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LedDataSourceBase

ClassLEDStudioLEDStudio
public abstract class LedDataSourceBase : MonoBehaviour, ILedSource

Base class for data source components that sit alongside a LEDStudio.LedBoardController and automatically feed content into the board. Add one of the concrete subclasses (LedTextDataSource, LedImageDataSource, LedVideoDataSource, LedRenderTextureDataSource, LedTimerDataSource, LedScoreDataSource) to the same GameObject or a child, and it will be discovered automatically — no manual wiring needed.

public string SourceId { get; }

No description is available for this member.

Returns

System.String — No return description is available.

public string LayerName { get; }

No description is available for this member.

Returns

System.String — No return description is available.

public int Priority { get; }

No description is available for this member.

Returns

System.Int32 — No return description is available.

public float Opacity { get; }

No description is available for this member.

Returns

System.Single — No return description is available.

public LedFitMode FitMode { get; }

No description is available for this member.

Returns

LEDStudio.LedFitMode — No return description is available.

public Rect Zone { get; }

No description is available for this member.

Returns

UnityEngine.Rect — No return description is available.

public UpdateScheduleSettings UpdateSchedule { get; }

No description is available for this member.

Returns

ImpossibleRobert.Common.Timing.UpdateScheduleSettings — No return description is available.

public abstract LedSourceType SourceType { get; }

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Returns

LEDStudio.LedSourceType — No return description is available.

public abstract bool IsReady { get; }

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Returns

System.Boolean — No return description is available.

public abstract bool IsDirty { get; }

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Returns

System.Boolean — No return description is available.

public abstract Texture OutputTexture { get; }

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Returns

UnityEngine.Texture — No return description is available.

ConfigureRuntimeLayer(string, Rect?, LedFitMode, int, float, string, UpdateScheduleSettings)

Section titled “ConfigureRuntimeLayer(string, Rect?, LedFitMode, int, float, string, UpdateScheduleSettings)”
public void ConfigureRuntimeLayer(string sourceId, Rect? zone = null, LedFitMode fitMode = LedFitMode.Fit, int priority = 0, float opacity = 1, string layerName = null, UpdateScheduleSettings updateSchedule = default)

No description is available for this member.

Parameters

Name Type Description
sourceId System.String
zone System.Nullable{UnityEngine.Rect}
fitMode LEDStudio.LedFitMode
priority System.Int32
opacity System.Single
layerName System.String
updateSchedule ImpossibleRobert.Common.Timing.UpdateScheduleSettings
protected virtual void Reset()

No description is available for this member.

public abstract void Prepare(Vector2Int targetResolution)

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Parameters

Name Type Description
targetResolution UnityEngine.Vector2Int
public abstract void UpdateSource(in TimeStep step)

No description is available for this member.

Parameters

Name Type Description
step ImpossibleRobert.Common.Timing.TimeStep
public abstract void MarkClean()

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public virtual void GetDirtyRects(List<RectInt> outRects)

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Parameters

Name Type Description
outRects System.Collections.Generic.List{UnityEngine.RectInt}
public virtual void Release()

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protected virtual void OnEnable()

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protected virtual void OnDisable()

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protected virtual void OnDestroy()

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protected virtual void OnValidate()

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