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virtual void | updateMeshColor (GAFObjectStateData _State, bool _Refresh) |
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virtual void | updateMaterialColor (GAFObjectStateData _State, bool _Refresh) |
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virtual void | updateTransform (GAFObjectStateData _State, bool _Refresh) |
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virtual void | resetRenderer () |
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virtual void | resetMesh () |
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virtual void | initializeBaseData () |
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virtual void | calcUV () |
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static readonly Color32 | initialColor = new Color32((byte)255, (byte)255, (byte)255, (byte)255) |
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static readonly Vector3[] | normals = new Vector3[4] { new Vector3(0f, 0f, -1f), new Vector3(0f, 0f, -1f), new Vector3(0f, 0f, -1f), new Vector3(0f, 0f, -1f) } |
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static readonly int[] | triangles = new int[6] { 2, 0, 1, 3, 0, 2 } |
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GameObject | thisObject [get] |
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virtual Renderer | renderer [get] |
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virtual MeshFilter | filter [get] |
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virtual Material | currentMaterial [get] |
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virtual Texture2D | texture [get] |
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virtual Material | material [get, protected set] |
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virtual GAFAtlasData | atlasData [get] |
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virtual GAFAtlasElementData | atlasElementData [get] |
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virtual GAFTexturesData | texturesData [get] |
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virtual GAFObjectStateData | currentState [get, protected set] |
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virtual int | zOrder [get] |
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virtual Color32[] | colors [get, protected set] |
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virtual Vector4[] | colorsShift [get, protected set] |
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virtual Vector3[] | initialVertices [get] |
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virtual Vector3[] | currentVertices [get, protected set] |
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virtual Vector2[] | uvs [get, protected set] |
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IGAFObjectSerializedProperties | serializedProperties [get] |
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bool | hasCustomTexture [get] |
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Renderer | renderer [get] |
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MeshFilter | filter [get] |
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Material | currentMaterial [get] |
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Texture2D | texture [get] |
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Material | material [get] |
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GAFAtlasData | atlasData [get] |
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GAFAtlasElementData | atlasElementData [get] |
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GAFTexturesData | texturesData [get] |
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GAFObjectStateData | currentState [get] |
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int | zOrder [get] |
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Color32[] | colors [get] |
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Vector4[] | colorsShift [get] |
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Vector3[] | initialVertices [get] |
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Vector3[] | currentVertices [get] |
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Vector2[] | uvs [get] |
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