Game.Rendering.Debug.RenderPrefabRenderer+Instance
Assembly: Game
Namespace: Game.Rendering.Debug
Type: class public
Base: System.Object
Code
public class Instance
{
private Colossal.Rendering.VTTextureRequester m_VTTexturesRequester;
private System.Collections.Generic.List<System.Int32> m_VTTexturesIndices;
private UnityEngine.GameObject m_Root;
private System.Collections.Generic.List<UnityEngine.MeshRenderer> m_MeshRenderers;
private Colossal.Mathematics.Bounds3 m_Bounds;
private Game.Rendering.Debug.RenderPrefabRenderer m_Owner;
private Game.Prefabs.ColorProperties m_ColorProperties;
private Game.Prefabs.EmissiveProperties m_EmissiveProperties;
private Game.Prefabs.ProceduralAnimationProperties m_ProceduralAnimationProperties;
private Game.Prefabs.CharacterProperties m_CharacterProperties;
private Game.Rendering.Debug.CharacterGroupRenderer m_CharacterGroupRenderer;
private Game.Prefabs.DecalProperties m_DecalProperties;
private UnityEngine.ComputeBuffer m_LightBuffer;
private UnityEngine.ComputeBuffer m_AnimationBuffer;
private Game.Prefabs.RenderPrefab m_Prefab;
private System.Collections.Generic.Dictionary<System.String, UnityEngine.Transform> m_BoneMap;
private UnityEngine.Matrix4x4[] m_SkinMatrices;
public System.String name { get; }
public UnityEngine.GameObject root { get; }
public System.Boolean enabled { get; set; }
public Instance(Game.Rendering.Debug.RenderPrefabRenderer mpr, Game.Prefabs.RenderPrefab basePrefab, Game.Prefabs.RenderPrefab prefab, System.Boolean useVT);
public System.Void Dispose();
private Unity.Mathematics.float4x4 GetBone(System.String name, Game.Prefabs.ProceduralAnimationProperties+BoneInfo[] bones, UnityEngine.Transform root);
private System.Single GetMaxPixelSize();
private System.Single GetPixelSize(UnityEngine.Camera camera, System.Single radius);
public System.String GetStats();
public System.Void SetCharacterProperties(UnityEngine.MaterialPropertyBlock& block);
public System.Void SetColorProperties(System.Int32 index, UnityEngine.MaterialPropertyBlock& block);
public System.Void SetDecalProperties(UnityEngine.MaterialPropertyBlock& block);
public System.Void SetEmissiveProperties(System.Int32 lightIndex, UnityEngine.MaterialPropertyBlock& block);
private System.Void SetKeyword(UnityEngine.Material[] materials, System.String keywordName, System.Boolean enabled);
public System.Void SetProceduralAnimationProperties(UnityEngine.MaterialPropertyBlock& block);
private System.Void SetShaderPass(UnityEngine.Material[] materials, System.String passName, System.Boolean enabled);
private System.Void SetupEmissiveProperties(System.Int32 lightIndex);
private System.Void SetupProceduralAnimationProperties();
public System.Void SetWindowProperties(System.Single randomWin, UnityEngine.MaterialPropertyBlock& block);
public System.Void Update();
}
Fields
private Colossal.Rendering.VTTextureRequester m_VTTexturesRequester
private Colossal.Rendering.VTTextureRequester m_VTTexturesRequester;
private System.Collections.Generic.List<System.Int32> m_VTTexturesIndices
private System.Collections.Generic.List<System.Int32> m_VTTexturesIndices;
private UnityEngine.GameObject m_Root
private UnityEngine.GameObject m_Root;
private System.Collections.Generic.List<UnityEngine.MeshRenderer> m_MeshRenderers
private System.Collections.Generic.List<UnityEngine.MeshRenderer> m_MeshRenderers;
private Colossal.Mathematics.Bounds3 m_Bounds
private Colossal.Mathematics.Bounds3 m_Bounds;
private Game.Rendering.Debug.RenderPrefabRenderer m_Owner
private Game.Rendering.Debug.RenderPrefabRenderer m_Owner;
private Game.Prefabs.ColorProperties m_ColorProperties
private Game.Prefabs.ColorProperties m_ColorProperties;
private Game.Prefabs.EmissiveProperties m_EmissiveProperties
private Game.Prefabs.EmissiveProperties m_EmissiveProperties;
private Game.Prefabs.ProceduralAnimationProperties m_ProceduralAnimationProperties
private Game.Prefabs.ProceduralAnimationProperties m_ProceduralAnimationProperties;
private Game.Prefabs.CharacterProperties m_CharacterProperties
private Game.Prefabs.CharacterProperties m_CharacterProperties;
private Game.Rendering.Debug.CharacterGroupRenderer m_CharacterGroupRenderer
private Game.Rendering.Debug.CharacterGroupRenderer m_CharacterGroupRenderer;
private Game.Prefabs.DecalProperties m_DecalProperties
private Game.Prefabs.DecalProperties m_DecalProperties;
private UnityEngine.ComputeBuffer m_LightBuffer
private UnityEngine.ComputeBuffer m_LightBuffer;
private UnityEngine.ComputeBuffer m_AnimationBuffer
private UnityEngine.ComputeBuffer m_AnimationBuffer;
private Game.Prefabs.RenderPrefab m_Prefab
private Game.Prefabs.RenderPrefab m_Prefab;
private System.Collections.Generic.Dictionary<System.String, UnityEngine.Transform> m_BoneMap
private System.Collections.Generic.Dictionary<System.String, UnityEngine.Transform> m_BoneMap;
private UnityEngine.Matrix4x4[] m_SkinMatrices
private UnityEngine.Matrix4x4[] m_SkinMatrices;
Properties
public System.String name { get }
public System.String name { get; }
public UnityEngine.GameObject root { get }
public UnityEngine.GameObject root { get; }
public System.Boolean enabled { get; set }
public System.Boolean enabled { get; set; }
Constructors
public Instance(Game.Rendering.Debug.RenderPrefabRenderer mpr, Game.Prefabs.RenderPrefab basePrefab, Game.Prefabs.RenderPrefab prefab, System.Boolean useVT = True)
public Instance(Game.Rendering.Debug.RenderPrefabRenderer mpr, Game.Prefabs.RenderPrefab basePrefab, Game.Prefabs.RenderPrefab prefab, System.Boolean useVT);
Methods
public Dispose() : System.Void
public System.Void Dispose();
private GetBone(System.String name, Game.Prefabs.ProceduralAnimationProperties+BoneInfo[] bones, UnityEngine.Transform root) : Unity.Mathematics.float4x4
private Unity.Mathematics.float4x4 GetBone(System.String name, Game.Prefabs.ProceduralAnimationProperties+BoneInfo[] bones, UnityEngine.Transform root);
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);
public GetStats() : System.String
public System.String GetStats();
public SetCharacterProperties(UnityEngine.MaterialPropertyBlock& block) : System.Void
public System.Void SetCharacterProperties(UnityEngine.MaterialPropertyBlock& block);
public SetColorProperties(System.Int32 index, UnityEngine.MaterialPropertyBlock& block) : System.Void
public System.Void SetColorProperties(System.Int32 index, UnityEngine.MaterialPropertyBlock& block);
public SetDecalProperties(UnityEngine.MaterialPropertyBlock& block) : System.Void
public System.Void SetDecalProperties(UnityEngine.MaterialPropertyBlock& block);
public SetEmissiveProperties(System.Int32 lightIndex, UnityEngine.MaterialPropertyBlock& block) : System.Void
public System.Void SetEmissiveProperties(System.Int32 lightIndex, UnityEngine.MaterialPropertyBlock& block);
private SetKeyword(UnityEngine.Material[] materials, System.String keywordName, System.Boolean enabled) : System.Void
private System.Void SetKeyword(UnityEngine.Material[] materials, System.String keywordName, System.Boolean enabled);
public SetProceduralAnimationProperties(UnityEngine.MaterialPropertyBlock& block) : System.Void
public System.Void SetProceduralAnimationProperties(UnityEngine.MaterialPropertyBlock& block);
private SetShaderPass(UnityEngine.Material[] materials, System.String passName, System.Boolean enabled) : System.Void
private System.Void SetShaderPass(UnityEngine.Material[] materials, System.String passName, System.Boolean enabled);
private SetupEmissiveProperties(System.Int32 lightIndex) : System.Void
private System.Void SetupEmissiveProperties(System.Int32 lightIndex);
private SetupProceduralAnimationProperties() : System.Void
private System.Void SetupProceduralAnimationProperties();
public SetWindowProperties(System.Single randomWin, UnityEngine.MaterialPropertyBlock& block) : System.Void
public System.Void SetWindowProperties(System.Single randomWin, UnityEngine.MaterialPropertyBlock& block);
public Update() : System.Void
public System.Void Update();