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Game.ArtPipeline.MeshPrefabRendererOld

Assembly: Game.ArtPipeline
Namespace: Game.ArtPipeline

Type: class public

Base: UnityEngine.MonoBehaviour

Code

public class MeshPrefabRendererOld : UnityEngine.MonoBehaviour
{
    public System.Boolean m_NoVT;
    public Game.Prefabs.RenderPrefab m_Prefab;
    public System.Int32 m_LOD;
    public System.Int32 playClipId;
    public System.Single m_TimeScale;
    public System.Boolean m_CycleColors;
    public System.Boolean m_CycleWindownsLights;
    public System.Boolean m_AnimateProceduralBones;
    public System.Boolean m_AnimateEmissiveLighting;
    private System.Int32 currentlyPlayingId;
    private Game.Prefabs.AnimationClip animationClip;
    private System.Single m_Time;
    private System.Single m_PreviousTime;
    private System.Int32 m_WindowSubMesh;
    private UnityEngine.MeshFilter m_Filter;
    private UnityEngine.MeshRenderer m_Renderer;
    private Game.Prefabs.ColorProperties m_ColorProperties;
    private Game.Prefabs.AnimationProperties m_AnimationProperties;
    private Game.Prefabs.ProceduralAnimationProperties m_ProceduralAnimationProperties;
    private Game.Prefabs.DecalProperties m_DecalProperties;
    private Game.Prefabs.EmissiveProperties m_EmissiveProperties;
    private System.Int32[] m_VTTexturesIndices;
    private Colossal.Rendering.VTTextureRequester m_VTTexturesRequester;
    private Game.Prefabs.RenderPrefab m_MeshPrefab;
    private UnityEngine.Mesh m_Mesh;
    private System.Collections.Generic.List<UnityEngine.MeshRenderer> m_LODMeshRenderers;
    private UnityEngine.ComputeBuffer m_AnimationBuffer;
    private UnityEngine.ComputeBuffer m_LightBuffer;
    private System.Int32 m_EmissivePresetIdx;
    private System.Single m_EmissiveTime;
    private UnityEngine.Matrix4x4[] m_SkinMatrices;
    private UnityEngine.Transform m_LookAtTarget;
    private Game.ArtPipeline.MeshPrefabRendererOld+MaterialPropertyOverride m_MaterialPropertyOverride;
    private UnityEngine.Bounds m_Bounds;
    private System.Collections.Generic.Dictionary<System.String, UnityEngine.Transform> m_BoneMap;

    public MeshPrefabRendererOld();

    private Unity.Mathematics.float4x4 GetBone(System.String name, Game.Prefabs.ProceduralAnimationProperties+BoneInfo[] bones);
    private System.Single GetMaxPixelSize();
    private System.Single GetPixelSize(UnityEngine.Camera camera, System.Single radius);
    private UnityEngine.MeshRenderer InstantiatePrefabData(System.Boolean noVT);
    private System.Boolean IsNullOrInvalid(UnityEngine.Material[] materials);
    private System.Void OnDestroy();
    private System.Void OnDisable();
    public System.Void SetMaterialProperty(System.String property, System.Single value);
    public System.Void SetMaterialProperty(System.String property, UnityEngine.Vector4 value);
    private System.Void Start();
    private System.Void Update();
    public System.Void Update(System.Boolean noVT);
}

Fields

  • public System.Boolean m_NoVT
public System.Boolean m_NoVT;
  • public Game.Prefabs.RenderPrefab m_Prefab
public Game.Prefabs.RenderPrefab m_Prefab;
  • public System.Int32 m_LOD
public System.Int32 m_LOD;
  • public System.Int32 playClipId
public System.Int32 playClipId;
  • public System.Single m_TimeScale
public System.Single m_TimeScale;
  • public System.Boolean m_CycleColors
public System.Boolean m_CycleColors;
  • public System.Boolean m_CycleWindownsLights
public System.Boolean m_CycleWindownsLights;
  • public System.Boolean m_AnimateProceduralBones
public System.Boolean m_AnimateProceduralBones;
  • public System.Boolean m_AnimateEmissiveLighting
public System.Boolean m_AnimateEmissiveLighting;
  • private System.Int32 currentlyPlayingId
private System.Int32 currentlyPlayingId;
  • private Game.Prefabs.AnimationClip animationClip
private Game.Prefabs.AnimationClip animationClip;
  • private System.Single m_Time
private System.Single m_Time;
  • private System.Single m_PreviousTime
private System.Single m_PreviousTime;
  • private System.Int32 m_WindowSubMesh
private System.Int32 m_WindowSubMesh;
  • private UnityEngine.MeshFilter m_Filter
private UnityEngine.MeshFilter m_Filter;
  • private UnityEngine.MeshRenderer m_Renderer
private UnityEngine.MeshRenderer m_Renderer;
  • private Game.Prefabs.ColorProperties m_ColorProperties
private Game.Prefabs.ColorProperties m_ColorProperties;
  • private Game.Prefabs.AnimationProperties m_AnimationProperties
private Game.Prefabs.AnimationProperties m_AnimationProperties;
  • private Game.Prefabs.ProceduralAnimationProperties m_ProceduralAnimationProperties
private Game.Prefabs.ProceduralAnimationProperties m_ProceduralAnimationProperties;
  • private Game.Prefabs.DecalProperties m_DecalProperties
private Game.Prefabs.DecalProperties m_DecalProperties;
  • private Game.Prefabs.EmissiveProperties m_EmissiveProperties
private Game.Prefabs.EmissiveProperties m_EmissiveProperties;
  • private System.Int32[] m_VTTexturesIndices
private System.Int32[] m_VTTexturesIndices;
  • private Colossal.Rendering.VTTextureRequester m_VTTexturesRequester
private Colossal.Rendering.VTTextureRequester m_VTTexturesRequester;
  • private Game.Prefabs.RenderPrefab m_MeshPrefab
private Game.Prefabs.RenderPrefab m_MeshPrefab;
  • private UnityEngine.Mesh m_Mesh
private UnityEngine.Mesh m_Mesh;
  • private System.Collections.Generic.List<UnityEngine.MeshRenderer> m_LODMeshRenderers
private System.Collections.Generic.List<UnityEngine.MeshRenderer> m_LODMeshRenderers;
  • private UnityEngine.ComputeBuffer m_AnimationBuffer
private UnityEngine.ComputeBuffer m_AnimationBuffer;
  • private UnityEngine.ComputeBuffer m_LightBuffer
private UnityEngine.ComputeBuffer m_LightBuffer;
  • private System.Int32 m_EmissivePresetIdx
private System.Int32 m_EmissivePresetIdx;
  • private System.Single m_EmissiveTime
private System.Single m_EmissiveTime;
  • private UnityEngine.Matrix4x4[] m_SkinMatrices
private UnityEngine.Matrix4x4[] m_SkinMatrices;
  • private UnityEngine.Transform m_LookAtTarget
private UnityEngine.Transform m_LookAtTarget;
  • private Game.ArtPipeline.MeshPrefabRendererOld+MaterialPropertyOverride m_MaterialPropertyOverride
private Game.ArtPipeline.MeshPrefabRendererOld+MaterialPropertyOverride m_MaterialPropertyOverride;
  • private UnityEngine.Bounds m_Bounds
private UnityEngine.Bounds m_Bounds;
  • private System.Collections.Generic.Dictionary<System.String, UnityEngine.Transform> m_BoneMap
private System.Collections.Generic.Dictionary<System.String, UnityEngine.Transform> m_BoneMap;

Constructors

  • public MeshPrefabRendererOld()
public MeshPrefabRendererOld();

Methods

  • private GetBone(System.String name, Game.Prefabs.ProceduralAnimationProperties+BoneInfo[] bones) : Unity.Mathematics.float4x4
private Unity.Mathematics.float4x4 GetBone(System.String name, Game.Prefabs.ProceduralAnimationProperties+BoneInfo[] bones);
  • private GetMaxPixelSize() : System.Single
private System.Single GetMaxPixelSize();
  • private GetPixelSize(UnityEngine.Camera camera, System.Single radius) : System.Single
private System.Single GetPixelSize(UnityEngine.Camera camera, System.Single radius);
  • private InstantiatePrefabData(System.Boolean noVT) : UnityEngine.MeshRenderer
private UnityEngine.MeshRenderer InstantiatePrefabData(System.Boolean noVT);
  • private IsNullOrInvalid(UnityEngine.Material[] materials) : System.Boolean
private System.Boolean IsNullOrInvalid(UnityEngine.Material[] materials);
  • private OnDestroy() : System.Void
private System.Void OnDestroy();
  • private OnDisable() : System.Void
private System.Void OnDisable();
  • public SetMaterialProperty(System.String property, System.Single value) : System.Void
public System.Void SetMaterialProperty(System.String property, System.Single value);
  • public SetMaterialProperty(System.String property, UnityEngine.Vector4 value) : System.Void
public System.Void SetMaterialProperty(System.String property, UnityEngine.Vector4 value);
  • private Start() : System.Void
private System.Void Start();
  • private Update() : System.Void
private System.Void Update();
  • public Update(System.Boolean noVT) : System.Void
public System.Void Update(System.Boolean noVT);

Nested types

  • Game.ArtPipeline.MeshPrefabRendererOld+MaterialPropertyOverride