public bool Equals(GLexMaterialSettings mat) { bool equals = true; equals &= blending == mat.blending; equals &= blendEquation == mat.blendEquation; equals &= blendSource == mat.blendSource; equals &= blendDestination == mat.blendDestination; equals &= culling == mat.culling; equals &= cullFace == mat.cullFace; equals &= frontFace == mat.frontFace; equals &= depthTest == mat.depthTest; equals &= depthWrite == mat.depthWrite; equals &= offsetEnabled == mat.offsetEnabled; equals &= offsetFactor == mat.offsetFactor; equals &= offsetUnits == mat.offsetUnits; equals &= wireframe == mat.wireframe; equals &= flat == mat.flat; equals &= zSortOffset == mat.zSortOffset; equals &= renderQueueOverrideEnabled == mat.renderQueueOverrideEnabled; equals &= renderQueue == mat.renderQueue; equals &= renderQueueOffset == mat.renderQueueOffset; return(equals); }
public GLexMaterial(Material material, Component meshRenderer) { mMaterial = material; mMaterialSettings = meshRenderer.GetComponent<GLexMaterialSettings>(); mUniqueName = mMaterial.name; while (UniqueNameExists( mUniqueName )) { mUniqueName = mMaterial.name + (mUniqueId++).ToString(); } mMaterials.Add(this); AddTextures(); AddShader(); }
public GLexMaterial(Material material, Component meshRenderer) { mMaterial = material; mMaterialSettings = meshRenderer.GetComponent <GLexMaterialSettings>(); mUniqueName = mMaterial.name; while (UniqueNameExists(mUniqueName)) { mUniqueName = mMaterial.name + (mUniqueId++).ToString(); } mMaterials.Add(this); AddTextures(); AddShader(); }
private static bool HasSameMaterialSettings(GLexMaterialSettings a, GLexMaterialSettings b) { bool aIsDefault = b == null ? true : b.IsDefault; bool bIsDefault = a == null ? true : a.IsDefault; if (aIsDefault && bIsDefault) { return(true); } else if (b != null && a != null) { return(b.Equals(a)); } else { return(false); } }
public bool Equals( GLexMaterialSettings mat ) { bool equals = true; equals &= blending == mat.blending; equals &= blendEquation == mat.blendEquation; equals &= blendSource == mat.blendSource; equals &= blendDestination == mat.blendDestination; equals &= culling == mat.culling; equals &= cullFace == mat.cullFace; equals &= frontFace == mat.frontFace; equals &= depthTest == mat.depthTest; equals &= depthWrite == mat.depthWrite; equals &= offsetEnabled == mat.offsetEnabled; equals &= offsetFactor == mat.offsetFactor; equals &= offsetUnits == mat.offsetUnits; equals &= wireframe == mat.wireframe; equals &= flat == mat.flat; equals &= zSortOffset == mat.zSortOffset; equals &= renderQueueOverrideEnabled == mat.renderQueueOverrideEnabled; equals &= renderQueue == mat.renderQueue; equals &= renderQueueOffset == mat.renderQueueOffset; return equals; }
private static bool HasSameMaterialSettings(GLexMaterialSettings a, GLexMaterialSettings b) { bool aIsDefault = b == null ? true : b.IsDefault; bool bIsDefault = a == null ? true : a.IsDefault; if (aIsDefault && bIsDefault) { return true; } else if (b != null && a != null) { return b.Equals(a); } else { return false; } }