| AddPathNode(VectorPoint point) | Blaze.VectorPath | inline |
| AddPathNodeStart(VectorPoint point) | Blaze.VectorPath | inline |
| AngleBetween(UnityEngine.Vector2 a, UnityEngine.Vector2 b) | Blaze.VectorPath | inlineprivatestatic |
| Append(VectorPath path) | Blaze.VectorPath | inline |
| Arc(float centerX, float centerY, float radius, float sAngle, float eAngle, bool counterClockwise) | Blaze.VectorPath | inline |
| CheckClosed() | Blaze.VectorPath | inline |
| Clear() | Blaze.VectorPath | inline |
| Closed | Blaze.VectorPath | |
| CloseLast() | Blaze.VectorPath | inline |
| CloseNode | Blaze.VectorPath | |
| ClosePath() | Blaze.VectorPath | inline |
| ClosePathFast() | Blaze.VectorPath | inline |
| Contains(float x, float y) | Blaze.VectorPath | inline |
| Contains(float x, float y, VectorPoint from, VectorPoint to) | Blaze.VectorPath | inline |
| CopyInto(VectorPath path) | Blaze.VectorPath | inline |
| CopyPath() | Blaze.VectorPath | inline |
| CopySection(VectorPoint p1, float c1, VectorPoint p2, float c2) | Blaze.VectorPath | inline |
| CountNodes() | Blaze.VectorPath | inline |
| CurveTo(float c1x, float c1y, float c2x, float c2y, float x, float y) | Blaze.VectorPath | inline |
| EllipseArc(float rx, float ry, float xAxisRotation, float p1x, float p1y, bool largeArcFlag, bool sweepFlag) | Blaze.VectorPath | inline |
| FirstPathNode | Blaze.VectorPath | |
| Flip() | Blaze.VectorPath | inline |
| GetContours() | Blaze.VectorPath | inline |
| GetSignedArea() | Blaze.VectorPath | inline |
| GetVertexCount(float accuracy) | Blaze.VectorPath | inline |
| GetVertices(Vector3[] vertices, Vector3[] normals, float accuracy, float offsetX, float offsetY, float scale, ref int index, List< int > contourStarts) | Blaze.VectorPath | inline |
| Height | Blaze.VectorPath | |
| HoleSort() | Blaze.VectorPath | inline |
| HoleSorted | Blaze.VectorPath | protected |
| LatestPathNode | Blaze.VectorPath | |
| Length() | Blaze.VectorPath | inline |
| LineTo(float x, float y) | Blaze.VectorPath | inline |
| MinX | Blaze.VectorPath | |
| MinY | Blaze.VectorPath | |
| Move(float byX, float byY) | Blaze.VectorPath | inline |
| MoveTo(float x, float y) | Blaze.VectorPath | inline |
| Nearest(float x, float y) | Blaze.VectorPath | inline |
| Nearest(float x, float y, VectorPoint from, VectorPoint to) | Blaze.VectorPath | inline |
| PathNodeCount | Blaze.VectorPath | |
| QuadraticCurveTo(float cx, float cy, float x, float y) | Blaze.VectorPath | inline |
| RecalculateBounds() | Blaze.VectorPath | inline |
| RecalculateMeta() | Blaze.VectorPath | inline |
| Remove(VectorPoint point) | Blaze.VectorPath | inline |
| Replace(VectorPoint point, VectorPoint with) | Blaze.VectorPath | inline |
| Scale(float by) | Blaze.VectorPath | inline |
| Scale(float x, float y) | Blaze.VectorPath | inline |
| SelectPoint(int index) | Blaze.VectorPath | inline |
| Sheer(float by) | Blaze.VectorPath | inline |
| SimplifyCurve() | Blaze.VectorPath | inline |
| ToStraightLines() | Blaze.VectorPath | inline |
| ToStraightLines(float accuracy) | Blaze.VectorPath | inline |
| ToString() | Blaze.VectorPath | inline |
| Transform(Matrix4x4 mat) | Blaze.VectorPath | inline |
| TwoPI | Blaze.VectorPath | private |
| Unclosed | Blaze.VectorPath | |
| WasHoleSorted | Blaze.VectorPath | |
| Width | Blaze.VectorPath | |