Beispiel #1
0
        /// <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.EventSystems.StandaloneInputModule standaloneInputModule = (UnityEngine.EventSystems.StandaloneInputModule)value;
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "forceModuleActive":
                    standaloneInputModule.forceModuleActive = reader.ReadProperty <System.Boolean> ();
                    break;

                case "inputActionsPerSecond":
                    standaloneInputModule.inputActionsPerSecond = reader.ReadProperty <System.Single> ();
                    break;

                case "repeatDelay":
                    standaloneInputModule.repeatDelay = reader.ReadProperty <System.Single> ();
                    break;

                case "horizontalAxis":
                    standaloneInputModule.horizontalAxis = reader.ReadProperty <System.String> ();
                    break;

                case "verticalAxis":
                    standaloneInputModule.verticalAxis = reader.ReadProperty <System.String> ();
                    break;

                case "submitButton":
                    standaloneInputModule.submitButton = reader.ReadProperty <System.String> ();
                    break;

                case "cancelButton":
                    standaloneInputModule.cancelButton = reader.ReadProperty <System.String> ();
                    break;

                case "useGUILayout":
                    standaloneInputModule.useGUILayout = reader.ReadProperty <System.Boolean> ();
                    break;

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

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

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

                case "hideFlags":
                    standaloneInputModule.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> ();
                    break;
                }
            }
        }
Beispiel #2
0
 ///Init the event system if not exist.
 private void InitEventSystem()
 {
     UnityEngine.EventSystems.EventSystem es = GameObject.FindObjectOfType <UnityEngine.EventSystems.EventSystem>();
     if (es == null)
     {
         GameObject eventsystem = new GameObject("EventSystem");
         eventsystem.AddComponent <UnityEngine.EventSystems.EventSystem>();
         UnityEngine.EventSystems.StandaloneInputModule sim = eventsystem.AddComponent <UnityEngine.EventSystems.StandaloneInputModule>();
         sim.forceModuleActive = true;
     }
 }
Beispiel #3
0
        static int _s_set_verticalAxis(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                UnityEngine.EventSystems.StandaloneInputModule __cl_gen_to_be_invoked = (UnityEngine.EventSystems.StandaloneInputModule)translator.FastGetCSObj(L, 1);
                __cl_gen_to_be_invoked.verticalAxis = LuaAPI.lua_tostring(L, 2);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(0);
        }
        static int _g_get_verticalAxis(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.EventSystems.StandaloneInputModule gen_to_be_invoked = (UnityEngine.EventSystems.StandaloneInputModule)translator.FastGetCSObj(L, 1);
                LuaAPI.lua_pushstring(L, gen_to_be_invoked.verticalAxis);
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(1);
        }
Beispiel #5
0
        static int _s_set_inputActionsPerSecond(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                UnityEngine.EventSystems.StandaloneInputModule __cl_gen_to_be_invoked = (UnityEngine.EventSystems.StandaloneInputModule)translator.FastGetCSObj(L, 1);
                __cl_gen_to_be_invoked.inputActionsPerSecond = (float)LuaAPI.lua_tonumber(L, 2);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(0);
        }
        static int _s_set_cancelButton(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.EventSystems.StandaloneInputModule gen_to_be_invoked = (UnityEngine.EventSystems.StandaloneInputModule)translator.FastGetCSObj(L, 1);
                gen_to_be_invoked.cancelButton = LuaAPI.lua_tostring(L, 2);
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(0);
        }
Beispiel #7
0
        static int _g_get_cancelButton(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                UnityEngine.EventSystems.StandaloneInputModule __cl_gen_to_be_invoked = (UnityEngine.EventSystems.StandaloneInputModule)translator.FastGetCSObj(L, 1);
                LuaAPI.lua_pushstring(L, __cl_gen_to_be_invoked.cancelButton);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(1);
        }
Beispiel #8
0
        static StackObject *Process_19(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.EventSystems.StandaloneInputModule instance_of_this_method = (UnityEngine.EventSystems.StandaloneInputModule) typeof(UnityEngine.EventSystems.StandaloneInputModule).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.Process();

            return(__ret);
        }
Beispiel #9
0
        static StackObject *get_cancelButton_12(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.EventSystems.StandaloneInputModule instance_of_this_method = (UnityEngine.EventSystems.StandaloneInputModule) typeof(UnityEngine.EventSystems.StandaloneInputModule).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = instance_of_this_method.cancelButton;

            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
Beispiel #10
0
        // ----------------------------------
        static public UnityEngine.EventSystems.EventSystem CreateEventSystem(
            string name,
            CreationMode creationMode,
            string undoName = null)
        {
            int eventSysPresence = IsThereEventSystemInTheScene();

            if ((eventSysPresence != 0) && (creationMode == CreationMode.OnlyIfNotPresent))
            {
                return(null);
            }

            if ((eventSysPresence != 0) && (creationMode == CreationMode.AskIfPresent))
            {
                if (!EditorUtility.DisplayDialog("Control Freak 2 - Create Event System", (eventSysPresence == 1) ?
                                                 "There's a CF2 Event System in the scene already. Do you want to create a new one anyway?" :
                                                 "There's an Event System in the scene, but it isn't using CF2 Input Module. Do you want to create a new one anyway?", "Yes", "No"))
                {
                    return(null);
                }
            }

            UnityEngine.EventSystems.EventSystem eventSys =
                (UnityEngine.EventSystems.EventSystem)TouchControlWizardUtils.CreateObjectWithComponent(name, typeof(UnityEngine.EventSystems.EventSystem));

            eventSys.gameObject.AddComponent(typeof(ControlFreak2.GamepadInputModule));
            //eventSys.gameObject.AddComponent(typeof(ControlFreak2.MouseInputModule));

#if UNITY_PRE_5_3
            eventSys.gameObject.AddComponent(typeof(UnityEngine.EventSystems.TouchInputModule));
#endif

            UnityEngine.EventSystems.StandaloneInputModule standaloneModule =
                (UnityEngine.EventSystems.StandaloneInputModule)eventSys.gameObject.AddComponent(typeof(UnityEngine.EventSystems.StandaloneInputModule));

            standaloneModule.horizontalAxis = InputRig.CF_EMPTY_AXIS;
            standaloneModule.verticalAxis   = InputRig.CF_EMPTY_AXIS;
            standaloneModule.submitButton   = InputRig.CF_EMPTY_AXIS;
            standaloneModule.cancelButton   = InputRig.CF_EMPTY_AXIS;


            if (undoName != null)
            {
                Undo.RegisterCreatedObjectUndo(eventSys.gameObject, undoName);
            }

            return(eventSys);
        }
Beispiel #11
0
 /// <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.EventSystems.StandaloneInputModule standaloneInputModule = (UnityEngine.EventSystems.StandaloneInputModule)value;
     writer.WriteProperty("forceModuleActive", standaloneInputModule.forceModuleActive);
     writer.WriteProperty("inputActionsPerSecond", standaloneInputModule.inputActionsPerSecond);
     writer.WriteProperty("repeatDelay", standaloneInputModule.repeatDelay);
     writer.WriteProperty("horizontalAxis", standaloneInputModule.horizontalAxis);
     writer.WriteProperty("verticalAxis", standaloneInputModule.verticalAxis);
     writer.WriteProperty("submitButton", standaloneInputModule.submitButton);
     writer.WriteProperty("cancelButton", standaloneInputModule.cancelButton);
     writer.WriteProperty("useGUILayout", standaloneInputModule.useGUILayout);
     writer.WriteProperty("enabled", standaloneInputModule.enabled);
     writer.WriteProperty("tag", standaloneInputModule.tag);
     writer.WriteProperty("name", standaloneInputModule.name);
     writer.WriteProperty("hideFlags", standaloneInputModule.hideFlags);
 }
Beispiel #12
0
        static StackObject *get_repeatDelay_4(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.EventSystems.StandaloneInputModule instance_of_this_method = (UnityEngine.EventSystems.StandaloneInputModule) typeof(UnityEngine.EventSystems.StandaloneInputModule).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = instance_of_this_method.repeatDelay;

            __ret->ObjectType       = ObjectTypes.Float;
            *(float *)&__ret->Value = result_of_this_method;
            return(__ret + 1);
        }
 public override void ReadFrom(object obj)
 {
     base.ReadFrom(obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.EventSystems.StandaloneInputModule o = (UnityEngine.EventSystems.StandaloneInputModule)obj;
     forceModuleActive     = o.forceModuleActive;
     inputActionsPerSecond = o.inputActionsPerSecond;
     repeatDelay           = o.repeatDelay;
     horizontalAxis        = o.horizontalAxis;
     verticalAxis          = o.verticalAxis;
     submitButton          = o.submitButton;
     cancelButton          = o.cancelButton;
 }
Beispiel #14
0
        static StackObject *get_forceModuleActive_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.EventSystems.StandaloneInputModule instance_of_this_method = (UnityEngine.EventSystems.StandaloneInputModule) typeof(UnityEngine.EventSystems.StandaloneInputModule).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = instance_of_this_method.forceModuleActive;

            __ret->ObjectType = ObjectTypes.Integer;
            __ret->Value      = result_of_this_method ? 1 : 0;
            return(__ret + 1);
        }
 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.EventSystems.StandaloneInputModule o = (UnityEngine.EventSystems.StandaloneInputModule)obj;
     o.forceModuleActive     = forceModuleActive;
     o.inputActionsPerSecond = inputActionsPerSecond;
     o.repeatDelay           = repeatDelay;
     o.horizontalAxis        = horizontalAxis;
     o.verticalAxis          = verticalAxis;
     o.submitButton          = submitButton;
     o.cancelButton          = cancelButton;
     return(o);
 }
Beispiel #16
0
        static StackObject *set_forceModuleActive_1(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.Boolean @value = ptr_of_this_method->Value == 1;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.EventSystems.StandaloneInputModule instance_of_this_method = (UnityEngine.EventSystems.StandaloneInputModule) typeof(UnityEngine.EventSystems.StandaloneInputModule).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.forceModuleActive = value;

            return(__ret);
        }
Beispiel #17
0
        static StackObject *set_repeatDelay_5(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.Single @value = *(float *)&ptr_of_this_method->Value;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.EventSystems.StandaloneInputModule instance_of_this_method = (UnityEngine.EventSystems.StandaloneInputModule) typeof(UnityEngine.EventSystems.StandaloneInputModule).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.repeatDelay = value;

            return(__ret);
        }
Beispiel #18
0
        static StackObject *set_horizontalAxis_7(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.String @value = (System.String) typeof(System.String).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.EventSystems.StandaloneInputModule instance_of_this_method = (UnityEngine.EventSystems.StandaloneInputModule) typeof(UnityEngine.EventSystems.StandaloneInputModule).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.horizontalAxis = value;

            return(__ret);
        }
Beispiel #19
0
        static int _m_UpdateModule(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            UnityEngine.EventSystems.StandaloneInputModule __cl_gen_to_be_invoked = (UnityEngine.EventSystems.StandaloneInputModule)translator.FastGetCSObj(L, 1);


            try {
                {
                    __cl_gen_to_be_invoked.UpdateModule(  );



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Beispiel #20
0
        static int _m_IsModuleSupported(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            UnityEngine.EventSystems.StandaloneInputModule __cl_gen_to_be_invoked = (UnityEngine.EventSystems.StandaloneInputModule)translator.FastGetCSObj(L, 1);


            try {
                {
                    bool __cl_gen_ret = __cl_gen_to_be_invoked.IsModuleSupported(  );
                    LuaAPI.lua_pushboolean(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Beispiel #21
0
        void InitializeUiInputEventSystem()
        {
            if (Application.isPlaying)
            {
                GameObject root = RootObject != null ? RootObject : Setting.gameObject;

                if (m_eventSystem != null)
                {
                    Object.Destroy(m_eventSystem);
                }

                m_eventSystem = root.AddComponent <UnityEngine.EventSystems.EventSystem>();

                if (m_standaloneInputModule != null)
                {
                    Object.Destroy(m_standaloneInputModule);
                }

                m_standaloneInputModule = root.AddComponent <UnityEngine.EventSystems.StandaloneInputModule>();
            }
        }
        static int _m_ShouldActivateModule(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                UnityEngine.EventSystems.StandaloneInputModule gen_to_be_invoked = (UnityEngine.EventSystems.StandaloneInputModule)translator.FastGetCSObj(L, 1);



                {
                    bool gen_ret = gen_to_be_invoked.ShouldActivateModule(  );
                    LuaAPI.lua_pushboolean(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
Beispiel #23
0
 /// <summary>
 /// Read the data using the reader.
 /// </summary>
 /// <param name="reader">Reader.</param>
 public override object Read(ISaveGameReader reader)
 {
     UnityEngine.EventSystems.StandaloneInputModule standaloneInputModule = SaveGameType.CreateComponent <UnityEngine.EventSystems.StandaloneInputModule> ();
     ReadInto(standaloneInputModule, reader);
     return(standaloneInputModule);
 }