Game.Rendering.ManagedBatchSystem+MaterialKey
Assembly: Game
Namespace: Game.Rendering
Type: class public
Base: System.Object
Implements: System.IEquatable<Game.Rendering.ManagedBatchSystem+MaterialKey>
Code
public class MaterialKey : System.IEquatable<Game.Rendering.ManagedBatchSystem+MaterialKey>
{
private UnityEngine.Shader <shader>k__BackingField;
private UnityEngine.Material <template>k__BackingField;
private System.Int32 <decalLayerMask>k__BackingField;
private System.Int32 <renderQueue>k__BackingField;
private System.Collections.Generic.HashSet<System.String> <keywords>k__BackingField;
private System.Collections.Generic.List<System.Int32> <vtStacks>k__BackingField;
private System.Collections.Generic.Dictionary<System.Int32, System.Object> <textures>k__BackingField;
public UnityEngine.Shader shader { get; set; }
public UnityEngine.Material template { get; set; }
public System.Int32 decalLayerMask { get; set; }
public System.Int32 renderQueue { get; set; }
public System.Collections.Generic.HashSet<System.String> keywords { get; private set; }
public System.Collections.Generic.List<System.Int32> vtStacks { get; private set; }
public System.Collections.Generic.Dictionary<System.Int32, System.Object> textures { get; private set; }
public MaterialKey();
public MaterialKey(Game.Rendering.ManagedBatchSystem+MaterialKey source);
public System.Void Clear();
public System.Boolean Equals(Game.Rendering.ManagedBatchSystem+MaterialKey other);
public virtual System.Int32 GetHashCode();
public System.Void Initialize(Colossal.IO.AssetDatabase.SurfaceAsset surface);
public System.Void Initialize(UnityEngine.Material material);
}
Fields
private UnityEngine.Shader <shader>k__BackingField
private UnityEngine.Shader <shader>k__BackingField;
private UnityEngine.Material <template>k__BackingField
private UnityEngine.Material <template>k__BackingField;
private System.Int32 <decalLayerMask>k__BackingField
private System.Int32 <decalLayerMask>k__BackingField;
private System.Int32 <renderQueue>k__BackingField
private System.Int32 <renderQueue>k__BackingField;
private System.Collections.Generic.HashSet<System.String> <keywords>k__BackingField
private System.Collections.Generic.HashSet<System.String> <keywords>k__BackingField;
private System.Collections.Generic.List<System.Int32> <vtStacks>k__BackingField
private System.Collections.Generic.List<System.Int32> <vtStacks>k__BackingField;
private System.Collections.Generic.Dictionary<System.Int32, System.Object> <textures>k__BackingField
private System.Collections.Generic.Dictionary<System.Int32, System.Object> <textures>k__BackingField;
Properties
public UnityEngine.Shader shader { get; set }
public UnityEngine.Shader shader { get; set; }
public UnityEngine.Material template { get; set }
public UnityEngine.Material template { get; set; }
public System.Int32 decalLayerMask { get; set }
public System.Int32 decalLayerMask { get; set; }
public System.Int32 renderQueue { get; set }
public System.Int32 renderQueue { get; set; }
public System.Collections.Generic.HashSet<System.String> keywords { get; private set }
public System.Collections.Generic.HashSet<System.String> keywords { get; private set; }
public System.Collections.Generic.List<System.Int32> vtStacks { get; private set }
public System.Collections.Generic.List<System.Int32> vtStacks { get; private set; }
public System.Collections.Generic.Dictionary<System.Int32, System.Object> textures { get; private set }
public System.Collections.Generic.Dictionary<System.Int32, System.Object> textures { get; private set; }
Constructors
public MaterialKey()
public MaterialKey();
public MaterialKey(Game.Rendering.ManagedBatchSystem+MaterialKey source)
public MaterialKey(Game.Rendering.ManagedBatchSystem+MaterialKey source);
Methods
public Clear() : System.Void
public System.Void Clear();
public Equals(Game.Rendering.ManagedBatchSystem+MaterialKey other) : System.Boolean
public System.Boolean Equals(Game.Rendering.ManagedBatchSystem+MaterialKey other);
public virtual GetHashCode() : System.Int32
public virtual System.Int32 GetHashCode();
public Initialize(Colossal.IO.AssetDatabase.SurfaceAsset surface) : System.Void
public System.Void Initialize(Colossal.IO.AssetDatabase.SurfaceAsset surface);
public Initialize(UnityEngine.Material material) : System.Void
public System.Void Initialize(UnityEngine.Material material);