uv0S, m_Uv1S, m_Normals, m_Tangents, m_Indices);
     }
 }
Esempio n. 2
0
        /// <summary>
        /// Add a list of triangles to the stream.
        /// </summary>
        /// <param name="verts">Vertices to add. Length should be divisible by 3.</param>
        public void AddUIVertexTriangleStream(List <UIVertex> verts)
        {
            if (verts == null)
            {
                return;
            }

            InitializeListIfRequired();

            CanvasRenderer.SplitUIVertexStreams(verts, m_Positions, m_Colors, m_Uv0S, m_Uv1S, m_Uv2S, m_Uv3S, m_Normals, m_Tangents, m_Indices);
        }
Esempio n. 3
0
    public static int SplitUIVertexStreams_s(IntPtr l)
    {
        int result;

        try
        {
            int num = LuaDLL.lua_gettop(l);
            if (num == 8)
            {
                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);
                List <int> indices;
                LuaObject.checkType <List <int> >(l, 8, out indices);
                CanvasRenderer.SplitUIVertexStreams(verts, positions, colors, uv0S, uv1S, normals, tangents, indices);
                LuaObject.pushValue(l, true);
                result = 1;
            }
            else if (num == 10)
            {
                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);
                List <int> indices2;
                LuaObject.checkType <List <int> >(l, 10, out indices2);
                CanvasRenderer.SplitUIVertexStreams(verts2, positions2, colors2, uv0S2, uv1S2, uv2S, uv3S, normals2, tangents2, indices2);
                LuaObject.pushValue(l, true);
                result = 1;
            }
            else
            {
                LuaObject.pushValue(l, false);
                LuaDLL.lua_pushstring(l, "No matched override function SplitUIVertexStreams to call");
                result = 2;
            }
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }