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Game.PathRenderer 成员列表

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.PathRendererstatic
Normal1(Vector2 d)Game.PathRendererprivatestatic
Normal2(Vector2 d1, Vector2 d2)Game.PathRendererprivatestatic
QueuePath(FlatBatch2D batch, DynamicArray< Point > points, DynamicArray< bool > visibility, bool loop, bool flatShading, float depth=0f)Game.PathRendererstatic
QueuePath(FlatBatch2D batch, DynamicArray< Point > points, DynamicArray< Vector2 > normals, DynamicArray< bool > visibility, bool loop, bool flatShading, float depth=0f)Game.PathRendererstatic
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.PathRendererstatic
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.PathRendererstatic
QueuePath(TexturedBatch2D batch, DynamicArray< Point > points, DynamicArray< bool > visibility, bool loop, bool flatShading, float lengthOffset, float depth=0f)Game.PathRendererstatic
QueuePath(TexturedBatch2D batch, DynamicArray< Point > points, DynamicArray< Vector2 > normals, DynamicArray< bool > visibility, bool loop, bool flatShading, float lengthOffset, float depth=0f)Game.PathRendererstatic
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.PathRendererstatic
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.PathRendererstatic
QueuePathInternal(FlatBatch2D batch, DynamicArray< Point > points, DynamicArray< Vector2 > normals, DynamicArray< bool > visibility, bool loop, bool flatShading, float depth)Game.PathRendererprivatestatic
QueuePathInternal(TexturedBatch2D batch, DynamicArray< Point > points, DynamicArray< Vector2 > normals, DynamicArray< bool > visibility, bool loop, bool flatShading, float lengthOffset, float depth)Game.PathRendererprivatestatic
TmpNormalsGame.PathRendererprivatestatic
TmpPointsGame.PathRendererprivatestatic
TmpPositionsGame.PathRendererprivatestatic
TrimPathEnd(DynamicArray< Vector2 > positions, BoundingRectangle rectangle)Game.PathRendererstatic
TrimPathEnd(DynamicArray< Vector2 > positions, BoundingCircle circle)Game.PathRendererstatic
TrimPathStart(DynamicArray< Vector2 > positions, BoundingRectangle rectangle)Game.PathRendererstatic
TrimPathStart(DynamicArray< Vector2 > positions, BoundingCircle circle)Game.PathRendererstatic