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); } } }