InternalEngineBridge.cs 1.8 KB

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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 Vector2 GUIUnclip(Vector2 v)
  17. {
  18. return GUIClip.Unclip(v);
  19. }
  20. public static Rect GetGUIClipTopMostRect()
  21. {
  22. return GUIClip.topmostRect;
  23. }
  24. public static Rect GetGUIClipTopRect()
  25. {
  26. return GUIClip.GetTopRect();
  27. }
  28. public static void SetBatchDeformableBufferAndLocalAABBArray(SpriteRenderer[] spriteRenderers, NativeArray<IntPtr> buffers, NativeArray<int> bufferSizes, NativeArray<Bounds> bounds)
  29. {
  30. SpriteRendererDataAccessExtensions.SetBatchDeformableBufferAndLocalAABBArray(spriteRenderers, buffers, bufferSizes, bounds);
  31. }
  32. #if UNITY_EDITOR
  33. public static void SetLocalEulerHint(Transform t)
  34. {
  35. t.SetLocalEulerHint(t.GetLocalEulerAngles(t.rotationOrder));
  36. }
  37. public static bool IsChecked(this VisualElement element)
  38. {
  39. return (element.pseudoStates & PseudoStates.Checked) == PseudoStates.Checked;
  40. }
  41. public static void SetChecked(this VisualElement element, bool isChecked)
  42. {
  43. if (isChecked)
  44. {
  45. element.pseudoStates |= PseudoStates.Checked;
  46. }
  47. else
  48. {
  49. element.pseudoStates &= ~PseudoStates.Checked;
  50. }
  51. }
  52. #endif
  53. }
  54. }