|
My Project v1
Project
|
成员的完整列表,这些成员属于 Game.PathRenderer,包括所有继承而来的类成员
| GeneratePathNormals(DynamicArray< Vector2 > positions, DynamicArray< bool > visibility, bool loop, DynamicArray< Vector2 > normals) | Game.PathRenderer | static |
| Normal1(Vector2 d) | Game.PathRenderer | privatestatic |
| Normal2(Vector2 d1, Vector2 d2) | Game.PathRenderer | privatestatic |
| QueuePath(FlatBatch2D batch, DynamicArray< Point > points, DynamicArray< bool > visibility, bool loop, bool flatShading, float depth=0f) | Game.PathRenderer | static |
| QueuePath(FlatBatch2D batch, DynamicArray< Point > points, DynamicArray< Vector2 > normals, DynamicArray< bool > visibility, bool loop, bool flatShading, float depth=0f) | Game.PathRenderer | static |
| QueuePath(FlatBatch2D batch, DynamicArray< Vector2 > positions, DynamicArray< bool > visibility, bool loop, bool flatShading, float innerRadius, float outerRadius, Color innerColor, Color outerColor, float miterLimit, float depth=0f) | Game.PathRenderer | static |
| QueuePath(FlatBatch2D batch, DynamicArray< Vector2 > positions, DynamicArray< bool > visibility, bool loop, bool flatShading, float innerRadiusL, float innerRadiusR, float outerRadiusL, float outerRadiusR, Color innerColorL, Color innerColorR, Color outerColorL, Color outerColorR, float miterLimit, float depth=0f) | Game.PathRenderer | static |
| QueuePath(TexturedBatch2D batch, DynamicArray< Point > points, DynamicArray< bool > visibility, bool loop, bool flatShading, float lengthOffset, float depth=0f) | Game.PathRenderer | static |
| QueuePath(TexturedBatch2D batch, DynamicArray< Point > points, DynamicArray< Vector2 > normals, DynamicArray< bool > visibility, bool loop, bool flatShading, float lengthOffset, float depth=0f) | Game.PathRenderer | static |
| QueuePath(TexturedBatch2D batch, DynamicArray< Vector2 > positions, DynamicArray< bool > visibility, bool loop, bool flatShading, float innerRadius, float outerRadius, Color innerColor, Color outerColor, float lengthScale, float lengthOffset, float miterLimit, float depth=0f) | Game.PathRenderer | static |
| QueuePath(TexturedBatch2D batch, DynamicArray< Vector2 > positions, DynamicArray< bool > visibility, bool loop, bool flatShading, float innerRadiusL, float innerRadiusR, float outerRadiusL, float outerRadiusR, Color innerColorL, Color innerColorR, Color outerColorL, Color outerColorR, float lengthScale, float lengthOffset, float miterLimit, float depth=0f) | Game.PathRenderer | static |
| QueuePathInternal(FlatBatch2D batch, DynamicArray< Point > points, DynamicArray< Vector2 > normals, DynamicArray< bool > visibility, bool loop, bool flatShading, float depth) | Game.PathRenderer | privatestatic |
| QueuePathInternal(TexturedBatch2D batch, DynamicArray< Point > points, DynamicArray< Vector2 > normals, DynamicArray< bool > visibility, bool loop, bool flatShading, float lengthOffset, float depth) | Game.PathRenderer | privatestatic |
| TmpNormals | Game.PathRenderer | privatestatic |
| TmpPoints | Game.PathRenderer | privatestatic |
| TmpPositions | Game.PathRenderer | privatestatic |
| TrimPathEnd(DynamicArray< Vector2 > positions, BoundingRectangle rectangle) | Game.PathRenderer | static |
| TrimPathEnd(DynamicArray< Vector2 > positions, BoundingCircle circle) | Game.PathRenderer | static |
| TrimPathStart(DynamicArray< Vector2 > positions, BoundingRectangle rectangle) | Game.PathRenderer | static |
| TrimPathStart(DynamicArray< Vector2 > positions, BoundingCircle circle) | Game.PathRenderer | static |