| void set_hasPopInstruction(bool value) | Public+1 flags | | 0x01 |
| int get_materialCount() | Public+1 flags | | 0x04 |
| void set_materialCount(int value) | Public+1 flags | | 0x04 |
| void set_popMaterialCount(int value) | Public+1 flags | | 0x04 |
| int get_absoluteDepth() | Public+1 flags | | 0x04 |
| bool get_hasMoved() | Public+1 flags | | 0x01 |
| bool get_cullTransparentMesh() | Public+1 flags | | 0x01 |
| void set_cullTransparentMesh(bool value) | Public+1 flags | | 0x01 |
| bool get_cull() | Public+1 flags | | 0x01 |
| void set_cull(bool value) | Public+1 flags | | 0x01 |
| void SetColor(const Color& color) | Public | | 0x10 |
| Color GetColor() | Public | | 0x10 |
| void EnableRectClipping(const Rect& rect) | Public | | 0x10 |
| void set_clippingSoftness(const Vector2& value) | Public+1 flags | | 0x08 |
| void DisableRectClipping() | Public | | 0x00 |
| void SetMaterial(Material material, int index) | Public | | 0x08 |
| Material GetMaterial(int index) | Public | | 0x08 |
| void SetPopMaterial(Material material, int index) | Public | | 0x08 |
| void SetTexture(Texture texture) | Public | | 0x08 |
| void SetAlphaTexture(Texture texture) | Public | | 0x08 |
| void SetMesh(Mesh mesh) | Public | | 0x08 |
| void Clear() | Public | | 0x00 |
| void SetMaterial(Material material, Texture texture) | Public | | 0x08 |
| Material GetMaterial() | Public | | 0x08 |
| void SplitUIVertexStreams(List<UnityEngine.UIVertex> verts, List<UnityEngine.Vector3> positions, List<UnityEngine.Color32> colors, List<UnityEngine.Vector4> uv0S, List<UnityEngine.Vector4> uv1S, List<UnityEngine.Vector4> uv2S, List<UnityEngine.Vector4> uv3S, List<UnityEngine.Vector3> normals, List<UnityEngine.Vector4> tangents, List<System.Int32> indices) | PublicStatic | | 0x08 |
| void CreateUIVertexStream(List<UnityEngine.UIVertex> verts, List<UnityEngine.Vector3> positions, List<UnityEngine.Color32> colors, List<UnityEngine.Vector4> uv0S, List<UnityEngine.Vector4> uv1S, List<UnityEngine.Vector4> uv2S, List<UnityEngine.Vector4> uv3S, List<UnityEngine.Vector3> normals, List<UnityEngine.Vector4> tangents, List<System.Int32> indices) | PublicStatic | | 0x08 |
| void AddUIVertexStream(List<UnityEngine.UIVertex> verts, List<UnityEngine.Vector3> positions, List<UnityEngine.Color32> colors, List<UnityEngine.Vector4> uv0S, List<UnityEngine.Vector4> uv1S, List<UnityEngine.Vector4> uv2S, List<UnityEngine.Vector4> uv3S, List<UnityEngine.Vector3> normals, List<UnityEngine.Vector4> tangents) | PublicStatic | | 0x08 |
| void SplitIndicesStreamsInternal(object verts, object indices) | PrivateStatic | | 0x08 |
| void SplitUIVertexStreamsInternal(object verts, object positions, object colors, object uv0S, object uv1S, object uv2S, object uv3S, object normals, object tangents) | PrivateStatic | | 0x08 |
| void CreateUIVertexStreamInternal(object verts, object positions, object colors, object uv0S, object uv1S, object uv2S, object uv3S, object normals, object tangents, object indices) | PrivateStatic | | 0x08 |
| void SetColor_Injected(ref Color& color) | Private | | 0x10 |
| void GetColor_Injected(ref Color& ret) | Private | | 0x10 |
| void EnableRectClipping_Injected(ref Rect& rect) | Private | | 0x10 |
| void set_clippingSoftness_Injected(ref Vector2& value) | Private+1 flags | | 0x08 |