public override void ReadFrom(object obj)
 {
     base.ReadFrom(obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.WindZone o = (UnityEngine.WindZone)obj;
     mode               = (uint)o.mode;
     radius             = o.radius;
     windMain           = o.windMain;
     windTurbulence     = o.windTurbulence;
     windPulseMagnitude = o.windPulseMagnitude;
     windPulseFrequency = o.windPulseFrequency;
 }
 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.WindZone o = (UnityEngine.WindZone)obj;
     o.mode               = (UnityEngine.WindZoneMode)mode;
     o.radius             = radius;
     o.windMain           = windMain;
     o.windTurbulence     = windTurbulence;
     o.windPulseMagnitude = windPulseMagnitude;
     o.windPulseFrequency = windPulseFrequency;
     return(o);
 }
Beispiel #3
0
        static int __CreateInstance(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
                if (LuaAPI.lua_gettop(L) == 1)
                {
                    var gen_ret = new UnityEngine.WindZone();
                    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.WindZone constructor!"));
        }