terraria-cpp2il v1.4.4.9
Terraria mobile dump, with CallAnalysis (see source code). Dump with reconstucted method: https://infinitynichto.github.io/terraria-cpp2il-methodrecon
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This is the complete list of members for UnityEngine.Mesh, including all inherited members.
bounds | UnityEngine.Mesh | |
canAccess | UnityEngine.Mesh | package |
CheckCanAccessSubmesh(int submesh, bool errorAboutTriangles) | UnityEngine.Mesh | inlineprivate |
CheckCanAccessSubmeshIndices(int submesh) | UnityEngine.Mesh | inlineprivate |
CheckCanAccessSubmeshTriangles(int submesh) | UnityEngine.Mesh | inlineprivate |
CheckIndicesArrayRange(int valuesLength, int start, int length) | UnityEngine.Mesh | inlineprivate |
CheckNullArgument(object arg, string message) | UnityEngine.Object | inlineprivatestatic |
Clear([DefaultValue("true")] bool keepVertexLayout) | UnityEngine.Mesh | inline |
Clear() | UnityEngine.Mesh | inline |
ClearImpl(bool keepVertexLayout) | UnityEngine.Mesh | private |
cloneDestroyedMessage | UnityEngine.Object | privatestatic |
colors32 | UnityEngine.Mesh | |
CompareBaseObjects(Object lhs, Object rhs) | UnityEngine.Object | inlineprivatestatic |
DefaultDimensionForChannel(VertexAttribute channel) | UnityEngine.Mesh | inlinepackagestatic |
Destroy(Object obj, [DefaultValue("0.0F")] float t) | UnityEngine.Object | |
Destroy(Object obj) | UnityEngine.Object | inlinestatic |
DestroyImmediate(Object obj, [DefaultValue("false")] bool allowDestroyingAssets) | UnityEngine.Object | |
DestroyImmediate(Object obj) | UnityEngine.Object | inlinestatic |
DontDestroyOnLoad([NotNull("NullExceptionObject")] Object target) | UnityEngine.Object | |
Equals(object other) | UnityEngine.Object | inline |
FindObjectFromInstanceID(int instanceID) | UnityEngine.Object | package |
FindObjectsOfType(Type type, bool includeInactive) | UnityEngine.Object | |
FindObjectsOfType< T >() | UnityEngine.Object | inlinestatic |
GetAllocArrayFromChannel< T >(VertexAttribute channel, VertexAttributeFormat format, int dim) | UnityEngine.Mesh | inlineprivate |
GetAllocArrayFromChannel< T >(VertexAttribute channel) | UnityEngine.Mesh | inlineprivate |
GetAllocArrayFromChannelImpl(VertexAttribute channel, VertexAttributeFormat format, int dim) | UnityEngine.Mesh | private |
GetArrayFromChannelImpl(VertexAttribute channel, VertexAttributeFormat format, int dim, Array values) | UnityEngine.Mesh | private |
GetCachedPtr() | UnityEngine.Object | inlineprivate |
GetHashCode() | UnityEngine.Object | inline |
GetIndices(int submesh) | UnityEngine.Mesh | inline |
GetIndices(int submesh, [DefaultValue("true")] bool applyBaseVertex) | UnityEngine.Mesh | inline |
GetIndicesImpl(int submesh, bool applyBaseVertex) | UnityEngine.Mesh | private |
GetInstanceID() | UnityEngine.Object | inline |
GetListForChannel< T >(List< T > buffer, int capacity, VertexAttribute channel, int dim) | UnityEngine.Mesh | inlineprivate |
GetListForChannel< T >(List< T > buffer, int capacity, VertexAttribute channel, int dim, VertexAttributeFormat channelType) | UnityEngine.Mesh | inlineprivate |
GetName([NotNull("NullExceptionObject")] Object obj) | UnityEngine.Object | private |
GetOffsetOfInstanceIDInCPlusPlusObject() | UnityEngine.Object | private |
GetUVChannel(int uvIndex) | UnityEngine.Mesh | inlinepackagestatic |
GetUVs(int channel, List< Vector4 > uvs) | UnityEngine.Mesh | inline |
GetUVsImpl< T >(int uvIndex, List< T > uvs, int dim) | UnityEngine.Mesh | inlineprivate |
HasVertexAttribute(VertexAttribute attr) | UnityEngine.Mesh | |
hideFlags | UnityEngine.Object | |
Instantiate(Object original, Vector3 position, Quaternion rotation) | UnityEngine.Object | inlinestatic |
Instantiate(Object original) | UnityEngine.Object | inlinestatic |
Instantiate< T >(T original) | UnityEngine.Object | inlinestatic |
Instantiate< T >(T original, Vector3 position, Quaternion rotation) | UnityEngine.Object | inlinestatic |
Internal_CloneSingle([NotNull("NullExceptionObject")] Object data) | UnityEngine.Object | private |
Internal_Create([Writable] Mesh mono) | UnityEngine.Mesh | private |
Internal_InstantiateSingle([NotNull("NullExceptionObject")] Object data, Vector3 pos, Quaternion rot) | UnityEngine.Object | inlineprivatestatic |
Internal_InstantiateSingle_Injected(Object data, ref Vector3 pos, ref Quaternion rot) | UnityEngine.Object | private |
InternalSetIndexBufferDataFromArray(Array data, int dataStart, int meshBufferStart, int count, int elemSize, MeshUpdateFlags flags) | UnityEngine.Mesh | private |
InternalSetVertexBufferDataFromArray(int stream, Array data, int dataStart, int meshBufferStart, int count, int elemSize, MeshUpdateFlags flags) | UnityEngine.Mesh | private |
IsNativeObjectAlive(Object o) | UnityEngine.Object | inlineprivatestatic |
m_CachedPtr | UnityEngine.Object | private |
MarkDynamic() | UnityEngine.Mesh | inline |
MarkDynamicImpl() | UnityEngine.Mesh | private |
Mesh() | UnityEngine.Mesh | inline |
name | UnityEngine.Object | |
normals | UnityEngine.Mesh | |
Object() | UnityEngine.Object | inline |
Object() | UnityEngine.Object | inlineprivatestatic |
objectIsNullMessage | UnityEngine.Object | privatestatic |
OffsetOfInstanceIDInCPlusPlusObject | UnityEngine.Object | packagestatic |
operator bool(Object exists) | UnityEngine.Object | inlinestatic |
operator!=(Object x, Object y) | UnityEngine.Object | inlinestatic |
operator==(Object x, Object y) | UnityEngine.Object | inlinestatic |
PrintErrorCantAccessChannel(VertexAttribute ch) | UnityEngine.Mesh | private |
PrintErrorCantAccessIndices() | UnityEngine.Mesh | inlineprivate |
RecalculateBounds() | UnityEngine.Mesh | inline |
RecalculateBounds([DefaultValue("MeshUpdateFlags.Default")] MeshUpdateFlags flags) | UnityEngine.Mesh | inline |
RecalculateBoundsImpl(MeshUpdateFlags flags) | UnityEngine.Mesh | private |
set_bounds_Injected(ref Bounds value) | UnityEngine.Mesh | private |
SetArrayForChannelImpl(VertexAttribute channel, VertexAttributeFormat format, int dim, Array values, int arraySize, int valuesStart, int valuesCount, MeshUpdateFlags flags) | UnityEngine.Mesh | private |
SetColors(List< Color32 > inColors) | UnityEngine.Mesh | inline |
SetColors(List< Color32 > inColors, int start, int length) | UnityEngine.Mesh | inline |
SetColors(List< Color32 > inColors, int start, int length, [DefaultValue("MeshUpdateFlags.Default")] MeshUpdateFlags flags) | UnityEngine.Mesh | inline |
SetIndexBufferData< T >(T[] data, int dataStart, int meshBufferStart, int count, MeshUpdateFlags flags=MeshUpdateFlags.Default) | UnityEngine.Mesh | inline |
SetIndexBufferParams(int indexCount, IndexFormat format) | UnityEngine.Mesh | |
SetIndicesImpl(int submesh, MeshTopology topology, IndexFormat indicesFormat, Array indices, int arrayStart, int arraySize, bool calculateBounds, int baseVertex) | UnityEngine.Mesh | private |
SetListForChannel< T >(VertexAttribute channel, VertexAttributeFormat format, int dim, List< T > values, int start, int length, MeshUpdateFlags flags) | UnityEngine.Mesh | inlineprivate |
SetListForChannel< T >(VertexAttribute channel, List< T > values, int start, int length, MeshUpdateFlags flags) | UnityEngine.Mesh | inlineprivate |
SetName([NotNull("NullExceptionObject")] Object obj, string name) | UnityEngine.Object | private |
SetNormals(List< Vector3 > inNormals) | UnityEngine.Mesh | inline |
SetNormals(List< Vector3 > inNormals, int start, int length) | UnityEngine.Mesh | inline |
SetNormals(List< Vector3 > inNormals, int start, int length, [DefaultValue("MeshUpdateFlags.Default")] MeshUpdateFlags flags) | UnityEngine.Mesh | inline |
SetSizedArrayForChannel(VertexAttribute channel, VertexAttributeFormat format, int dim, Array values, int valuesArrayLength, int valuesStart, int valuesCount, MeshUpdateFlags flags) | UnityEngine.Mesh | inlineprivate |
SetSubMesh(int index, SubMeshDescriptor desc, MeshUpdateFlags flags=MeshUpdateFlags.Default) | UnityEngine.Mesh | inline |
SetSubMesh_Injected(int index, ref SubMeshDescriptor desc, MeshUpdateFlags flags=MeshUpdateFlags.Default) | UnityEngine.Mesh | private |
SetTangents(List< Vector4 > inTangents) | UnityEngine.Mesh | inline |
SetTangents(List< Vector4 > inTangents, int start, int length) | UnityEngine.Mesh | inline |
SetTangents(List< Vector4 > inTangents, int start, int length, [DefaultValue("MeshUpdateFlags.Default")] MeshUpdateFlags flags) | UnityEngine.Mesh | inline |
SetTriangles(List< int > triangles, int submesh) | UnityEngine.Mesh | inline |
SetTriangles(List< int > triangles, int submesh, bool calculateBounds) | UnityEngine.Mesh | inline |
SetTriangles(List< int > triangles, int submesh, [DefaultValue("true")] bool calculateBounds, [DefaultValue("0")] int baseVertex) | UnityEngine.Mesh | inline |
SetTriangles(List< int > triangles, int trianglesStart, int trianglesLength, int submesh, bool calculateBounds=true, int baseVertex=0) | UnityEngine.Mesh | inline |
SetTrianglesImpl(int submesh, IndexFormat indicesFormat, Array triangles, int trianglesArrayLength, int start, int length, bool calculateBounds, int baseVertex) | UnityEngine.Mesh | inlineprivate |
SetUVs(int channel, List< Vector2 > uvs) | UnityEngine.Mesh | inline |
SetUVs(int channel, List< Vector4 > uvs) | UnityEngine.Mesh | inline |
SetUVs(int channel, List< Vector2 > uvs, int start, int length) | UnityEngine.Mesh | inline |
SetUVs(int channel, List< Vector2 > uvs, int start, int length, [DefaultValue("MeshUpdateFlags.Default")] MeshUpdateFlags flags) | UnityEngine.Mesh | inline |
SetUVs(int channel, List< Vector4 > uvs, int start, int length) | UnityEngine.Mesh | inline |
SetUVs(int channel, List< Vector4 > uvs, int start, int length, [DefaultValue("MeshUpdateFlags.Default")] MeshUpdateFlags flags) | UnityEngine.Mesh | inline |
SetUvsImpl< T >(int uvIndex, int dim, List< T > uvs, int start, int length, MeshUpdateFlags flags) | UnityEngine.Mesh | inlineprivate |
SetVertexBufferData< T >(T[] data, int dataStart, int meshBufferStart, int count, int stream=0, MeshUpdateFlags flags=MeshUpdateFlags.Default) | UnityEngine.Mesh | inline |
SetVertexBufferParams(int vertexCount, params VertexAttributeDescriptor[] attributes) | UnityEngine.Mesh | inline |
SetVertexBufferParamsFromArray(int vertexCount, params VertexAttributeDescriptor[] attributes) | UnityEngine.Mesh | private |
SetVertices(List< Vector3 > inVertices) | UnityEngine.Mesh | inline |
SetVertices(List< Vector3 > inVertices, int start, int length) | UnityEngine.Mesh | inline |
SetVertices(List< Vector3 > inVertices, int start, int length, [DefaultValue("MeshUpdateFlags.Default")] MeshUpdateFlags flags) | UnityEngine.Mesh | inline |
subMeshCount | UnityEngine.Mesh | |
tangents | UnityEngine.Mesh | |
ToString() | UnityEngine.Object | inline |
ToString(Object obj) | UnityEngine.Object | private |
UploadMeshData(bool markNoLongerReadable) | UnityEngine.Mesh | inline |
UploadMeshDataImpl(bool markNoLongerReadable) | UnityEngine.Mesh | private |
vertexCount | UnityEngine.Mesh | |
vertices | UnityEngine.Mesh |