static int _m_AddVert(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); UnityEngine.UI.VertexHelper __cl_gen_to_be_invoked = (UnityEngine.UI.VertexHelper)translator.FastGetCSObj(L, 1); int __gen_param_count = LuaAPI.lua_gettop(L); try { if (__gen_param_count == 2 && translator.Assignable <UnityEngine.UIVertex>(L, 2)) { UnityEngine.UIVertex v; translator.Get(L, 2, out v); __cl_gen_to_be_invoked.AddVert(v); return(0); } if (__gen_param_count == 4 && translator.Assignable <UnityEngine.Vector3>(L, 2) && translator.Assignable <UnityEngine.Color32>(L, 3) && translator.Assignable <UnityEngine.Vector2>(L, 4)) { UnityEngine.Vector3 position; translator.Get(L, 2, out position); UnityEngine.Color32 color; translator.Get(L, 3, out color); UnityEngine.Vector2 uv0; translator.Get(L, 4, out uv0); __cl_gen_to_be_invoked.AddVert(position, color, uv0); return(0); } if (__gen_param_count == 7 && translator.Assignable <UnityEngine.Vector3>(L, 2) && translator.Assignable <UnityEngine.Color32>(L, 3) && translator.Assignable <UnityEngine.Vector2>(L, 4) && translator.Assignable <UnityEngine.Vector2>(L, 5) && translator.Assignable <UnityEngine.Vector3>(L, 6) && translator.Assignable <UnityEngine.Vector4>(L, 7)) { UnityEngine.Vector3 position; translator.Get(L, 2, out position); UnityEngine.Color32 color; translator.Get(L, 3, out color); UnityEngine.Vector2 uv0; translator.Get(L, 4, out uv0); UnityEngine.Vector2 uv1; translator.Get(L, 5, out uv1); UnityEngine.Vector3 normal; translator.Get(L, 6, out normal); UnityEngine.Vector4 tangent; translator.Get(L, 7, out tangent); __cl_gen_to_be_invoked.AddVert(position, color, uv0, uv1, normal, tangent); return(0); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.UI.VertexHelper.AddVert!")); }
static int _m_AddVert(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); UnityEngine.UI.VertexHelper gen_to_be_invoked = (UnityEngine.UI.VertexHelper)translator.FastGetCSObj(L, 1); int gen_param_count = LuaAPI.lua_gettop(L); if (gen_param_count == 2 && translator.Assignable <UnityEngine.UIVertex>(L, 2)) { UnityEngine.UIVertex _v; translator.Get(L, 2, out _v); gen_to_be_invoked.AddVert(_v); return(0); } if (gen_param_count == 4 && translator.Assignable <UnityEngine.Vector3>(L, 2) && translator.Assignable <UnityEngine.Color32>(L, 3) && translator.Assignable <UnityEngine.Vector2>(L, 4)) { UnityEngine.Vector3 _position; translator.Get(L, 2, out _position); UnityEngine.Color32 _color; translator.Get(L, 3, out _color); UnityEngine.Vector2 _uv0; translator.Get(L, 4, out _uv0); gen_to_be_invoked.AddVert(_position, _color, _uv0); return(0); } if (gen_param_count == 7 && translator.Assignable <UnityEngine.Vector3>(L, 2) && translator.Assignable <UnityEngine.Color32>(L, 3) && translator.Assignable <UnityEngine.Vector2>(L, 4) && translator.Assignable <UnityEngine.Vector2>(L, 5) && translator.Assignable <UnityEngine.Vector3>(L, 6) && translator.Assignable <UnityEngine.Vector4>(L, 7)) { UnityEngine.Vector3 _position; translator.Get(L, 2, out _position); UnityEngine.Color32 _color; translator.Get(L, 3, out _color); UnityEngine.Vector2 _uv0; translator.Get(L, 4, out _uv0); UnityEngine.Vector2 _uv1; translator.Get(L, 5, out _uv1); UnityEngine.Vector3 _normal; translator.Get(L, 6, out _normal); UnityEngine.Vector4 _tangent; translator.Get(L, 7, out _tangent); gen_to_be_invoked.AddVert(_position, _color, _uv0, _uv1, _normal, _tangent); return(0); } } catch (System.Exception gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + gen_e)); } return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.UI.VertexHelper.AddVert!")); }
static StackObject *AddVert_8(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 4); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); UnityEngine.Vector2 @uv0 = (UnityEngine.Vector2) typeof(UnityEngine.Vector2).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); ptr_of_this_method = ILIntepreter.Minus(__esp, 2); UnityEngine.Color32 @color = (UnityEngine.Color32) typeof(UnityEngine.Color32).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); ptr_of_this_method = ILIntepreter.Minus(__esp, 3); UnityEngine.Vector3 @position = (UnityEngine.Vector3) typeof(UnityEngine.Vector3).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); ptr_of_this_method = ILIntepreter.Minus(__esp, 4); UnityEngine.UI.VertexHelper instance_of_this_method = (UnityEngine.UI.VertexHelper) typeof(UnityEngine.UI.VertexHelper).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); instance_of_this_method.AddVert(@position, @color, @uv0); return(__ret); }
internal sealed override void AddTo(UnityEngine.UI.VertexHelper helper) { if (Verts != null) { var count = helper.currentVertCount; foreach (var vert in Verts) { helper.AddVert(Map(vert)); } helper.AddTriangle(count, count + 1, count + 2); helper.AddTriangle(count + 2, count + 3, count); } }
static StackObject *AddVert_9(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 2); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); UnityEngine.UIVertex @v = (UnityEngine.UIVertex) typeof(UnityEngine.UIVertex).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); ptr_of_this_method = ILIntepreter.Minus(__esp, 2); UnityEngine.UI.VertexHelper instance_of_this_method = (UnityEngine.UI.VertexHelper) typeof(UnityEngine.UI.VertexHelper).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); instance_of_this_method.AddVert(@v); return(__ret); }
protected override void OnPopulateMesh(UnityEngine.UI.VertexHelper toFill) { if (null == points_) { resetPoints(); } if (points_.Length < 3) { return; } int numPoints = points_.Length; RectTransform rectTrans = GetComponent <RectTransform>(); UIVertex vertex = new UIVertex(); Vector2 localOffset; localOffset.x = rectTrans.pivot.x * rectTrans.rect.width; localOffset.y = rectTrans.pivot.y * rectTrans.rect.height; Vector2 isize; Vector2 local; toFill.Clear(); if (null == sprite) { isize.x = (1.0e-4f < rectTrans.rect.width) ? 1.0f / rectTrans.rect.width : 1.0f; isize.y = (1.0e-4f < rectTrans.rect.height) ? 1.0f / rectTrans.rect.height : 1.0f; for (int i = 0; i < numPoints; ++i) { vertex.position = points_[i]; vertex.color = this.color; local = points_[i] + localOffset; vertex.uv0.x = (local.x) * isize.x; vertex.uv0.y = (local.y) * isize.y; toFill.AddVert(vertex); } for (int i = 2; i < numPoints; ++i) { toFill.AddTriangle(0, i - 1, i); } return; } //Debug.Log("OnPopulateMesh:" + gameObject.name + " " + sprite.packed); isize.x = (1 < sprite.texture.width) ? 1.0f / sprite.texture.width : 1.0f; isize.y = (1 < sprite.texture.height) ? 1.0f / sprite.texture.height : 1.0f; Vector2 localToSprite; localToSprite.x = sprite.rect.width / rectTrans.rect.width; localToSprite.y = sprite.rect.height / rectTrans.rect.height; //Debug.Log("sprite.packed " + sprite.packed); //Debug.Log("sprite.textureRectOffset " + sprite.textureRectOffset); //Debug.Log("sprite.textureRect " + sprite.textureRect); //Debug.Log("sprite.rect " + sprite.rect); //Debug.Log("sprite.pivot " + sprite.pivot); //Debug.Log("RectTransform.rect " + rectTrans.rect); //Debug.Log("RectTransform.pivot " + rectTrans.pivot); if (sprite.packed) { localOffset.x += sprite.textureRect.xMin; localOffset.y += sprite.textureRect.yMin; for (int i = 0; i < numPoints; ++i) { vertex.position = points_[i]; vertex.color = this.color; local = points_[i] + localOffset; local.x *= localToSprite.x; local.y *= localToSprite.y; vertex.uv0.x = (local.x) * isize.x; vertex.uv0.y = (local.y) * isize.y; toFill.AddVert(vertex); } } else { for (int i = 0; i < numPoints; ++i) { vertex.position = points_[i]; vertex.color = this.color; local = points_[i] + localOffset; local.x *= localToSprite.x; local.y *= localToSprite.y; vertex.uv0.x = (local.x) * isize.x; vertex.uv0.y = (local.y) * isize.y; toFill.AddVert(vertex); } } for (int i = 2; i < numPoints; ++i) { toFill.AddTriangle(0, i - 1, i); } }
internal sealed override void AddTo(UnityEngine.UI.VertexHelper helper) { helper.AddVert(Map(Value)); }