A game about forced loneliness, made by TACStudios
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1using System; 2using UnityEngine.UIElements; 3using Unity.Collections; 4 5namespace UnityEngine.U2D.Common 6{ 7 internal static class InternalEngineBridge 8 { 9 public static void SetLocalAABB(SpriteRenderer spriteRenderer, Bounds aabb) 10 { 11 spriteRenderer.SetLocalAABB(aabb); 12 } 13 14 public static void SetDeformableBuffer(SpriteRenderer spriteRenderer, NativeArray<byte> src) 15 { 16 spriteRenderer.SetDeformableBuffer(src); 17 } 18 19 public static void SetBoneTransforms(SpriteRenderer spriteRenderer, NativeArray<Matrix4x4> src) 20 { 21 spriteRenderer.SetBoneTransforms(src); 22 } 23 24 public static bool IsUsingDeformableBuffer(SpriteRenderer spriteRenderer, IntPtr buffer) 25 { 26 return spriteRenderer.IsUsingDeformableBuffer(buffer); 27 } 28 29 public static void SetupMaterialProperties(SpriteRenderer spriteRenderer) 30 { 31 SpriteRendererDataAccessExtensions.SetupMaterialProperties(spriteRenderer); 32 } 33 34 public static Vector2 GUIUnclip(Vector2 v) 35 { 36 return GUIClip.Unclip(v); 37 } 38 39 public static Rect GetGUIClipTopMostRect() 40 { 41 return GUIClip.topmostRect; 42 } 43 44 public static Rect GetGUIClipTopRect() 45 { 46 return GUIClip.GetTopRect(); 47 } 48 49 public static Rect GetGUIClipVisibleRect() 50 { 51 return GUIClip.visibleRect; 52 } 53 54 public static bool IsGPUSkinningEnabled() 55 { 56 return SpriteRendererDataAccessExtensions.IsGPUSkinningEnabled(); 57 } 58 59 public static void SetBatchDeformableBufferAndLocalAABBArray(SpriteRenderer[] spriteRenderers, NativeArray<IntPtr> buffers, NativeArray<int> bufferSizes, NativeArray<Bounds> bounds) 60 { 61 SpriteRendererDataAccessExtensions.SetBatchDeformableBufferAndLocalAABBArray(spriteRenderers, buffers, bufferSizes, bounds); 62 } 63 64 public static void SetBatchBoneTransformsAABBArray(SpriteRenderer[] spriteRenderers, NativeArray<IntPtr> buffers, NativeArray<int> bufferSizes, NativeArray<Bounds> bounds) 65 { 66 SpriteRendererDataAccessExtensions.SetBoneTransformsArray(spriteRenderers, buffers, bufferSizes, bounds); 67 } 68 69#if UNITY_EDITOR 70 public static void SetLocalEulerHint(Transform t) 71 { 72 t.SetLocalEulerHint(t.GetLocalEulerAngles(t.rotationOrder)); 73 } 74 75 public static bool IsChecked(this VisualElement element) 76 { 77 return (element.pseudoStates & PseudoStates.Checked) == PseudoStates.Checked; 78 } 79 80 public static bool IsHovered(this VisualElement element) 81 { 82 return (element.pseudoStates & PseudoStates.Hover) == PseudoStates.Hover; 83 } 84 85 public static void SetChecked(this VisualElement element, bool isChecked) 86 { 87 if (isChecked) 88 { 89 element.pseudoStates |= PseudoStates.Checked; 90 } 91 else 92 { 93 element.pseudoStates &= ~PseudoStates.Checked; 94 } 95 } 96 97#endif 98 99 public static int ConvertFloatToInt(float f) 100 { 101 return Animations.DiscreteEvaluationAttributeUtilities.ConvertFloatToDiscreteInt(f); 102 } 103 104 public static float ConvertIntToFloat(int i) 105 { 106 return Animations.DiscreteEvaluationAttributeUtilities.ConvertDiscreteIntToFloat(i); 107 } 108 } 109}