<?xml version="1.0" encoding="utf-8" standalone="yes"?> <doc> <members> <assembly> <name>UnityEngine.SpriteShapeModule</name> </assembly> <member name="T:UnityEngine.Experimental.U2D.AngleRangeInfo"> <summary> <para>Describes the information about the edge and how to tessellate it.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.end"> <summary> <para>The maximum angle to be considered within this range.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.order"> <summary> <para>The render order of the edges that belong in this range.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.sprites"> <summary> <para>The list of Sprites that are associated with this range.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.start"> <summary> <para>The minimum angle to be considered within this range.</para> </summary> </member> <member name="T:UnityEngine.Experimental.U2D.ShapeControlPoint"> <summary> <para>Data that describes the important points of the shape.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.leftTangent"> <summary> <para>The position of the left tangent in local space.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.mode"> <summary> <para>The various modes of the tangent handles. They could be continuous or broken.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.position"> <summary> <para>The position of this point in the object's local space.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.rightTangent"> <summary> <para>The position of the right tangent point in the local space.</para> </summary> </member> <member name="T:UnityEngine.Experimental.U2D.SpriteShapeMetaData"> <summary> <para>Additional data about the shape's control point. This is useful during tessellation of the shape.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.bevelCutoff"> <summary> <para>The threshold of the angle that decides if it should be tessellated as a curve or a corner.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.bevelSize"> <summary> <para>The radius of the curve to be tessellated.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.corner"> <summary> <para>True will indicate that this point should be tessellated as a corner or a continuous line otherwise.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.height"> <summary> <para>The height of the tessellated edge.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.spriteIndex"> <summary> <para>The Sprite to be used for a particular edge.</para> </summary> </member> <member name="T:UnityEngine.Experimental.U2D.SpriteShapeParameters"> <summary> <para>Input parameters for the SpriteShape tessellator.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.adaptiveUV"> <summary> <para>If enabled, the tessellator will adapt the size of the quads based on the height of the edge.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.angleThreshold"> <summary> <para>The threshold of the angle that indicates whether it is a corner or not.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.bevelCutoff"> <summary> <para>The threshold of the angle that decides if it should be tessellated as a curve or a corner.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.bevelSize"> <summary> <para>The radius of the curve to be tessellated.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.borderPivot"> <summary> <para>The local displacement of the Sprite when tessellated.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.carpet"> <summary> <para>If true, the Shape will be tessellated as a closed form.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.fillScale"> <summary> <para>The scale to be used to calculate the UVs of the fill texture.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.fillTexture"> <summary> <para>The texture to be used for the fill of the SpriteShape.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.smartSprite"> <summary> <para>If enabled the tessellator will consider creating corners based on the various input parameters.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.splineDetail"> <summary> <para>The tessellation quality of the input Spline that determines the complexity of the mesh.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.spriteBorders"> <summary> <para>The borders to be used for calculating the uv of the edges based on the border info found in Sprites.</para> </summary> </member> <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.transform"> <summary> <para>The world space transform of the game object used for calculating the UVs of the fill texture.</para> </summary> </member> <member name="T:UnityEngine.Experimental.U2D.SpriteShapeUtility"> <summary> <para>A static class that helps tessellate a SpriteShape mesh.</para> </summary> </member> <member name="M:UnityEngine.Experimental.U2D.SpriteShapeUtility.Generate(UnityEngine.Mesh,UnityEngine.Experimental.U2D.SpriteShapeParameters,UnityEngine.Experimental.U2D.ShapeControlPoint[],UnityEngine.Experimental.U2D.SpriteShapeMetaData[],UnityEngine.Experimental.U2D.AngleRangeInfo[],UnityEngine.Sprite[],UnityEngine.Sprite[])"> <summary> <para>Generate a mesh based on input parameters.</para> </summary> <param name="mesh">The output mesh.</param> <param name="shapeParams">Input parameters for the SpriteShape tessellator.</param> <param name="points">A list of control points that describes the shape.</param> <param name="metaData">Additional data about the shape's control point. This is useful during tessellation of the shape.</param> <param name="sprites">The list of Sprites that could be used for the edges.</param> <param name="corners">The list of Sprites that could be used for the corners.</param> <param name="angleRange">A paramters that determins how to tessellate each of the edge.</param> </member> </members> </doc>