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List< UIVertex > | m_Verts = new List<UIVertex>() |
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Definition at line 7 of file BetterOutline.cs.
◆ BetterOutline()
BetterOutline.BetterOutline |
( |
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inlineprotected |
◆ ModifyMesh()
override void BetterOutline.ModifyMesh |
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VertexHelper |
vh | ) |
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inline |
Definition at line 15 of file BetterOutline.cs.
16 {
17 if (!IsActive())
18 {
19 return;
20 }
23 int num = 0;
24 int num2 = 0;
25 for (int i = -1; i <= 1; i++)
26 {
27 for (int j = -1; j <= 1; j++)
28 {
29 if (i != 0 && j != 0)
30 {
31 num = num2;
33 ApplyShadowZeroAlloc(
m_Verts, base.effectColor, num,
m_Verts.Count, (
float)i * base.effectDistance.x * 0.707f, (
float)j * base.effectDistance.y * 0.707f);
34 }
35 }
36 }
37 num = num2;
39 ApplyShadowZeroAlloc(
m_Verts, base.effectColor, num,
m_Verts.Count, 0f - base.effectDistance.x, 0f);
40 num = num2;
42 ApplyShadowZeroAlloc(
m_Verts, base.effectColor, num,
m_Verts.Count, base.effectDistance.x, 0f);
43 num = num2;
45 ApplyShadowZeroAlloc(
m_Verts, base.effectColor, num,
m_Verts.Count, 0f, 0f - base.effectDistance.y);
46 num = num2;
48 ApplyShadowZeroAlloc(
m_Verts, base.effectColor, num,
m_Verts.Count, 0f, base.effectDistance.y);
49 if (GetComponent<Text>().
material.shader == Shader.Find(
"Text Effects/Fancy Text"))
50 {
51 for (int k = 0; k < m_Verts.Count - count; k++)
52 {
54 value.uv1 = new Vector2(0f, 0f);
56 }
57 }
58 vh.Clear();
59 vh.AddUIVertexTriangleStream(
m_Verts);
60 }
References m_Verts, and material.
◆ m_Verts
List<UIVertex> BetterOutline.m_Verts = new List<UIVertex>() |
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private |
The documentation for this class was generated from the following file: