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