pub struct Map_CellMesh(/* private fields */);Expand description
IL2CPP class: App.Map.CellMesh
Inherits: DynamicMesh
Implementations§
Source§impl Map_CellMesh
impl Map_CellMesh
pub fn base(self) -> DynamicMesh
Source§impl Map_CellMesh
impl Map_CellMesh
pub fn ctor_method_info() -> &'static MethodInfo
pub fn add_tangents5_method_info() -> &'static MethodInfo
pub fn add_cell_method_info() -> &'static MethodInfo
pub fn add_cell_2_method_info() -> &'static MethodInfo
pub fn add_cell_3_method_info() -> &'static MethodInfo
pub fn add_cell_4_method_info() -> &'static MethodInfo
pub fn add_cell_5_method_info() -> &'static MethodInfo
pub fn add_cell_6_method_info() -> &'static MethodInfo
pub fn add_straddle_cell_method_info() -> &'static MethodInfo
pub fn add_event_cell_method_info() -> &'static MethodInfo
Source§impl Map_CellMesh
impl Map_CellMesh
Sourcepub fn new(go: GameObject, sub_mesh_count: i32, vertex_capacity: i32) -> Self
pub fn new(go: GameObject, sub_mesh_count: i32, vertex_capacity: i32) -> Self
.ctor(crate::unity_engine::gameobject::GameObject, i32, i32) — overload selector
Trait Implementations§
Source§impl ClassIdentity for Map_CellMesh
impl ClassIdentity for Map_CellMesh
Source§impl Clone for Map_CellMesh
impl Clone for Map_CellMesh
Source§fn clone(&self) -> Map_CellMesh
fn clone(&self) -> Map_CellMesh
Returns a duplicate of the value. Read more
1.0.0§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl FromIlInstance for Map_CellMesh
impl FromIlInstance for Map_CellMesh
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 Map_CellMesh
impl IDynamicMesh for Map_CellMesh
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 Map_CellMesh
impl IMap_CellMesh for Map_CellMesh
fn m_cell_vertex(self) -> Map_CellVertex
fn set_m_cell_vertex(self, value: Map_CellVertex)
impl Copy for Map_CellMesh
impl IObject for Map_CellMesh
Auto Trait Implementations§
impl Freeze for Map_CellMesh
impl RefUnwindSafe for Map_CellMesh
impl !Send for Map_CellMesh
impl !Sync for Map_CellMesh
impl Unpin for Map_CellMesh
impl UnwindSafe for Map_CellMesh
Blanket Implementations§
§impl<T> Any for Twhere
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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
AddUV(i32, *mutcrate::unity_engine::vector2::Vector2) overloadSource§fn add_vertex(self) -> (Vector3, Color)
fn add_vertex(self) -> (Vector3, Color)
AddVertex(*mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::color::Color) overloadSource§fn add_vertex_2(self) -> (Vector3, Color, Vector2)
fn add_vertex_2(self) -> (Vector3, Color, Vector2)
AddVertex(*mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::color::Color, *mutcrate::unity_engine::vector2::Vector2) overloadSource§fn add_vertex_3(self) -> (Vector3, Vector2)
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> 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,
Source§fn equals(self, obj: impl Into<Object>) -> bool
fn equals(self, obj: impl Into<Object>) -> bool
Equals(crate::system::object::Object) overloadSource§fn get_hash_code(self) -> i32
fn get_hash_code(self) -> i32
GetHashCode() overloadSource§fn memberwise_clone(self) -> Object
fn memberwise_clone(self) -> Object
MemberwiseClone() overloadSource§fn to_string(self) -> Il2CppString
fn to_string(self) -> Il2CppString
ToString() overloadSource§fn field_getter(
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