public static Mesh CreateQuadMesh(float border) { Vector3[] array = new Vector3[4]; Vector2[] array2 = new Vector2[4]; int[] array3 = new int[6]; array[0] = new Vector3(0f + border, 0f, 0f + border); array[1] = new Vector3(1f - border, 0f, 0f + border); array[2] = new Vector3(1f - border, 0f, 1f - border); array[3] = new Vector3(0f + border, 0f, 1f - border); array2[0] = new Vector2(0f, 0f); array2[1] = new Vector2(1f, 0f); array2[2] = new Vector2(1f, 1f); array2[3] = new Vector2(0f, 1f); array3[0] = 0; array3[1] = 2; array3[2] = 1; array3[3] = 0; array3[4] = 3; array3[5] = 2; return(UnityUtils.CreateMeshWithVertices(array, array2, array3)); }
public unsafe static long $Invoke6(long instance, long *args) { return(GCHandledObjects.ObjectToGCHandle(UnityUtils.CreateMeshWithVertices((Vector3[])GCHandledObjects.GCHandleToPinnedArrayObject(*args), (Vector2[])GCHandledObjects.GCHandleToPinnedArrayObject(args[1]), (int[])GCHandledObjects.GCHandleToPinnedArrayObject(args[2])))); }