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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();