wuxianshengcong/Library/PackageCache/com.unity.2d.aseprite@1.1.6/Editor/Common/InternalBridge/InternalEditorBridge.cs
2025-01-02 14:50:41 +08:00

37 lines
1.2 KiB
C#

using UnityEngine;
namespace UnityEditor.U2D.Aseprite.Common
{
internal static class InternalEditorBridge
{
public static bool DoesHardwareSupportsFullNPOT()
{
return ShaderUtil.hardwareSupportsFullNPOT;
}
public static Texture2D CreateTemporaryDuplicate(Texture2D tex, int width, int height)
{
return SpriteUtility.CreateTemporaryDuplicate(tex, width, height);
}
public static void ShowSpriteEditorWindow(Object obj = null)
{
SpriteUtilityWindow.ShowSpriteEditorWindow(obj);
}
public static void ApplySpriteEditorWindow()
{
SpriteUtilityWindow.ApplySpriteEditorWindow();
}
public static void AddManagedGameObject(this PreviewRenderUtility scene, GameObject go) => scene.AddManagedGO(go);
public static void RefreshInspectors() => InspectorWindow.RefreshInspectors();
public static void GenerateOutlineFromSprite(Sprite sprite, float detail, byte alphaTolerance, bool holeDetection, out Vector2[][] paths)
{
UnityEditor.Sprites.SpriteUtility.GenerateOutlineFromSprite(sprite, detail, alphaTolerance, holeDetection, out paths);
}
}
}