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Mesh | m_Mesh = null |
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Renderer | m_Renderer = null |
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List< Vector2[]> | m_UV = new List<Vector2[]>() |
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Vector3[] | m_Vertices = null |
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Vector3[] | m_Normals = null |
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int[] | m_Triangles = null |
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List< UV_SubMesh > | m_Submeshes = new List<UV_SubMesh>() |
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UV_SubMesh | m_Submesh = null |
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int | m_CurrentUVSet = 0 |
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bool | m_DrawLines = true |
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bool | m_DrawTriangles = true |
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TextureMode | m_TextureMode = TextureMode.PointFilteredWithAlpha |
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int | m_CurrentIndex |
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Color | m_BackGroundColor = new Color(0, 0, 0, 0.50f) |
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Color | m_FrontFaceColor = new Color(0, 1, 0, 0.05f) |
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Color | m_BackFaceColor = new Color(1, 0, 0, 0.05f) |
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bool | m_ClearBackGround = true |
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bool | m_ShowWrap = true |
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int | m_WrapCount = 5 |
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int | m_SelectedTriangle = -1 |
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MeshCollider | m_TempCollider = null |
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Vector2 | m_MousePos |
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Rect | m_ViewPort |
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float | m_Zoom = 1.0f |
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float | m_ZoomFactor = 1.0f |
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float | m_Width = 200.0f |
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Vector2 | m_Offset = new Vector2(0, 0) |
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UnityEngine.Texture | m_Texture |
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Material | m_TextureMapAlphaOnly |
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Material | m_TextureMapNormal |
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bool | m_ShowTriangleList = false |
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Vector2 | m_TriangleListScrollPos |
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int | m_SelectedVertex = -1 |
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int | m_SelectedVertTriangle = -1 |
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Rect | m_TriListRect |
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int | m_TriList_First = 0 |
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int | m_TriList_Last = 0 |
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◆ TextureMode
Enumerator |
---|
HideTexture | |
PointFilteredWithoutAlpha | |
PointFilteredWithAlpha | |
BilinearFilteredWithAlpha | |
BilinearWithoutAlpha | |
◆ DrawTriangleList()
void B83.UVViewer.UVViewer.DrawTriangleList |
( |
| ) |
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private |
◆ DrawVertex()
void B83.UVViewer.UVViewer.DrawVertex |
( |
int | aIndex, |
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ref Matrix4x4 | M ) |
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private |
◆ DrawZoomGUI()
void B83.UVViewer.UVViewer.DrawZoomGUI |
( |
| ) |
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private |
◆ FindClosestVertex()
int B83.UVViewer.UVViewer.FindClosestVertex |
( |
Vector2 | aUV | ) |
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private |
◆ Init()
static void B83.UVViewer.UVViewer.Init |
( |
| ) |
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staticprivate |
◆ MyRepaint()
void B83.UVViewer.UVViewer.MyRepaint |
( |
| ) |
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private |
◆ OnDisable()
void B83.UVViewer.UVViewer.OnDisable |
( |
| ) |
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private |
◆ OnEnable()
void B83.UVViewer.UVViewer.OnEnable |
( |
| ) |
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private |
◆ OnGUI()
void B83.UVViewer.UVViewer.OnGUI |
( |
| ) |
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private |
◆ OnSceneGUI()
void B83.UVViewer.UVViewer.OnSceneGUI |
( |
SceneView | sceneView | ) |
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private |
◆ OnSelectionChange()
void B83.UVViewer.UVViewer.OnSelectionChange |
( |
| ) |
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private |
◆ SelectButton()
bool B83.UVViewer.UVViewer.SelectButton |
( |
string | aCaption, |
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bool | aState ) |
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private |
◆ SetNewZoom()
void B83.UVViewer.UVViewer.SetNewZoom |
( |
float | aNewZoom, |
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Vector2 | aZoomCenter ) |
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private |
◆ UpdateMesh()
void B83.UVViewer.UVViewer.UpdateMesh |
( |
| ) |
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private |
◆ VertexButton()
void B83.UVViewer.UVViewer.VertexButton |
( |
int | aIndex | ) |
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private |
◆ m_BackFaceColor
Color B83.UVViewer.UVViewer.m_BackFaceColor = new Color(1, 0, 0, 0.05f) |
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private |
◆ m_BackGroundColor
Color B83.UVViewer.UVViewer.m_BackGroundColor = new Color(0, 0, 0, 0.50f) |
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private |
◆ m_ClearBackGround
bool B83.UVViewer.UVViewer.m_ClearBackGround = true |
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private |
◆ m_CurrentIndex
int B83.UVViewer.UVViewer.m_CurrentIndex |
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private |
◆ m_CurrentUVSet
int B83.UVViewer.UVViewer.m_CurrentUVSet = 0 |
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private |
◆ m_DrawLines
bool B83.UVViewer.UVViewer.m_DrawLines = true |
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private |
◆ m_DrawTriangles
bool B83.UVViewer.UVViewer.m_DrawTriangles = true |
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private |
◆ m_FrontFaceColor
Color B83.UVViewer.UVViewer.m_FrontFaceColor = new Color(0, 1, 0, 0.05f) |
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private |
◆ m_Mesh
Mesh B83.UVViewer.UVViewer.m_Mesh = null |
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private |
◆ m_MousePos
Vector2 B83.UVViewer.UVViewer.m_MousePos |
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private |
◆ m_Normals
Vector3 [] B83.UVViewer.UVViewer.m_Normals = null |
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private |
◆ m_Offset
◆ m_Renderer
Renderer B83.UVViewer.UVViewer.m_Renderer = null |
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private |
◆ m_SelectedTriangle
int B83.UVViewer.UVViewer.m_SelectedTriangle = -1 |
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private |
◆ m_SelectedVertex
int B83.UVViewer.UVViewer.m_SelectedVertex = -1 |
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private |
◆ m_SelectedVertTriangle
int B83.UVViewer.UVViewer.m_SelectedVertTriangle = -1 |
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private |
◆ m_ShowTriangleList
bool B83.UVViewer.UVViewer.m_ShowTriangleList = false |
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private |
◆ m_ShowWrap
bool B83.UVViewer.UVViewer.m_ShowWrap = true |
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private |
◆ m_Submesh
◆ m_Submeshes
◆ m_TempCollider
MeshCollider B83.UVViewer.UVViewer.m_TempCollider = null |
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private |
◆ m_Texture
UnityEngine.Texture B83.UVViewer.UVViewer.m_Texture |
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private |
◆ m_TextureMapAlphaOnly
Material B83.UVViewer.UVViewer.m_TextureMapAlphaOnly |
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private |
◆ m_TextureMapNormal
Material B83.UVViewer.UVViewer.m_TextureMapNormal |
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private |
◆ m_TextureMode
◆ m_TriangleListScrollPos
Vector2 B83.UVViewer.UVViewer.m_TriangleListScrollPos |
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private |
◆ m_Triangles
int [] B83.UVViewer.UVViewer.m_Triangles = null |
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private |
◆ m_TriList_First
int B83.UVViewer.UVViewer.m_TriList_First = 0 |
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private |
◆ m_TriList_Last
int B83.UVViewer.UVViewer.m_TriList_Last = 0 |
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private |
◆ m_TriListRect
Rect B83.UVViewer.UVViewer.m_TriListRect |
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private |
◆ m_UV
◆ m_Vertices
Vector3 [] B83.UVViewer.UVViewer.m_Vertices = null |
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private |
◆ m_ViewPort
Rect B83.UVViewer.UVViewer.m_ViewPort |
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private |
◆ m_Width
float B83.UVViewer.UVViewer.m_Width = 200.0f |
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private |
◆ m_WrapCount
int B83.UVViewer.UVViewer.m_WrapCount = 5 |
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private |
◆ m_Zoom
float B83.UVViewer.UVViewer.m_Zoom = 1.0f |
|
private |
◆ m_ZoomFactor
float B83.UVViewer.UVViewer.m_ZoomFactor = 1.0f |
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private |
The documentation for this class was generated from the following file: