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Sprite.cs
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167 lines (138 loc) · 4.33 KB
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using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement;
namespace UnityEngine
{
public sealed class Sprite : Object
{
public Sprite( IntPtr pointer ) : base( IntPtr.Zero ) => throw new NotImplementedException();
public Bounds bounds
{
get
{
INTERNAL_get_bounds( out Bounds value );
return value;
}
}
public Rect rect
{
get
{
INTERNAL_get_rect( out Rect value );
return value;
}
}
public float pixelsPerUnit
{
get;
}
public Texture2D texture
{
get;
}
public Texture2D associatedAlphaSplitTexture
{
get;
}
public Rect textureRect
{
get
{
INTERNAL_get_textureRect( out Rect value );
return value;
}
}
public Vector2 textureRectOffset
{
get
{
Internal_GetTextureRectOffset( this, out Vector2 output );
return output;
}
}
public bool packed
{
get;
}
public SpritePackingMode packingMode
{
get;
}
public SpritePackingRotation packingRotation
{
get;
}
public Vector2 pivot
{
get
{
Internal_GetPivot( this, out Vector2 output );
return output;
}
}
public Vector4 border
{
get
{
INTERNAL_get_border( out Vector4 value );
return value;
}
}
public Vector2[] vertices
{
get;
}
public ushort[] triangles
{
get;
}
public Vector2[] uv
{
get;
}
public static Sprite Create( Texture2D texture, Rect rect, Vector2 pivot, float pixelsPerUnit, uint extrude, SpriteMeshType meshType, Vector4 border )
{
return 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 = Vector4.zero;
return 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 )
{
Vector4 border = Vector4.zero;
SpriteMeshType meshType = SpriteMeshType.Tight;
return 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 )
{
Vector4 border = Vector4.zero;
SpriteMeshType meshType = SpriteMeshType.Tight;
uint extrude = 0u;
return INTERNAL_CALL_Create( texture, ref rect, ref pivot, pixelsPerUnit, extrude, meshType, ref border );
}
public static Sprite Create( Texture2D texture, Rect rect, Vector2 pivot )
{
Vector4 border = Vector4.zero;
SpriteMeshType meshType = SpriteMeshType.Tight;
uint extrude = 0u;
float pixelsPerUnit = 100f;
return INTERNAL_CALL_Create( texture, ref rect, ref pivot, pixelsPerUnit, extrude, meshType, ref border );
}
private static extern Sprite INTERNAL_CALL_Create( Texture2D texture, ref Rect rect, ref Vector2 pivot, float pixelsPerUnit, uint extrude, SpriteMeshType meshType, ref Vector4 border );
private extern void INTERNAL_get_bounds( out Bounds value );
private extern void INTERNAL_get_rect( out Rect value );
private extern void INTERNAL_get_textureRect( out Rect value );
private static extern void Internal_GetTextureRectOffset( Sprite sprite, out Vector2 output );
private static extern void Internal_GetPivot( Sprite sprite, out Vector2 output );
private extern void INTERNAL_get_border( out Vector4 value );
public extern void OverrideGeometry( Vector2[] vertices, ushort[] triangles );
}
}