static int _s_set_useGraphicAlpha(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                UnityEngine.UI.Shadow __cl_gen_to_be_invoked = (UnityEngine.UI.Shadow)translator.FastGetCSObj(L, 1);
                __cl_gen_to_be_invoked.useGraphicAlpha = LuaAPI.lua_toboolean(L, 2);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(0);
        }
Beispiel #2
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        static int _g_get_effectColor(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.UI.Shadow gen_to_be_invoked = (UnityEngine.UI.Shadow)translator.FastGetCSObj(L, 1);
                translator.PushUnityEngineColor(L, gen_to_be_invoked.effectColor);
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(1);
        }
Beispiel #3
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        static int _g_get_useGraphicAlpha(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.UI.Shadow gen_to_be_invoked = (UnityEngine.UI.Shadow)translator.FastGetCSObj(L, 1);
                LuaAPI.lua_pushboolean(L, gen_to_be_invoked.useGraphicAlpha);
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(1);
        }
        static int _g_get_effectDistance(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                UnityEngine.UI.Shadow __cl_gen_to_be_invoked = (UnityEngine.UI.Shadow)translator.FastGetCSObj(L, 1);
                translator.PushUnityEngineVector2(L, __cl_gen_to_be_invoked.effectDistance);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(1);
        }
Beispiel #5
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 /// <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.UI.Shadow shadow = (UnityEngine.UI.Shadow)value;
     writer.WriteProperty("effectColor", shadow.effectColor);
     writer.WriteProperty("effectDistance", shadow.effectDistance);
     writer.WriteProperty("useGraphicAlpha", shadow.useGraphicAlpha);
     writer.WriteProperty("useGUILayout", shadow.useGUILayout);
     writer.WriteProperty("enabled", shadow.enabled);
     writer.WriteProperty("tag", shadow.tag);
     writer.WriteProperty("name", shadow.name);
     writer.WriteProperty("hideFlags", shadow.hideFlags);
 }
Beispiel #6
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 public override void ReadFrom(object obj)
 {
     base.ReadFrom(obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.UI.Shadow o = (UnityEngine.UI.Shadow)obj;
     effectColor     = o.effectColor;
     effectDistance  = o.effectDistance;
     useGraphicAlpha = o.useGraphicAlpha;
 }
Beispiel #7
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        static int _s_set_effectColor(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.UI.Shadow gen_to_be_invoked = (UnityEngine.UI.Shadow)translator.FastGetCSObj(L, 1);
                UnityEngine.Color     gen_value; translator.Get(L, 2, out gen_value);
                gen_to_be_invoked.effectColor = gen_value;
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(0);
        }
        static int _s_set_effectDistance(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                UnityEngine.UI.Shadow __cl_gen_to_be_invoked = (UnityEngine.UI.Shadow)translator.FastGetCSObj(L, 1);
                UnityEngine.Vector2   __cl_gen_value; translator.Get(L, 2, out __cl_gen_value);
                __cl_gen_to_be_invoked.effectDistance = __cl_gen_value;
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(0);
        }
Beispiel #9
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 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.UI.Shadow o = (UnityEngine.UI.Shadow)obj;
     o.effectColor     = effectColor;
     o.effectDistance  = effectDistance;
     o.useGraphicAlpha = useGraphicAlpha;
     return(o);
 }
        static StackObject *get_effectDistance_2(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.UI.Shadow instance_of_this_method = (UnityEngine.UI.Shadow) typeof(UnityEngine.UI.Shadow).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = instance_of_this_method.effectDistance;

            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
        static StackObject *get_useGraphicAlpha_4(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.UI.Shadow instance_of_this_method = (UnityEngine.UI.Shadow) typeof(UnityEngine.UI.Shadow).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = instance_of_this_method.useGraphicAlpha;

            __ret->ObjectType = ObjectTypes.Integer;
            __ret->Value      = result_of_this_method ? 1 : 0;
            return(__ret + 1);
        }
        static StackObject *set_useGraphicAlpha_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.Boolean @value = ptr_of_this_method->Value == 1;

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

            instance_of_this_method.useGraphicAlpha = value;

            return(__ret);
        }
        static StackObject *set_effectColor_1(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);
            UnityEngine.Color @value = (UnityEngine.Color) typeof(UnityEngine.Color).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

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

            instance_of_this_method.effectColor = value;

            return(__ret);
        }
        static StackObject *ModifyMesh_6(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);
            UnityEngine.UI.VertexHelper @vh = (UnityEngine.UI.VertexHelper) typeof(UnityEngine.UI.VertexHelper).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

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

            instance_of_this_method.ModifyMesh(@vh);

            return(__ret);
        }
Beispiel #15
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        /// <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.UI.Shadow shadow = (UnityEngine.UI.Shadow)value;
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "effectColor":
                    shadow.effectColor = reader.ReadProperty <UnityEngine.Color> ();
                    break;

                case "effectDistance":
                    shadow.effectDistance = reader.ReadProperty <UnityEngine.Vector2> ();
                    break;

                case "useGraphicAlpha":
                    shadow.useGraphicAlpha = reader.ReadProperty <System.Boolean> ();
                    break;

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

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

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

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

                case "hideFlags":
                    shadow.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> ();
                    break;
                }
            }
        }
        static int _m_ModifyMesh(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            UnityEngine.UI.Shadow __cl_gen_to_be_invoked = (UnityEngine.UI.Shadow)translator.FastGetCSObj(L, 1);


            try {
                {
                    UnityEngine.UI.VertexHelper vh = (UnityEngine.UI.VertexHelper)translator.GetObject(L, 2, typeof(UnityEngine.UI.VertexHelper));

                    __cl_gen_to_be_invoked.ModifyMesh(vh);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Beispiel #17
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        /** CreateUiText
         */
        public static UnityEngine.GameObject CreateUiText(string a_name, UnityEngine.Transform a_parent_transform)
        {
            UnityEngine.UI.DefaultControls.Resources t_resources = new UnityEngine.UI.DefaultControls.Resources();
            {
            }

            UnityEngine.GameObject t_gameobject = UnityEngine.UI.DefaultControls.CreateText(t_resources);
            if (t_gameobject != null)
            {
                //name
                t_gameobject.name = a_name;

                //parent
                t_gameobject.GetComponent <UnityEngine.Transform>().SetParent(a_parent_transform);

                //outline
                UnityEngine.UI.Outline t_outline = t_gameobject.AddComponent <UnityEngine.UI.Outline>();
                {
                    t_outline.useGraphicAlpha = true;
                    t_outline.effectColor     = UnityEngine.Color.black;
                    t_outline.effectDistance  = new UnityEngine.Vector2(1.0f, -1.0f);
                }

                //shadow
                UnityEngine.UI.Shadow t_shadow = t_gameobject.AddComponent <UnityEngine.UI.Shadow>();
                {
                    t_shadow.useGraphicAlpha = true;
                    t_outline.effectColor    = UnityEngine.Color.black;
                    t_outline.effectDistance = new UnityEngine.Vector2(1.0f, -1.0f);
                }
            }
            else
            {
                Tool.Assert(false);
            }

            return(t_gameobject);
        }
Beispiel #18
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 public TextData(UnityEngine.UI.Text text, Outline border, UnityEngine.UI.Shadow shadow)
 {
     this._Text   = text;
     this._Border = border;
     this._Shadow = shadow;
 }
Beispiel #19
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 /// <summary>
 /// Read the data using the reader.
 /// </summary>
 /// <param name="reader">Reader.</param>
 public override object Read(ISaveGameReader reader)
 {
     UnityEngine.UI.Shadow shadow = SaveGameType.CreateComponent <UnityEngine.UI.Shadow> ();
     ReadInto(shadow, reader);
     return(shadow);
 }
Beispiel #20
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        /** プールから作成。
         */
        public void InitializeFromPool()
        {
            //フォントサイズ。
            this.fontsize = Config.DEFAULT_TEXT_FONTSIZE;

            //アライメントタイプ。左揃え。
            this.alignment_type_x = Text2D_HorizontalAlignmentType.Left;

            //アライメントタイプ。上揃え。
            this.alignment_type_y = Text2D_VerticalAlignmentType.Top;

            //クリップ。
            this.clip = false;
            this.clip_rect.Set(0, 0, 0, 0);

            //シェーダの変更が必要。
            this.raw_is_changeshader = true;

            //フォントサイズの計算が必要。
            this.raw_is_calcfontsize = true;

            //サイズの計算が必要。
            this.raw_is_calcsize = true;

            //raw
            this.raw_gameobject.SetActive(false);

            //カスタムマテリアルアイテム設定。
            this.raw_custom_text_material_item.SetMaterialToInstance(this.raw_text);

            //font
            this.raw_text.font = Render2D.GetInstance().GetDefaultFont();

            //color
            this.raw_text.color = Config.DEFAULT_TEXT_COLOR;

            //text
            this.raw_text.text = "";

            //localscale
            this.raw_recttransform.localScale = new UnityEngine.Vector3(1.0f, 1.0f, 1.0f);

            //sizedelta
            this.raw_recttransform.sizeDelta = new UnityEngine.Vector2(Screen.GetScreenWidth(), Screen.GetScreenHeight());

            {
                UnityEngine.UI.BaseMeshEffect[] t_effect_list = this.raw_gameobject.GetComponents <UnityEngine.UI.BaseMeshEffect>();
                for (int ii = 0; ii < t_effect_list.Length; ii++)
                {
                    if (t_effect_list[ii].GetType() == typeof(UnityEngine.UI.Shadow))
                    {
                        this.raw_shadow = t_effect_list[ii] as UnityEngine.UI.Shadow;
                        if (this.raw_shadow != null)
                        {
                            this.raw_shadow.enabled = false;
                        }
                    }
                    else if (t_effect_list[ii].GetType() == typeof(UnityEngine.UI.Outline))
                    {
                        this.raw_outline = t_effect_list[ii] as  UnityEngine.UI.Outline;
                        if (this.raw_outline != null)
                        {
                            this.raw_outline.enabled = false;
                        }
                    }
                }
            }
        }