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InternalEngineBridge.cs 3.4KB

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  1. using System;
  2. using UnityEngine.UIElements;
  3. using Unity.Collections;
  4. namespace UnityEngine.U2D.Common
  5. {
  6. internal static class InternalEngineBridge
  7. {
  8. public static void SetLocalAABB(SpriteRenderer spriteRenderer, Bounds aabb)
  9. {
  10. spriteRenderer.SetLocalAABB(aabb);
  11. }
  12. public static void SetDeformableBuffer(SpriteRenderer spriteRenderer, NativeArray<byte> src)
  13. {
  14. spriteRenderer.SetDeformableBuffer(src);
  15. }
  16. public static void SetBoneTransforms(SpriteRenderer spriteRenderer, NativeArray<Matrix4x4> src)
  17. {
  18. spriteRenderer.SetBoneTransforms(src);
  19. }
  20. public static bool IsUsingDeformableBuffer(SpriteRenderer spriteRenderer, IntPtr buffer)
  21. {
  22. return spriteRenderer.IsUsingDeformableBuffer(buffer);
  23. }
  24. public static void SetupMaterialProperties(SpriteRenderer spriteRenderer)
  25. {
  26. SpriteRendererDataAccessExtensions.SetupMaterialProperties(spriteRenderer);
  27. }
  28. public static Vector2 GUIUnclip(Vector2 v)
  29. {
  30. return GUIClip.Unclip(v);
  31. }
  32. public static Rect GetGUIClipTopMostRect()
  33. {
  34. return GUIClip.topmostRect;
  35. }
  36. public static Rect GetGUIClipTopRect()
  37. {
  38. return GUIClip.GetTopRect();
  39. }
  40. public static Rect GetGUIClipVisibleRect()
  41. {
  42. return GUIClip.visibleRect;
  43. }
  44. public static bool IsGPUSkinningEnabled()
  45. {
  46. return SpriteRendererDataAccessExtensions.IsGPUSkinningEnabled();
  47. }
  48. public static void SetBatchDeformableBufferAndLocalAABBArray(SpriteRenderer[] spriteRenderers, NativeArray<IntPtr> buffers, NativeArray<int> bufferSizes, NativeArray<Bounds> bounds)
  49. {
  50. SpriteRendererDataAccessExtensions.SetBatchDeformableBufferAndLocalAABBArray(spriteRenderers, buffers, bufferSizes, bounds);
  51. }
  52. public static void SetBatchBoneTransformsAABBArray(SpriteRenderer[] spriteRenderers, NativeArray<IntPtr> buffers, NativeArray<int> bufferSizes, NativeArray<Bounds> bounds)
  53. {
  54. SpriteRendererDataAccessExtensions.SetBoneTransformsArray(spriteRenderers, buffers, bufferSizes, bounds);
  55. }
  56. #if UNITY_EDITOR
  57. public static void SetLocalEulerHint(Transform t)
  58. {
  59. t.SetLocalEulerHint(t.GetLocalEulerAngles(t.rotationOrder));
  60. }
  61. public static bool IsChecked(this VisualElement element)
  62. {
  63. return (element.pseudoStates & PseudoStates.Checked) == PseudoStates.Checked;
  64. }
  65. public static bool IsHovered(this VisualElement element)
  66. {
  67. return (element.pseudoStates & PseudoStates.Hover) == PseudoStates.Hover;
  68. }
  69. public static void SetChecked(this VisualElement element, bool isChecked)
  70. {
  71. if (isChecked)
  72. {
  73. element.pseudoStates |= PseudoStates.Checked;
  74. }
  75. else
  76. {
  77. element.pseudoStates &= ~PseudoStates.Checked;
  78. }
  79. }
  80. #endif
  81. public static int ConvertFloatToInt(float f)
  82. {
  83. return Animations.DiscreteEvaluationAttributeUtilities.ConvertFloatToDiscreteInt(f);
  84. }
  85. public static float ConvertIntToFloat(int i)
  86. {
  87. return Animations.DiscreteEvaluationAttributeUtilities.ConvertDiscreteIntToFloat(i);
  88. }
  89. }
  90. }