pub struct GridMesh(/* private fields */);Expand description
IL2CPP class: App.GridMesh
Inherits: Map_CellMesh
Implementations§
Source§impl GridMesh
impl GridMesh
pub fn draw_grid_method_info() -> &'static MethodInfo
pub fn update_method_info() -> &'static MethodInfo
pub fn ctor_method_info() -> &'static MethodInfo
Trait Implementations§
Source§impl ClassIdentity for GridMesh
impl ClassIdentity for GridMesh
Source§impl FromIlInstance for GridMesh
impl FromIlInstance for GridMesh
fn from_il_instance(instance: IlInstance) -> Self
fn instantiate() -> Option<Self>
§fn instantiate_with_class(class: Class) -> Option<Self>
fn instantiate_with_class(class: Class) -> Option<Self>
Caller swears
class is a subtype of Self or layout compatibleSource§impl IDynamicMesh for GridMesh
impl IDynamicMesh for GridMesh
fn m_mesh(self) -> Mesh
fn set_m_mesh(self, value: Mesh)
fn m_positions(self) -> RawStructList_1<Vector3>
fn set_m_positions(self, value: RawStructList_1<Vector3>)
fn m_normals(self) -> RawStructList_1<Vector3>
fn set_m_normals(self, value: RawStructList_1<Vector3>)
fn m_tangents(self) -> RawStructList_1<Vector4>
fn set_m_tangents(self, value: RawStructList_1<Vector4>)
fn m_colors(self) -> RawStructList_1<Color>
fn set_m_colors(self, value: RawStructList_1<Color>)
fn m_uv0(self) -> RawStructList_1<Vector2>
fn set_m_uv0(self, value: RawStructList_1<Vector2>)
fn m_uv1(self) -> RawStructList_1<Vector2>
fn set_m_uv1(self, value: RawStructList_1<Vector2>)
fn m_u_vs(self) -> Array<RawStructList_1<Vector2>>
fn set_m_u_vs(self, value: Array<RawStructList_1<Vector2>>)
fn m_stack(self) -> Stack_1<DynamicMesh_State>
fn set_m_stack(self, value: Stack_1<DynamicMesh_State>)
fn m_states(self) -> Array<DynamicMesh_State>
fn set_m_states(self, value: Array<DynamicMesh_State>)
fn m_strip_index(self) -> i32
fn set_m_strip_index(self, value: i32)
Source§impl IMap_CellMesh for GridMesh
impl IMap_CellMesh for GridMesh
fn m_cell_vertex(self) -> Map_CellVertex
fn set_m_cell_vertex(self, value: Map_CellVertex)
impl Copy for GridMesh
impl IGridMesh for GridMesh
impl IObject for GridMesh
Auto Trait Implementations§
impl Freeze for GridMesh
impl RefUnwindSafe for GridMesh
impl !Send for GridMesh
impl !Sync for GridMesh
impl Unpin for GridMesh
impl UnwindSafe for GridMesh
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visited: HashSet_1<Object>,
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fn ctor(self, dictionary: Dictionary_2<T0, T1>)where
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fn ctor(self, dictionary: Dictionary_2<T0, T1>)where
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fn dispose(self)where
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Source§impl<__T> IDynamicMeshMethods for __Twhere
__T: IDynamicMesh,
impl<__T> IDynamicMeshMethods for __Twhere
__T: IDynamicMesh,
Source§fn ctor_2(self, sub_mesh_count: impl Into<i32>, vertex_capacity: impl Into<i32>)
fn ctor_2(self, sub_mesh_count: impl Into<i32>, vertex_capacity: impl Into<i32>)
.ctor(i32, i32) overloadSource§fn ctor_3(
self,
go: impl Into<GameObject>,
sub_mesh_count: impl Into<i32>,
vertex_capacity: impl Into<i32>,
)
fn ctor_3( self, go: impl Into<GameObject>, sub_mesh_count: impl Into<i32>, vertex_capacity: impl Into<i32>, )
.ctor(crate::unity_engine::gameobject::GameObject, i32, i32) overloadSource§fn setup(
self,
go: impl Into<GameObject>,
sub_mesh_count: impl Into<i32>,
vertex_capacity: impl Into<i32>,
)
fn setup( self, go: impl Into<GameObject>, sub_mesh_count: impl Into<i32>, vertex_capacity: impl Into<i32>, )
Setup(crate::unity_engine::gameobject::GameObject, i32, i32) overloadSource§fn add_position(self) -> Vector3
fn add_position(self) -> Vector3
AddPosition(*mutcrate::unity_engine::vector3::Vector3) overloadSource§fn add_normal(self) -> Vector3
fn add_normal(self) -> Vector3
AddNormal(*mutcrate::unity_engine::vector3::Vector3) overloadSource§fn add_tangents(self) -> Vector4
fn add_tangents(self) -> Vector4
AddTangents(*mutcrate::unity_engine::vector4::Vector4) overloadSource§fn add_uv_2(self, ch: impl Into<i32>) -> Vector2
fn add_uv_2(self, ch: impl Into<i32>) -> Vector2
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fn add_vertex(self) -> (Vector3, Color)
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fn add_vertex_3(self) -> (Vector3, Vector2)
AddVertex(*mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::vector2::Vector2) overloadSource§fn strip_begin(self)
fn strip_begin(self)
StripBegin() overloadSource§fn create_scope(
self,
mode: impl Into<DynamicMesh_Mode>,
sub_mesh_index: impl Into<i32>,
) -> DynamicMesh_Scope
fn create_scope( self, mode: impl Into<DynamicMesh_Mode>, sub_mesh_index: impl Into<i32>, ) -> DynamicMesh_Scope
CreateScope(crate::app::dynamicmesh::DynamicMesh_Mode, i32) overloadSource§fn begin(
self,
mode: impl Into<DynamicMesh_Mode>,
sub_mesh_index: impl Into<i32>,
)
fn begin( self, mode: impl Into<DynamicMesh_Mode>, sub_mesh_index: impl Into<i32>, )
Begin(crate::app::dynamicmesh::DynamicMesh_Mode, i32) overloadSource§fn get_common_mode(self) -> DynamicMesh_Mode
fn get_common_mode(self) -> DynamicMesh_Mode
GetCommonMode() overloadSource§fn copy_sub_mesh(
self,
src_mesh_index: impl Into<i32>,
dst_mesh_index: impl Into<i32>,
)
fn copy_sub_mesh( self, src_mesh_index: impl Into<i32>, dst_mesh_index: impl Into<i32>, )
CopySubMesh(i32, i32) overloadSource§impl<T0, __U> IExposedReference_1Methods<T0> for __Uwhere
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Source§impl<__T> IGridMeshMethods for __Twhere
__T: IGridMesh,
impl<__T> IGridMeshMethods for __Twhere
__T: IGridMesh,
Source§fn draw_grid(
self,
cell_map: impl Into<MapHeight_CellMap>,
x: impl Into<i32>,
z: impl Into<i32>,
color: impl Into<Color>,
)
fn draw_grid( self, cell_map: impl Into<MapHeight_CellMap>, x: impl Into<i32>, z: impl Into<i32>, color: impl Into<Color>, )
DrawGrid(crate::app::mapheight::MapHeight_CellMap, i32, i32, crate::unity_engine::color::Color) overloadSource§impl<T0, __U> IHashSet_1_EnumeratorMethods<T0> for __Uwhere
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fn ctor(self, list: LinkedList_1<T0>)where
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fn ctor(self, list: List_1<T0>)where
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Source§impl<__T> IMap_CellMeshMethods for __Twhere
__T: IMap_CellMesh,
impl<__T> IMap_CellMeshMethods for __Twhere
__T: IMap_CellMesh,
Source§fn ctor(
self,
go: impl Into<GameObject>,
sub_mesh_count: impl Into<i32>,
vertex_capacity: impl Into<i32>,
)
fn ctor( self, go: impl Into<GameObject>, sub_mesh_count: impl Into<i32>, vertex_capacity: impl Into<i32>, )
.ctor(crate::unity_engine::gameobject::GameObject, i32, i32) overloadSource§fn add_tangents5(self) -> Vector4
fn add_tangents5(self) -> Vector4
AddTangents5(*mutcrate::unity_engine::vector4::Vector4) overloadSource§fn add_cell(
self,
x: impl Into<i32>,
z: impl Into<i32>,
color: impl Into<Color>,
distance: impl Into<f32>,
)
fn add_cell( self, x: impl Into<i32>, z: impl Into<i32>, color: impl Into<Color>, distance: impl Into<f32>, )
AddCell(i32, i32, crate::unity_engine::color::Color, f32) overloadSource§fn add_cell_2(
self,
x: impl Into<i32>,
z: impl Into<i32>,
color: impl Into<Color>,
uv0: impl Into<Vector2>,
uv2: impl Into<Vector2>,
rotation: impl Into<i32>,
distance: impl Into<f32>,
)
fn add_cell_2( self, x: impl Into<i32>, z: impl Into<i32>, color: impl Into<Color>, uv0: impl Into<Vector2>, uv2: impl Into<Vector2>, rotation: impl Into<i32>, distance: impl Into<f32>, )
AddCell(i32, i32, crate::unity_engine::color::Color, crate::unity_engine::vector2::Vector2, crate::unity_engine::vector2::Vector2, i32, f32) overloadSource§fn add_cell_3(
self,
x: impl Into<i32>,
z: impl Into<i32>,
uv0: impl Into<Vector2>,
uv2: impl Into<Vector2>,
distance: impl Into<f32>,
)
fn add_cell_3( self, x: impl Into<i32>, z: impl Into<i32>, uv0: impl Into<Vector2>, uv2: impl Into<Vector2>, distance: impl Into<f32>, )
AddCell(i32, i32, crate::unity_engine::vector2::Vector2, crate::unity_engine::vector2::Vector2, f32) overloadSource§fn add_cell_4(
self,
x: impl Into<i32>,
z: impl Into<i32>,
color0: impl Into<Color>,
color1: impl Into<Color>,
color2: impl Into<Color>,
color3: impl Into<Color>,
distance: impl Into<f32>,
)
fn add_cell_4( self, x: impl Into<i32>, z: impl Into<i32>, color0: impl Into<Color>, color1: impl Into<Color>, color2: impl Into<Color>, color3: impl Into<Color>, distance: impl Into<f32>, )
AddCell(i32, i32, crate::unity_engine::color::Color, crate::unity_engine::color::Color, crate::unity_engine::color::Color, crate::unity_engine::color::Color, f32) overloadSource§fn add_cell_5(
self,
x: impl Into<i32>,
z: impl Into<i32>,
color0: impl Into<Color>,
color1: impl Into<Color>,
color2: impl Into<Color>,
color3: impl Into<Color>,
uv0: impl Into<Vector2>,
uv2: impl Into<Vector2>,
distance: impl Into<f32>,
)
fn add_cell_5( self, x: impl Into<i32>, z: impl Into<i32>, color0: impl Into<Color>, color1: impl Into<Color>, color2: impl Into<Color>, color3: impl Into<Color>, uv0: impl Into<Vector2>, uv2: impl Into<Vector2>, distance: impl Into<f32>, )
AddCell(i32, i32, crate::unity_engine::color::Color, crate::unity_engine::color::Color, crate::unity_engine::color::Color, crate::unity_engine::color::Color, crate::unity_engine::vector2::Vector2, crate::unity_engine::vector2::Vector2, f32) overloadSource§fn add_cell_6(
self,
x: impl Into<i32>,
z: impl Into<i32>,
dir: impl Into<Dir_Type>,
color: impl Into<Color>,
uv0: impl Into<Vector2>,
uv2: impl Into<Vector2>,
distance: impl Into<f32>,
)
fn add_cell_6( self, x: impl Into<i32>, z: impl Into<i32>, dir: impl Into<Dir_Type>, color: impl Into<Color>, uv0: impl Into<Vector2>, uv2: impl Into<Vector2>, distance: impl Into<f32>, )
AddCell(i32, i32, crate::app::dir_2::Dir_Type, crate::unity_engine::color::Color, crate::unity_engine::vector2::Vector2, crate::unity_engine::vector2::Vector2, f32) overloadSource§fn add_straddle_cell(
self,
unit: impl Into<Unit>,
color: impl Into<Color>,
uv_rotate: impl Into<f32>,
)
fn add_straddle_cell( self, unit: impl Into<Unit>, color: impl Into<Color>, uv_rotate: impl Into<f32>, )
AddStraddleCell(crate::app::unit::Unit, crate::unity_engine::color::Color, f32) overloadSource§fn add_event_cell(
self,
x: impl Into<i32>,
z: impl Into<i32>,
color: impl Into<Color>,
)
fn add_event_cell( self, x: impl Into<i32>, z: impl Into<i32>, color: impl Into<Color>, )
AddEventCell(i32, i32, crate::unity_engine::color::Color) overloadSource§impl<__T> IObjectMethods for __Twhere
__T: IObject,
impl<__T> IObjectMethods for __Twhere
__T: IObject,
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fn equals(self, obj: impl Into<Object>) -> bool
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self,
type_name: impl Into<Il2CppString>,
field_name: impl Into<Il2CppString>,
) -> IlInstance
fn field_getter( self, type_name: impl Into<Il2CppString>, field_name: impl Into<Il2CppString>, ) -> IlInstance
FieldGetter(::unity::Il2CppString, ::unity::Il2CppString, *mut::unity::IlInstance) overloadSource§fn field_setter(
self,
type_name: impl Into<Il2CppString>,
field_name: impl Into<Il2CppString>,
val: impl Into<Object>,
)
fn field_setter( self, type_name: impl Into<Il2CppString>, field_name: impl Into<Il2CppString>, val: impl Into<Object>, )
FieldSetter(::unity::Il2CppString, ::unity::Il2CppString, crate::system::object::Object) overload