| void .ctor() | Public+1 flags | | 0x00 |
| void SetPoint(int index, const Vector3& point) | Public | | 0x0C |
| void SetPoint(int index, const Vector2& point) | Public | | 0x08 |
| void SetColor(int index, const Color& color) | Public | | 0x10 |
| void AddPoint(float x, float y) | Public | | 0x04 |
| void AddPoint(float x, float y, float z) | Public | | 0x04 |
| void AddPoint(float x, float y, const Color& color) | Public | | 0x10 |
| void AddPoint(float x, float y, float z, const Color& color) | Public | | 0x10 |
| void AddPoint(const Vector3& pos) | Public | | 0x0C |
| void AddPoint(const Vector3& pos, const Color& color) | Public | | 0x10 |
| void AddPoint(const Vector3& pos, float thickness) | Public | | 0x0C |
| void AddPoint(const Vector3& pos, float thickness, const Color& color) | Public | | 0x10 |
| void AddPoint(const Vector2& pos) | Public | | 0x08 |
| void AddPoint(const Vector2& pos, const Color& color) | Public | | 0x10 |
| void AddPoint(const Vector2& pos, float thickness) | Public | | 0x08 |
| void AddPoint(const Vector2& pos, float thickness, const Color& color) | Public | | 0x10 |
| void AddPoints(IEnumerable<UnityEngine.Vector3> pts) | Public | | 0x08 |
| void AddPoints(const Vector3[]& pts) | Public | | 0x08 |
| void AddPoints(IEnumerable<UnityEngine.Vector2> pts) | Public | | 0x08 |
| void AddPoints(const Vector2[]& pts) | Public | | 0x08 |
| void AddPoints(IEnumerable<UnityEngine.Vector3> pts, const Color& color) | Public | | 0x10 |
| void AddPoints(IEnumerable<UnityEngine.Vector2> pts, const Color& color) | Public | | 0x10 |
| void AddPoints(IEnumerable<UnityEngine.Vector3> pts, IEnumerable<UnityEngine.Color> colors) | Public | | 0x08 |
| void AddPoints(IEnumerable<UnityEngine.Vector2> pts, IEnumerable<UnityEngine.Color> colors) | Public | | 0x08 |
| void AddPoints(IEnumerable<UnityEngine.Vector3> pts, IEnumerable<System.Single> thicknesses) | Public | | 0x08 |
| void AddPoints(IEnumerable<UnityEngine.Vector2> pts, IEnumerable<System.Single> thicknesses) | Public | | 0x08 |
| void AddPoints(IEnumerable<UnityEngine.Vector3> pts, IEnumerable<System.Single> thicknesses, IEnumerable<UnityEngine.Color> colors) | Public | | 0x08 |
| void AddPoints(IEnumerable<UnityEngine.Vector2> pts, IEnumerable<System.Single> thicknesses, IEnumerable<UnityEngine.Color> colors) | Public | | 0x08 |
| void BezierTo(const Vector3& startTangent, const Vector3& endTangent, const Vector3& end) | Public | | 0x0C |
| void BezierTo(const Vector3& startTangent, const Vector3& endTangent, const Vector3& end, float pointsPerTurn) | Public | | 0x0C |
| void BezierTo(const Vector3& startTangent, const Vector3& endTangent, const Vector3& end, int pointCount) | Public | | 0x0C |
| void BezierTo(const Vector3& startTangent, const Vector3& endTangent, const PolylinePoint& end) | Public | | 0x20 |
| void BezierTo(const Vector3& startTangent, const Vector3& endTangent, const PolylinePoint& end, float pointsPerTurn) | Public | | 0x20 |
| void BezierTo(const Vector3& startTangent, const Vector3& endTangent, const PolylinePoint& end, int pointCount) | Public | | 0x20 |
| void BezierTo(const PolylinePoint& startTangent, const PolylinePoint& endTangent, const PolylinePoint& end) | Public | | 0x20 |
| void BezierTo(const PolylinePoint& startTangent, const PolylinePoint& endTangent, const PolylinePoint& end, float pointsPerTurn) | Public | | 0x20 |
| void BezierTo(const PolylinePoint& startTangent, const PolylinePoint& endTangent, const PolylinePoint& end, int pointCount) | Public | | 0x20 |
| int CalcBezierPointCount(const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d, float pointsPerTurn) | PrivateStatic | | 0x0C |
| void ArcTo(const Vector3& corner, const Vector3& next, float radius, int pointCount) | Public | | 0x0C |
| void ArcTo(const Vector3& corner, const PolylinePoint& next, float radius, int pointCount) | Public | | 0x20 |
| void ArcTo(const Vector3& corner, const Vector3& next, float radius) | Public | | 0x0C |
| void ArcTo(const Vector3& corner, const PolylinePoint& next, float radius) | Public | | 0x20 |
| void ArcTo(const Vector3& corner, const Vector3& next, float radius, float pointsPerTurn) | Public | | 0x0C |
| void ArcTo(const Vector3& corner, const PolylinePoint& next, float radius, float pointsPerTurn) | Public | | 0x20 |
| void AddArcPoints(const Vector3& corner, const Vector3& next, float radius, bool useDensity, int targetPointCount, float pointsPerTurn) | Private | | 0x0C |
| void AddArcPoints(const Vector3& corner, const PolylinePoint& next, float radius, bool useDensity, int targetPointCount, float pointsPerTurn) | Private | | 0x20 |
| bool EnsureMeshIsReadyToRender(bool closed, const PolylineJoins& renderJoins, ref Mesh& outMesh) | Public | | 0x08 |
| void TryUpdateMesh(bool closed, const PolylineJoins& joins) | Private | | 0x04 |
| void ArcTo(const Vector3& corner, const Vector3& next, float radius, int pointCount, const Color& color) | Public | | 0x10 |
| void ArcTo(const Vector3& corner, const Vector3& next, float radius, const Color& color) | Public | | 0x10 |
| void ArcTo(const Vector3& corner, const Vector3& next, float radius, float pointsPerTurn, const Color& color) | Public | | 0x10 |
| void BezierTo(const Vector3& startTangent, const Vector3& endTangent, const Vector3& end, float pointsPerTurn, const Color& color) | Public | | 0x10 |
| void BezierTo(const Vector3& startTangent, const Vector3& endTangent, const Vector3& end, int pointCount, const Color& color) | Public | | 0x10 |
| void BezierTo(const Vector3& startTangent, const Vector3& endTangent, const Vector3& end, const Color& color) | Public | | 0x10 |