Astra Unity 2.6.6
Astra Unity Plugin
|
Public Member Functions | |
Color? | GetColor (int submaterialSlot, int materialSlot=0) |
Returns a nullable color for the material inside the submaterial slot A color may be null if there is no current tracked value and you must account for this A null is an acceptable color, it means DO NOT OVERRIDE the material's color (think Color(0,0,0,0)) More... | |
bool | ApplyColor (Color color, int submaterialSlot=0, int materialSlot=0) |
Sets the color tint for a material Defaults to the first slot of the submaterial Defaults to the first slot of the material if not specified More... | |
bool | ClearColor (int subMaterialSlot=0, int materialSlot=0) |
Removes any color tint from the material More... | |
List< List< Color > > | GetColorPaletteOptions (int materialSlot) |
int | GetColorOptionCount (int materialSlot) |
int | GetMaterialCount () |
bool | CopyMaterialIntoColorData (int submaterialSlot=-1, int materialSlot=-1) |
Discover the existing colors that exist on the current material into the serialized values being tracked More... | |
bool Astra.Asset.IColorInterface.ApplyColor | ( | Color | color, |
int | submaterialSlot = 0 , |
||
int | materialSlot = 0 |
||
) |
Sets the color tint for a material Defaults to the first slot of the submaterial Defaults to the first slot of the material if not specified
color | The color you want to tint, blends on alpha channel |
subMaterialSlot | Which sub material slot (0->3) |
materialSlot | Which submesh material slot, defaults to 0 |
Implemented in Astra.Asset.EyeItem, Astra.Asset.FigureItem, Astra.Asset.CompoundItem, Astra.Asset.DecalItem, and Astra.Asset.MeshItem.
bool Astra.Asset.IColorInterface.ClearColor | ( | int | subMaterialSlot = 0 , |
int | materialSlot = 0 |
||
) |
Removes any color tint from the material
subMaterialSlot | Which sub material slot (0->3) |
materialSlot | Which submesh material slot, defaults to 0 |
Implemented in Astra.Asset.CompoundItem, Astra.Asset.EyeItem, Astra.Asset.FigureItem, Astra.Asset.DecalItem, and Astra.Asset.MeshItem.
bool Astra.Asset.IColorInterface.CopyMaterialIntoColorData | ( | int | submaterialSlot = -1 , |
int | materialSlot = -1 |
||
) |
Discover the existing colors that exist on the current material into the serialized values being tracked
submaterialSlot | If -1 copy all sub material colors for the material(s) |
materialSlot | If -1 copy all material(s) on this item |
Implemented in Astra.Asset.CompoundItem, Astra.Asset.DecalItem, and Astra.Asset.MeshItem.
Color? Astra.Asset.IColorInterface.GetColor | ( | int | submaterialSlot, |
int | materialSlot = 0 |
||
) |
Returns a nullable color for the material inside the submaterial slot A color may be null if there is no current tracked value and you must account for this A null is an acceptable color, it means DO NOT OVERRIDE the material's color (think Color(0,0,0,0))
submaterialSlot | Shaders support multiple color tints, this is the tint slot of the material |
materialSlot | This represents the material slot, or the submesh slot |
Implemented in Astra.Asset.CompoundItem, Astra.Asset.FigureItem, Astra.Asset.MeshItem, and Astra.Asset.DecalItem.
int Astra.Asset.IColorInterface.GetColorOptionCount | ( | int | materialSlot | ) |
Implemented in Astra.Asset.FigureItem, Astra.Asset.CompoundItem, Astra.Asset.DecalItem, and Astra.Asset.MeshItem.
List< List< Color > > Astra.Asset.IColorInterface.GetColorPaletteOptions | ( | int | materialSlot | ) |
Implemented in Astra.Asset.FigureItem, Astra.Asset.CompoundItem, Astra.Asset.DecalItem, and Astra.Asset.MeshItem.
int Astra.Asset.IColorInterface.GetMaterialCount | ( | ) |
Implemented in Astra.Asset.CompoundItem, Astra.Asset.DecalItem, Astra.Asset.FigureItem, and Astra.Asset.MeshItem.