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C# BetterList.ToArray方法代码示例

本文整理汇总了C#中BetterList.ToArray方法的典型用法代码示例。如果您正苦于以下问题:C# BetterList.ToArray方法的具体用法?C# BetterList.ToArray怎么用?C# BetterList.ToArray使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在BetterList的用法示例。


在下文中一共展示了BetterList.ToArray方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Set

    /// <summary>
    /// Set the draw call's geometry.
    /// </summary>
    public void Set(BetterList<Vector3> verts, BetterList<Vector3> norms, BetterList<Vector4> tans, BetterList<Vector2> uvs, BetterList<Color32> cols)
    {
        int count = verts.size;

        // Safety check to ensure we get valid values
        if (count > 0 && (count == uvs.size && count == cols.size) && (count % 4) == 0)
        {
            // Cache all components
            if (mFilter == null) mFilter = gameObject.GetComponent<MeshFilter>();
            if (mFilter == null) mFilter = gameObject.AddComponent<MeshFilter>();
            if (mRen == null) mRen = gameObject.GetComponent<MeshRenderer>();

            if (mRen == null)
            {
                mRen = gameObject.AddComponent<MeshRenderer>();
        #if UNITY_EDITOR
                mRen.enabled = isActive;
        #endif
                UpdateMaterials();
            }
            else if (mMat != null && mMat.mainTexture != mSharedMat.mainTexture)
            {
                UpdateMaterials();
            }

            if (verts.size < 65000)
            {
                int indexCount = (count >> 1) * 3;
                bool rebuildIndices = (mIndices == null || mIndices.Length != indexCount);

                // Populate the index buffer
                if (rebuildIndices)
                {
                    // It takes 6 indices to draw a quad of 4 vertices
                    mIndices = new int[indexCount];
                    int index = 0;

                    for (int i = 0; i < count; i += 4)
                    {
                        mIndices[index++] = i;
                        mIndices[index++] = i + 1;
                        mIndices[index++] = i + 2;

                        mIndices[index++] = i + 2;
                        mIndices[index++] = i + 3;
                        mIndices[index++] = i;
                    }
                }

                // Set the mesh values
                Mesh mesh = GetMesh(ref rebuildIndices, verts.size);
                mesh.vertices = verts.ToArray();
                if (norms != null) mesh.normals = norms.ToArray();
                if (tans != null) mesh.tangents = tans.ToArray();
                mesh.uv = uvs.ToArray();
                mesh.colors32 = cols.ToArray();
                if (rebuildIndices) mesh.triangles = mIndices;
                mesh.RecalculateBounds();
                mFilter.mesh = mesh;
            }
            else
            {
                if (mFilter.mesh != null) mFilter.mesh.Clear();
                Debug.LogError("Too many vertices on one panel: " + verts.size);
            }
        }
        else
        {
            if (mFilter.mesh != null) mFilter.mesh.Clear();
            Debug.LogError("UIWidgets must fill the buffer with 4 vertices per quad. Found " + count);
        }
    }
开发者ID:Attila22,项目名称:LittleBard,代码行数:75,代码来源:UIDrawCall.cs

示例2: Set

    /// <summary>
    /// Set the draw call's geometry.
    /// </summary>
    public void Set(BetterList<Vector3> verts, BetterList<Vector3> norms, BetterList<Vector4> tans, BetterList<Vector2> uvs, BetterList<Color> cols)
    {
        int count = verts.size;

        // Safety check to ensure we get valid values
        if (count > 0 && (count == uvs.size && count == cols.size) && (count % 4) == 0)
        {
            int index = 0;

            // It takes 6 indices to draw a quad of 4 vertices
            int indexCount = (count >> 1) * 3;

            // Populate the index buffer
            if (mIndices == null || mIndices.Length != indexCount)
            {
                mIndices = new int[indexCount];

                for (int i = 0; i < count; i += 4)
                {
                    mIndices[index++] = i;
                    mIndices[index++] = i + 1;
                    mIndices[index++] = i + 2;

                    mIndices[index++] = i + 2;
                    mIndices[index++] = i + 3;
                    mIndices[index++] = i;
                }
            }

            // Cache all components
            if (mFilter == null) mFilter = gameObject.GetComponent<MeshFilter>();
            if (mFilter == null) mFilter = gameObject.AddComponent<MeshFilter>();
            if (mRen == null) mRen = gameObject.GetComponent<MeshRenderer>();

            if (mRen == null)
            {
                mRen = gameObject.AddComponent<MeshRenderer>();
                UpdateMaterials();
            }

            if (verts.size < 65000)
            {
                if (mMesh == null)
                {
                    mMesh = new Mesh();
                    mMesh.name = "UIDrawCall for " + mSharedMat.name;
                }
                else
                {
                    mMesh.Clear();
                }

                // Set the mesh values
                mMesh.vertices = verts.ToArray();
                if (norms != null) mMesh.normals = norms.ToArray();
                if (tans != null) mMesh.tangents = tans.ToArray();
                mMesh.uv = uvs.ToArray();
                mMesh.colors = cols.ToArray();
                mMesh.triangles = mIndices;
                mMesh.RecalculateBounds();
                mFilter.mesh = mMesh;
            }
            else
            {
                if (mMesh != null) mMesh.Clear();
                Debug.LogError("Too many vertices on one panel: " + verts.size);
            }
        }
        else
        {
            if (mMesh != null) mMesh.Clear();
            Debug.LogError("UIWidgets must fill the buffer with 4 vertices per quad. Found " + count);
        }
    }
开发者ID:aprildd,项目名称:CG_BombGame,代码行数:77,代码来源:UIDrawCall.cs

示例3: CreateFont


//.........这里部分代码省略.........

					for (int i = 0, y = 0; y < glyph.bitmap.rows; ++y)
					{
						for (int x = 0; x < glyph.bitmap.width; ++x)
						{
							white.a = buffer[i++];
							colors[x + glyph.bitmap.width * (glyph.bitmap.rows - y - 1)] = white;
						}
					}

					// Save the texture
					texture.SetPixels32(colors);
					texture.Apply();
					textures.Add(texture);
					entries.Add(ch);

					// Record the metrics
					BMGlyph bmg = font.GetGlyph(ch, true);
					bmg.offsetX = (glyph.metrics.horiBearingX >> 6);
					bmg.offsetY = -(glyph.metrics.horiBearingY >> 6);
					bmg.advance = (glyph.metrics.horiAdvance >> 6);
					bmg.channel = 15;

					// Save kerning information
					for (int b = 0; b < characters.Length; ++b)
					{
						uint ch2 = characters[b];
						if (ch2 == ch) continue;

						FT_Vector vec;
						if (FT_Get_Kerning(face, ch2, ch, 0, out vec) != 0) continue;

						int offset = (vec.x / 64);
						if (offset != 0) bmg.SetKerning((int)ch2, offset);
					}
				}
			}

			// Create a packed texture with all the characters
			tex = new Texture2D(32, 32, TextureFormat.ARGB32, false);
			Rect[] rects = tex.PackTextures(textures.ToArray(), 1);

			// Make the RGB channel pure white
			Color32[] cols = tex.GetPixels32();
			for (int i = 0, imax = cols.Length; i < imax; ++i)
			{
				Color32 c = cols[i];
				c.r = 255;
				c.g = 255;
				c.b = 255;
				cols[i] = c;
			}
			tex.SetPixels32(cols);
			tex.Apply();

			font.texWidth = tex.width;
			font.texHeight = tex.height;

			int min = int.MaxValue;
			int max = int.MinValue;

			// Other glyphs are visible and need to be added
			for (int i = 0; i < entries.size; ++i)
			{
				// Destroy the texture now that it's a part of an atlas
				UnityEngine.Object.DestroyImmediate(textures[i]);
				textures[i] = null;
				Rect rect = rects[i];

				// Set the texture coordinates
				BMGlyph glyph = font.GetGlyph(entries[i], true);
				glyph.x = Mathf.RoundToInt(rect.x * font.texWidth);
				glyph.y = Mathf.RoundToInt(rect.y * font.texHeight);
				glyph.width = Mathf.RoundToInt(rect.width * font.texWidth);
				glyph.height = Mathf.RoundToInt(rect.height * font.texHeight);

				// Flip the Y since the UV coordinate system is different
				glyph.y = font.texHeight - glyph.y - glyph.height;

				max = Mathf.Max(max, -glyph.offsetY);
				min = Mathf.Min(min, -glyph.offsetY - glyph.height);
			}

			int baseline = size + min;
			baseline += ((max - min - size) >> 1);

			// Offset all glyphs so that they are not using the baseline
			for (int i = 0; i < entries.size; ++i)
			{
				BMGlyph glyph = font.GetGlyph(entries[i], true);
				glyph.offsetY += baseline;
			}
		}
		
		if (face != IntPtr.Zero) FT_Done_Face(face);
#if !UNITY_3_5
		if (lib != IntPtr.Zero) FT_Done_FreeType(lib);
#endif
		return (tex != null);
	}
开发者ID:CSystem,项目名称:UIFrameWork,代码行数:101,代码来源:FreeType.cs

示例4: Set

	/// <summary>
	/// Set the draw call's geometry.
	/// </summary>

	public void Set (BetterList<Vector3> verts, BetterList<Vector3> norms, BetterList<Vector4> tans, BetterList<Vector2> uvs, BetterList<Color32> cols)
	{
		int count = verts.size;

		// Safety check to ensure we get valid values
		if (count > 0 && (count == uvs.size && count == cols.size) && (count % 4) == 0)
		{
			// Cache all components
			if (mFilter == null) mFilter = gameObject.GetComponent<MeshFilter>();
			if (mFilter == null) mFilter = gameObject.AddComponent<MeshFilter>();

			if (verts.size < 65000)
			{
				// Populate the index buffer
				int indexCount = (count >> 1) * 3;
				bool setIndices = (mIndices == null || mIndices.Length != indexCount);

				// Create the mesh
				if (mMesh == null)
				{
					mMesh = new Mesh();
					mMesh.hideFlags = HideFlags.DontSave;
					mMesh.name = (mMaterial != null) ? mMaterial.name : "Mesh";
#if !UNITY_3_5
					mMesh.MarkDynamic();
#endif
					setIndices = true;
				}

				// If the buffer length doesn't match, we need to trim all buffers
				bool trim = (uvs.buffer.Length != verts.buffer.Length) ||
				    (cols.buffer.Length != verts.buffer.Length) ||
				    (norms != null && norms.buffer.Length != verts.buffer.Length) ||
				    (tans != null && tans.buffer.Length != verts.buffer.Length);

				if (trim || verts.buffer.Length > 65000)
				{
					if (trim || mMesh.vertexCount != verts.size)
					{
						mMesh.Clear();
						setIndices = true;
					}

					mMesh.vertices = verts.ToArray();
					mMesh.uv = uvs.ToArray();
					mMesh.colors32 = cols.ToArray();

					if (norms != null) mMesh.normals = norms.ToArray();
					if (tans != null) mMesh.tangents = tans.ToArray();
				}
				else
				{
					if (mMesh.vertexCount != verts.buffer.Length)
					{
						mMesh.Clear();
						setIndices = true;
					}

					mMesh.vertices = verts.buffer;
					mMesh.uv = uvs.buffer;
					mMesh.colors32 = cols.buffer;

					if (norms != null) mMesh.normals = norms.buffer;
					if (tans != null) mMesh.tangents = tans.buffer;
				}

				if (setIndices)
				{
					mIndices = GenerateCachedIndexBuffer(count, indexCount);
					mMesh.triangles = mIndices;
				}
				if (!alwaysOnScreen) mMesh.RecalculateBounds();
				mFilter.mesh = mMesh;
			}
			else
			{
				if (mFilter.mesh != null) mFilter.mesh.Clear();
				Debug.LogError("Too many vertices on one panel: " + verts.size);
			}

			if (mRenderer == null) mRenderer = gameObject.GetComponent<MeshRenderer>();

			if (mRenderer == null)
			{
				mRenderer = gameObject.AddComponent<MeshRenderer>();
#if UNITY_EDITOR
				mRenderer.enabled = isActive;
#endif
			}
			UpdateMaterials();
		}
		else
		{
			if (mFilter.mesh != null) mFilter.mesh.Clear();
			Debug.LogError("UIWidgets must fill the buffer with 4 vertices per quad. Found " + count);
		}
//.........这里部分代码省略.........
开发者ID:Jetblacktsunami,项目名称:TreasureCove,代码行数:101,代码来源:UIDrawCall.cs

示例5: Set

 public void Set(BetterList<Vector3> verts, BetterList<Vector3> norms, BetterList<Vector4> tans, BetterList<Vector2> uvs, BetterList<Color32> cols)
 {
     int size = verts.size;
     if (((size > 0) && (size == uvs.size)) && ((size == cols.size) && ((size % 4) == 0)))
     {
         if (this.mFilter == null)
         {
             this.mFilter = base.gameObject.GetComponent<MeshFilter>();
         }
         if (this.mFilter == null)
         {
             this.mFilter = base.gameObject.AddComponent<MeshFilter>();
         }
         if (verts.size < 0xfde8)
         {
             int indexCount = (size >> 1) * 3;
             bool flag = (this.mIndices == null) || (this.mIndices.Length != indexCount);
             if (this.mMesh == null)
             {
                 this.mMesh = new Mesh();
                 this.mMesh.hideFlags = HideFlags.DontSave;
                 this.mMesh.name = (this.mMaterial == null) ? "Mesh" : this.mMaterial.name;
                 this.mMesh.MarkDynamic();
                 flag = true;
             }
             bool flag2 = (((uvs.buffer.Length != verts.buffer.Length) || (cols.buffer.Length != verts.buffer.Length)) || ((norms != null) && (norms.buffer.Length != verts.buffer.Length))) || ((tans != null) && (tans.buffer.Length != verts.buffer.Length));
             if (flag2 || (verts.buffer.Length > 0xfde8))
             {
                 if (flag2 || (this.mMesh.vertexCount != verts.size))
                 {
                     this.mMesh.Clear();
                     flag = true;
                 }
                 this.mMesh.vertices = verts.ToArray();
                 this.mMesh.uv = uvs.ToArray();
                 this.mMesh.colors32 = cols.ToArray();
                 if (norms != null)
                 {
                     this.mMesh.normals = norms.ToArray();
                 }
                 if (tans != null)
                 {
                     this.mMesh.tangents = tans.ToArray();
                 }
             }
             else
             {
                 if (this.mMesh.vertexCount != verts.buffer.Length)
                 {
                     this.mMesh.Clear();
                     flag = true;
                 }
                 this.mMesh.vertices = verts.buffer;
                 this.mMesh.uv = uvs.buffer;
                 this.mMesh.colors32 = cols.buffer;
                 if (norms != null)
                 {
                     this.mMesh.normals = norms.buffer;
                 }
                 if (tans != null)
                 {
                     this.mMesh.tangents = tans.buffer;
                 }
             }
             if (flag)
             {
                 this.mIndices = this.GenerateCachedIndexBuffer(size, indexCount);
                 this.mMesh.triangles = this.mIndices;
             }
             if (this.mClipping != Clipping.None)
             {
                 this.mMesh.RecalculateBounds();
             }
             this.mFilter.mesh = this.mMesh;
         }
         else
         {
             if (this.mFilter.mesh != null)
             {
                 this.mFilter.mesh.Clear();
             }
             Debug.LogError("Too many vertices on one panel: " + verts.size);
         }
         if (this.mRenderer == null)
         {
             this.mRenderer = base.gameObject.GetComponent<MeshRenderer>();
         }
         if (this.mRenderer == null)
         {
             this.mRenderer = base.gameObject.AddComponent<MeshRenderer>();
         }
         this.UpdateMaterials();
     }
     else
     {
         if (this.mFilter.mesh != null)
         {
             this.mFilter.mesh.Clear();
         }
         Debug.LogError("UIWidgets must fill the buffer with 4 vertices per quad. Found " + size);
//.........这里部分代码省略.........
开发者ID:Lessica,项目名称:Something-of-SHIPWAR-GAMES,代码行数:101,代码来源:UIDrawCall.cs


注:本文中的BetterList.ToArray方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。