A game about forced loneliness, made by TACStudios
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}