diff --git a/SVSim.BattleEngine/Engine/BetterList.cs b/SVSim.BattleEngine/Engine/BetterList.cs index 5f1cf408..c3c64c15 100644 --- a/SVSim.BattleEngine/Engine/BetterList.cs +++ b/SVSim.BattleEngine/Engine/BetterList.cs @@ -33,26 +33,6 @@ public class BetterList buffer = array; } - private void Trim() - { - if (size > 0) - { - if (size < buffer.Length) - { - T[] array = new T[size]; - for (int i = 0; i < size; i++) - { - array[i] = buffer[i]; - } - buffer = array; - } - } - else - { - buffer = null; - } - } - public void Clear() { size = 0; diff --git a/SVSim.BattleEngine/Engine/UIDrawCall.cs b/SVSim.BattleEngine/Engine/UIDrawCall.cs index 4b25191d..79aa3d0f 100644 --- a/SVSim.BattleEngine/Engine/UIDrawCall.cs +++ b/SVSim.BattleEngine/Engine/UIDrawCall.cs @@ -24,10 +24,6 @@ public class UIDrawCall : MonoBehaviour [HideInInspector] public int widgetCount; - [NonSerialized] - [HideInInspector] - public UIPanel manager; - [NonSerialized] [HideInInspector] public UIPanel panel; @@ -56,66 +52,10 @@ public class UIDrawCall : MonoBehaviour [NonSerialized] private bool mTextureClip; - private static List mCache = new List(10); - private static int[] ClipRange = null; private static int[] ClipArgs = null; - public int renderQueue - { - get - { - return mRenderQueue; - } - set - { - if (mRenderQueue != value) - { - mRenderQueue = value; - if (mDynamicMat != null) - { - mDynamicMat.renderQueue = value; - } - } - } - } - - public int sortingOrder - { - get - { - if (!(mRenderer != null)) - { - return 0; - } - return mRenderer.sortingOrder; - } - set - { - if (mRenderer != null && mRenderer.sortingOrder != value) - { - mRenderer.sortingOrder = value; - } - } - } - - public Material baseMaterial - { - get - { - return mMaterial; - } - set - { - if (mMaterial != value) - { - mMaterial = value; - mRebuildMat = true; - } - } - } - public Texture mainTexture { get @@ -265,22 +205,6 @@ public class UIDrawCall : MonoBehaviour return false; } - private Material RebuildMaterial() - { - NGUITools.DestroyImmediate(mDynamicMat); - CreateMaterial(); - mDynamicMat.renderQueue = mRenderQueue; - if (mTexture != null) - { - mDynamicMat.mainTexture = mTexture; - } - if (mRenderer != null) - { - mRenderer.sharedMaterials = new Material[1] { mDynamicMat }; - } - return mDynamicMat; - } - private void Awake() { if (ClipRange == null) @@ -305,26 +229,6 @@ public class UIDrawCall : MonoBehaviour } } - private static UIDrawCall Create(string name) - { - if (mInactiveList.size > 0) - { - UIDrawCall uIDrawCall = mInactiveList.Pop(); - mActiveList.Add(uIDrawCall); - if (name != null) - { - uIDrawCall.name = name; - } - NGUITools.SetActive(uIDrawCall.gameObject, state: true); - return uIDrawCall; - } - GameObject obj = new GameObject(name); - UnityEngine.Object.DontDestroyOnLoad(obj); - UIDrawCall uIDrawCall2 = obj.AddComponent(); - mActiveList.Add(uIDrawCall2); - return uIDrawCall2; - } - public static void ReleaseInactive() { int num = mInactiveList.size; diff --git a/SVSim.BattleEngine/Engine/UIGeometry.cs b/SVSim.BattleEngine/Engine/UIGeometry.cs index 2f02b841..7b080081 100644 --- a/SVSim.BattleEngine/Engine/UIGeometry.cs +++ b/SVSim.BattleEngine/Engine/UIGeometry.cs @@ -10,10 +10,6 @@ public class UIGeometry private BetterList mRtpVerts = new BetterList(); - private Vector3 mRtpNormal; - - private Vector4 mRtpTan; - public bool hasVertices => verts.size > 0; public void Clear() diff --git a/SVSim.BattleEngine/Engine/UIPanel.cs b/SVSim.BattleEngine/Engine/UIPanel.cs index 374981d6..49ae1add 100644 --- a/SVSim.BattleEngine/Engine/UIPanel.cs +++ b/SVSim.BattleEngine/Engine/UIPanel.cs @@ -13,7 +13,6 @@ public class UIPanel : UIRect public delegate void OnGeometryUpdated(); public delegate void OnClippingMoved(UIPanel panel); - public int startingRenderQueue = 3000; public int depth; public UIDrawCall.Clipping clipping; public Vector4 baseClipRegion; diff --git a/SVSim.BattleEngine/Shim/UnityEngine/UnityShim.cs b/SVSim.BattleEngine/Shim/UnityEngine/UnityShim.cs index 0188abd9..f47d5f15 100644 --- a/SVSim.BattleEngine/Shim/UnityEngine/UnityShim.cs +++ b/SVSim.BattleEngine/Shim/UnityEngine/UnityShim.cs @@ -341,7 +341,6 @@ public void Play(int hash, int layer, float normalizedTime) { } public Vector3 WorldToScreenPoint(Vector3 p) => p; public Ray ScreenPointToRay(Vector3 p) => default; } - public enum CameraClearFlags { } public partial struct CharacterInfo { } // ---- coroutine machinery (never pumped headless; types must exist) ----