Beispiel #1
0
        static int _s_set_carvingTimeToStationary(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.AI.NavMeshObstacle gen_to_be_invoked = (UnityEngine.AI.NavMeshObstacle)translator.FastGetCSObj(L, 1);
                gen_to_be_invoked.carvingTimeToStationary = (float)LuaAPI.lua_tonumber(L, 2);
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(0);
        }
Beispiel #2
0
        static int _g_get_radius(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.AI.NavMeshObstacle gen_to_be_invoked = (UnityEngine.AI.NavMeshObstacle)translator.FastGetCSObj(L, 1);
                LuaAPI.lua_pushnumber(L, gen_to_be_invoked.radius);
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(1);
        }
Beispiel #3
0
        static int _s_set_size(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                UnityEngine.AI.NavMeshObstacle __cl_gen_to_be_invoked = (UnityEngine.AI.NavMeshObstacle)translator.FastGetCSObj(L, 1);
                UnityEngine.Vector3            __cl_gen_value; translator.Get(L, 2, out __cl_gen_value);
                __cl_gen_to_be_invoked.size = __cl_gen_value;
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(0);
        }
Beispiel #4
0
        static int _s_set_center(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.AI.NavMeshObstacle gen_to_be_invoked = (UnityEngine.AI.NavMeshObstacle)translator.FastGetCSObj(L, 1);
                UnityEngine.Vector3            gen_value; translator.Get(L, 2, out gen_value);
                gen_to_be_invoked.center = gen_value;
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(0);
        }
Beispiel #5
0
        static int __CreateInstance(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
                if (LuaAPI.lua_gettop(L) == 1)
                {
                    UnityEngine.AI.NavMeshObstacle gen_ret = new UnityEngine.AI.NavMeshObstacle();
                    translator.Push(L, gen_ret);

                    return(1);
                }
            }
            catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.AI.NavMeshObstacle constructor!"));
        }
 /// <summary>
 /// Write the specified value using the writer.
 /// </summary>
 /// <param name="value">Value.</param>
 /// <param name="writer">Writer.</param>
 public override void Write(object value, ISaveGameWriter writer)
 {
     UnityEngine.AI.NavMeshObstacle navMeshObstacle = (UnityEngine.AI.NavMeshObstacle)value;
     writer.WriteProperty("height", navMeshObstacle.height);
     writer.WriteProperty("radius", navMeshObstacle.radius);
     writer.WriteProperty("velocity", navMeshObstacle.velocity);
     writer.WriteProperty("carving", navMeshObstacle.carving);
     writer.WriteProperty("carveOnlyStationary", navMeshObstacle.carveOnlyStationary);
     writer.WriteProperty("carvingMoveThreshold", navMeshObstacle.carvingMoveThreshold);
     writer.WriteProperty("carvingTimeToStationary", navMeshObstacle.carvingTimeToStationary);
     writer.WriteProperty("shape", navMeshObstacle.shape);
     writer.WriteProperty("center", navMeshObstacle.center);
     writer.WriteProperty("size", navMeshObstacle.size);
     writer.WriteProperty("enabled", navMeshObstacle.enabled);
     writer.WriteProperty("tag", navMeshObstacle.tag);
     writer.WriteProperty("name", navMeshObstacle.name);
     writer.WriteProperty("hideFlags", navMeshObstacle.hideFlags);
 }
 public override void ReadFrom(object obj)
 {
     base.ReadFrom(obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.AI.NavMeshObstacle o = (UnityEngine.AI.NavMeshObstacle)obj;
     height                  = o.height;
     radius                  = o.radius;
     velocity                = o.velocity;
     carving                 = o.carving;
     carveOnlyStationary     = o.carveOnlyStationary;
     carvingMoveThreshold    = o.carvingMoveThreshold;
     carvingTimeToStationary = o.carvingTimeToStationary;
     shape  = (uint)o.shape;
     center = o.center;
     size   = o.size;
 }
 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.AI.NavMeshObstacle o = (UnityEngine.AI.NavMeshObstacle)obj;
     o.height                  = height;
     o.radius                  = radius;
     o.velocity                = velocity;
     o.carving                 = carving;
     o.carveOnlyStationary     = carveOnlyStationary;
     o.carvingMoveThreshold    = carvingMoveThreshold;
     o.carvingTimeToStationary = carvingTimeToStationary;
     o.shape  = (UnityEngine.AI.NavMeshObstacleShape)shape;
     o.center = center;
     o.size   = size;
     return(o);
 }
        /// <summary>
        /// Read the data into the specified value.
        /// </summary>
        /// <param name="value">Value.</param>
        /// <param name="reader">Reader.</param>
        public override void ReadInto(object value, ISaveGameReader reader)
        {
            UnityEngine.AI.NavMeshObstacle navMeshObstacle = (UnityEngine.AI.NavMeshObstacle)value;
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "height":
                    navMeshObstacle.height = reader.ReadProperty <System.Single> ();
                    break;

                case "radius":
                    navMeshObstacle.radius = reader.ReadProperty <System.Single> ();
                    break;

                case "velocity":
                    navMeshObstacle.velocity = reader.ReadProperty <UnityEngine.Vector3> ();
                    break;

                case "carving":
                    navMeshObstacle.carving = reader.ReadProperty <System.Boolean> ();
                    break;

                case "carveOnlyStationary":
                    navMeshObstacle.carveOnlyStationary = reader.ReadProperty <System.Boolean> ();
                    break;

                case "carvingMoveThreshold":
                    navMeshObstacle.carvingMoveThreshold = reader.ReadProperty <System.Single> ();
                    break;

                case "carvingTimeToStationary":
                    navMeshObstacle.carvingTimeToStationary = reader.ReadProperty <System.Single> ();
                    break;

                case "shape":
                    navMeshObstacle.shape = reader.ReadProperty <UnityEngine.AI.NavMeshObstacleShape> ();
                    break;

                case "center":
                    navMeshObstacle.center = reader.ReadProperty <UnityEngine.Vector3> ();
                    break;

                case "size":
                    navMeshObstacle.size = reader.ReadProperty <UnityEngine.Vector3> ();
                    break;

                case "enabled":
                    navMeshObstacle.enabled = reader.ReadProperty <System.Boolean> ();
                    break;

                case "tag":
                    navMeshObstacle.tag = reader.ReadProperty <System.String> ();
                    break;

                case "name":
                    navMeshObstacle.name = reader.ReadProperty <System.String> ();
                    break;

                case "hideFlags":
                    navMeshObstacle.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> ();
                    break;
                }
            }
        }
 /// <summary>
 /// Read the data using the reader.
 /// </summary>
 /// <param name="reader">Reader.</param>
 public override object Read(ISaveGameReader reader)
 {
     UnityEngine.AI.NavMeshObstacle navMeshObstacle = SaveGameType.CreateComponent <UnityEngine.AI.NavMeshObstacle> ();
     ReadInto(navMeshObstacle, reader);
     return(navMeshObstacle);
 }