private INTERNAL_CALL_Create ( |
||
texture | ||
rect | ||
pivot | Vector2 | |
pixelsPerUnit | float | |
extrude | uint | |
meshType | SpriteMeshType | |
border | Vector4 | |
return |
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)); }
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)); }
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)); }
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)); }