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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);