UpdatePositions() public method

public UpdatePositions ( ) : void
return void
Exemplo n.º 1
0
    // Applies the transform of the client GameObject and stores
    // the results in the associated vertices of the overall mesh:
    public void Transform()
    {
        meshVerts[mv1] = clientTransform.TransformPoint(v1);
        meshVerts[mv2] = clientTransform.TransformPoint(v2);
        meshVerts[mv3] = clientTransform.TransformPoint(v3);
        meshVerts[mv4] = clientTransform.TransformPoint(v4);

        m_manager.UpdatePositions();
    }
Exemplo n.º 2
0
    public virtual void UpdateVerts()
    {
        // Only update our vertices if we
        // aren't hidden since we hide
        // managed sprites by keeping the
        // vertices at 0,0,0:
        if (hidden)
        {
            return;
        }

        meshVerts[mv1] = m_vertices[0];
        meshVerts[mv2] = m_vertices[1];
        meshVerts[mv3] = m_vertices[2];
        meshVerts[mv4] = m_vertices[3];

        m_manager.UpdatePositions();
    }
Exemplo n.º 3
0
    public virtual void UpdateVerts()
    {
        // Only update our vertices if we
        // aren't hidden since we hide
        // managed sprites by keeping the
        // vertices at 0,0,0:
        if (hidden)
        {
            return;
        }
#if !UNITY_FLASH
        meshVerts[mv1] = m_vertices[0];
        meshVerts[mv2] = m_vertices[1];
        meshVerts[mv3] = m_vertices[2];
        meshVerts[mv4] = m_vertices[3];
#else
        meshVerts[mv1].x = m_vertices[0].x;     meshVerts[mv1].y = m_vertices[0].y;     meshVerts[mv1].z = m_vertices[0].z;
        meshVerts[mv2].x = m_vertices[1].x;     meshVerts[mv2].y = m_vertices[1].y;     meshVerts[mv2].z = m_vertices[1].z;
        meshVerts[mv3].x = m_vertices[2].x;     meshVerts[mv3].y = m_vertices[2].y;     meshVerts[mv3].z = m_vertices[2].z;
        meshVerts[mv4].x = m_vertices[3].x;     meshVerts[mv4].y = m_vertices[3].y;     meshVerts[mv4].z = m_vertices[3].z;
#endif

        m_manager.UpdatePositions();
    }