INTERNAL_CALL_Create() private method

private INTERNAL_CALL_Create ( Texture2D texture, Rect &rect, Vector2 &pivot, float pixelsPerUnit, uint extrude, SpriteMeshType meshType, Vector4 &border ) : Sprite
texture Texture2D
rect Rect
pivot Vector2
pixelsPerUnit float
extrude uint
meshType SpriteMeshType
border Vector4
return Sprite
コード例 #1
0
ファイル: Sprite.cs プロジェクト: zzrx79/UnityDecompiled
        public static Sprite Create(Texture2D texture, Rect rect, Vector2 pivot, float pixelsPerUnit, uint extrude)
        {
            Vector4        zero     = Vector4.zero;
            SpriteMeshType meshType = SpriteMeshType.Tight;

            return(Sprite.INTERNAL_CALL_Create(texture, ref rect, ref pivot, pixelsPerUnit, extrude, meshType, ref zero));
        }
コード例 #2
0
        public static Sprite Create(Texture2D texture, Rect rect, Vector2 pivot, float pixelsPerUnit, uint extrude, SpriteMeshType meshType)
        {
            bool    generateFallbackPhysicsShape = false;
            Vector4 zero = Vector4.zero;

            return(Sprite.INTERNAL_CALL_Create(texture, ref rect, ref pivot, pixelsPerUnit, extrude, meshType, ref zero, generateFallbackPhysicsShape));
        }
コード例 #3
0
ファイル: Sprite.cs プロジェクト: zzrx79/UnityDecompiled
 public static Sprite Create(Texture2D texture, Rect rect, Vector2 pivot, [DefaultValue("100.0f")] float pixelsPerUnit, [DefaultValue("0")] uint extrude, [DefaultValue("SpriteMeshType.Tight")] SpriteMeshType meshType, [DefaultValue("Vector4.zero")] Vector4 border)
 {
     return(Sprite.INTERNAL_CALL_Create(texture, ref rect, ref pivot, pixelsPerUnit, extrude, meshType, ref border));
 }
コード例 #4
0
 public static Sprite Create(Texture2D texture, Rect rect, Vector2 pivot, float pixelsPerUnit, uint extrude, SpriteMeshType meshType, Vector4 border)
 {
     return(Sprite.INTERNAL_CALL_Create(texture, ref rect, ref pivot, pixelsPerUnit, extrude, meshType, ref border));
 }