public Factory(Data d, GameObject gObj, float zOff = 0, float zR = 1, int rQOff = 0, Camera cam = null, string texturePrfx = "", string fontPrfx = "", TextureLoader textureLdr = null, TextureUnloader textureUnldr = null) : base(gObj, zOff, zR, rQOff, cam, texturePrfx, fontPrfx, textureLdr, textureUnldr) { data = d; mesh = new Mesh(); meshFilter = gameObject.AddComponent<MeshFilter>(); meshFilter.sharedMesh = mesh; meshRenderer = gameObject.AddComponent<UnityEngine.MeshRenderer>(); meshRenderer.castShadows = false; meshRenderer.receiveShadows = false; textureName = texturePrefix + data.textures[0].filename; meshRenderer.sharedMaterial = ResourceCache.SharedInstance().LoadTexture( data.name, textureName, data.textures[0].format, textureLoader, textureUnloader); if (renderQueueOffset != 0) meshRenderer.sharedMaterial.renderQueue += renderQueueOffset; premultipliedAlpha = (data.textures[0].format == (int)Format.Constant.TEXTUREFORMAT_PREMULTIPLIEDALPHA); buffer = new CombinedMeshBuffer(); CreateBitmapContexts(data); CreateTextContexts(data); }
public Factory(Data data, GameObject gObj, float zOff = 0, float zR = 1, int rQOff = 0, Camera cam = null, string texturePrfx = "", string fontPrfx = "", TextureLoader textureLdr = null, TextureUnloader textureUnldr = null) : base(gObj, zOff, zR, rQOff, cam, texturePrfx, fontPrfx, textureLdr, textureUnldr) { CreateBitmapContexts(data); }
public Factory(Data d, GameObject gObj, float zOff = 0, float zR = 1, int rQOff = 0, string sLayerName = null, int sOrder = 0, bool uAC = false, Camera renderCam = null, Camera inputCam = null, string texturePrfx = "", string fontPrfx = "", TextureLoader textureLdr = null, TextureUnloader textureUnldr = null) : base(d, gObj, zOff, zR, rQOff, sLayerName, sOrder, uAC, renderCam, inputCam, texturePrfx, fontPrfx, textureLdr, textureUnldr) { CreateBitmapContexts(); CreateTextContexts(); }
protected Factory(GameObject gObj, float zOff, float zR, int rQOff, Camera cam, string texturePrfx = "", string fontPrfx = "", TextureLoader textureLdr = null, TextureUnloader textureUnldr = null) { gameObject = gObj; zOffset = zOff; zRate = zR; renderQueueOffset = rQOff; camera = cam; texturePrefix = texturePrfx; fontPrefix = fontPrfx; textureLoader = textureLdr; textureUnloader = textureUnldr; matrix = Matrix4x4.identity; }
protected Factory(GameObject gObj, float zOff, float zR, int rQOff, Camera cam, string texturePrfx = "", string fontPrfx = "", TextureLoader textureLdr = null, TextureUnloader textureUnldr = null) { gameObject = gObj; zOffset = zOff; zRate = zR; renderQueueOffset = rQOff; camera = cam; texturePrefix = texturePrfx; fontPrefix = fontPrfx; textureLoader = textureLdr; textureUnloader = textureUnldr; matrix = Matrix4x4.identity; blendMode = (int)Format.Constant.BLEND_MODE_NORMAL; maskMode = (int)Format.Constant.BLEND_MODE_NORMAL; }
protected Factory(Data d, GameObject gObj, float zOff, float zR, int rQOff, string sLayerName, int sOrder, bool uAC, Camera renderCam, Camera inputCam, string texturePrfx = "", string fontPrfx = "", TextureLoader textureLdr = null, TextureUnloader textureUnldr = null) { data = d; gameObject = gObj; zOffset = zOff; zRate = zR; renderQueueOffset = rQOff; sortingLayerName = sLayerName; sortingOrder = sOrder; useAdditionalColor = uAC; renderCamera = renderCam; inputCamera = inputCam; texturePrefix = texturePrfx; fontPrefix = fontPrfx; textureLoader = textureLdr; textureUnloader = textureUnldr; matrix = Matrix4x4.identity; blendMode = (int)Format.Constant.BLEND_MODE_NORMAL; maskMode = (int)Format.Constant.BLEND_MODE_NORMAL; }
public Factory(Data d, GameObject gObj, float zOff = 0, float zR = 1, int rQOff = 0, string sLayerName = null, int sOrder = 0, bool uAC = false, Camera renderCam = null, Camera inputCam = null, string texturePrfx = "", string fontPrfx = "", TextureLoader textureLdr = null, TextureUnloader textureUnldr = null, bool attaching = false) : base(d, gObj, zOff, zR, rQOff, sLayerName, sOrder, uAC, renderCam, inputCam, texturePrfx, fontPrfx, textureLdr, textureUnldr) { CreateBitmapContexts(); CreateTextContexts(); meshComponents = new List<CombinedMeshComponent>(); if (!attaching) AddMeshComponent(); usedMeshComponentNo = -1; updateCount = -1; }