scripts
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@@ -0,0 +1,69 @@
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using System;
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using System.Runtime.CompilerServices;
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using UnityEngine.Scripting;
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namespace UnityEngine
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{
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// Token: 0x020000D3 RID: 211
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public sealed class SparseTexture : Texture
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{
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// Token: 0x06000F63 RID: 3939 RVA: 0x00014FE0 File Offset: 0x000131E0
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public SparseTexture(int width, int height, TextureFormat format, int mipCount)
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{
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SparseTexture.Internal_Create(this, width, height, format, mipCount, false);
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}
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// Token: 0x06000F64 RID: 3940 RVA: 0x00014FF8 File Offset: 0x000131F8
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public SparseTexture(int width, int height, TextureFormat format, int mipCount, bool linear)
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{
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SparseTexture.Internal_Create(this, width, height, format, mipCount, linear);
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}
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// Token: 0x17000332 RID: 818
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// (get) Token: 0x06000F65 RID: 3941
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public extern int tileWidth
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{
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[GeneratedByOldBindingsGenerator]
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[MethodImpl(MethodImplOptions.InternalCall)]
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get;
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}
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// Token: 0x17000333 RID: 819
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// (get) Token: 0x06000F66 RID: 3942
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public extern int tileHeight
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{
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[GeneratedByOldBindingsGenerator]
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[MethodImpl(MethodImplOptions.InternalCall)]
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get;
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}
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// Token: 0x17000334 RID: 820
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// (get) Token: 0x06000F67 RID: 3943
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public extern bool isCreated
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{
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[GeneratedByOldBindingsGenerator]
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[MethodImpl(MethodImplOptions.InternalCall)]
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get;
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}
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// Token: 0x06000F68 RID: 3944
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[GeneratedByOldBindingsGenerator]
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[MethodImpl(MethodImplOptions.InternalCall)]
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private static extern void Internal_Create([Writable] SparseTexture mono, int width, int height, TextureFormat format, int mipCount, bool linear);
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// Token: 0x06000F69 RID: 3945
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[GeneratedByOldBindingsGenerator]
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[MethodImpl(MethodImplOptions.InternalCall)]
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public extern void UpdateTile(int tileX, int tileY, int miplevel, Color32[] data);
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// Token: 0x06000F6A RID: 3946
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[GeneratedByOldBindingsGenerator]
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[MethodImpl(MethodImplOptions.InternalCall)]
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public extern void UpdateTileRaw(int tileX, int tileY, int miplevel, byte[] data);
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// Token: 0x06000F6B RID: 3947
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[GeneratedByOldBindingsGenerator]
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[MethodImpl(MethodImplOptions.InternalCall)]
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public extern void UnloadTile(int tileX, int tileY, int miplevel);
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}
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}
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