using System; using UnityEngine.UIElements; using Unity.Collections; namespace UnityEngine.U2D.Common { internal static class InternalEngineBridge { public static void SetLocalAABB(SpriteRenderer spriteRenderer, Bounds aabb) { spriteRenderer.SetLocalAABB(aabb); } public static void SetDeformableBuffer(SpriteRenderer spriteRenderer, NativeArray src) { spriteRenderer.SetDeformableBuffer(src); } public static Vector2 GUIUnclip(Vector2 v) { return GUIClip.Unclip(v); } public static Rect GetGUIClipTopMostRect() { return GUIClip.topmostRect; } public static Rect GetGUIClipTopRect() { return GUIClip.GetTopRect(); } public static void SetBatchDeformableBufferAndLocalAABBArray(SpriteRenderer[] spriteRenderers, NativeArray buffers, NativeArray bufferSizes, NativeArray bounds) { SpriteRendererDataAccessExtensions.SetBatchDeformableBufferAndLocalAABBArray(spriteRenderers, buffers, bufferSizes, bounds); } #if UNITY_EDITOR public static void SetLocalEulerHint(Transform t) { t.SetLocalEulerHint(t.GetLocalEulerAngles(t.rotationOrder)); } public static bool IsChecked(this VisualElement element) { return (element.pseudoStates & PseudoStates.Checked) == PseudoStates.Checked; } public static void SetChecked(this VisualElement element, bool isChecked) { if (isChecked) { element.pseudoStates |= PseudoStates.Checked; } else { element.pseudoStates &= ~PseudoStates.Checked; } } #endif } }