|
My Project v1
Project
|
成员的完整列表,这些成员属于 Game.BevelledShapeRenderer,包括所有继承而来的类成员
| GeneratePathPoints(DynamicArray< Vector2 > positions, float innerRadiusL, float innerRadiusR, float outerRadiusL, float outerRadiusR, Color innerColorL, Color innerColorR, Color outerColorL, Color outerColorR, float lengthScale, float miterLimit, DynamicArray< PathRenderer.Point > result) | Game.BevelledShapeRenderer | privatestatic |
| LightPoints(DynamicArray< PathRenderer.Point > points, bool loop, bool flatShading, Vector2 directionToLight, float directional, float ambient) | Game.BevelledShapeRenderer | privatestatic |
| QueueQuad(FlatBatch2D batch, Vector2 p1, Vector2 p2, float pixelsPerUnit, float antialiasSize, float bevelSize, float roundingRadius, int roundingCount, bool flatShading, Color centerColor, Color bevelColor, float directional, float ambient) | Game.BevelledShapeRenderer | static |
| QueueQuad(TexturedBatch2D batch, Vector2 p1, Vector2 p2, Vector2 textureScale, Vector2 textureOffset, float pixelsPerUnit, float antialiasSize, float bevelSize, float roundingRadius, int roundingCount, bool flatShading, Color centerColor, Color bevelColor, float directional, float ambient) | Game.BevelledShapeRenderer | static |
| QueueShape(FlatBatch2D batch, IEnumerable< Point > points, float pixelsPerUnit, float antialiasSize, float bevelSize, bool flatShading, Color centerColor, Color bevelColor, float directional, float ambient) | Game.BevelledShapeRenderer | static |
| QueueShape(TexturedBatch2D batch, IEnumerable< Point > points, Vector2 textureScale, Vector2 textureOffset, float pixelsPerUnit, float antialiasSize, float bevelSize, bool flatShading, Color centerColor, Color bevelColor, float directional, float ambient) | Game.BevelledShapeRenderer | static |
| QueueShapeShadow(FlatBatch2D batch, IEnumerable< Point > points, float pixelsPerUnit, float shadowSize, Color shadowColor) | Game.BevelledShapeRenderer | static |
| RemoveDuplicates(DynamicArray< Vector2 > positions) | Game.BevelledShapeRenderer | privatestatic |
| RoundCorner(Vector2 p0, Vector2 p1, Vector2 p2, float radius, int count, float pixelsPerUnit, float bevelSize, DynamicArray< Vector2 > result) | Game.BevelledShapeRenderer | privatestatic |
| RoundCorners(DynamicArray< Point > points, bool loop, float pixelsPerUnit, float bevelSize, DynamicArray< Vector2 > result) | Game.BevelledShapeRenderer | privatestatic |
| TmpBatch | Game.BevelledShapeRenderer | privatestatic |
| TmpIndices | Game.BevelledShapeRenderer | privatestatic |
| TmpIndicesTriangulation | Game.BevelledShapeRenderer | privatestatic |
| TmpNormals | Game.BevelledShapeRenderer | privatestatic |
| TmpPathPoints | Game.BevelledShapeRenderer | privatestatic |
| TmpPoints | Game.BevelledShapeRenderer | privatestatic |
| TmpPositions | Game.BevelledShapeRenderer | privatestatic |
| TmpPositions2 | Game.BevelledShapeRenderer | privatestatic |
| TmpQuadPoints | Game.BevelledShapeRenderer | privatestatic |
| Triangulate(DynamicArray< Vector2 > source, DynamicArray< ushort > destination) | Game.BevelledShapeRenderer | privatestatic |