Inheritance: Effector2D
 static public int get_useGlobalAngle(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.AreaEffector2D self = (UnityEngine.AreaEffector2D)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.useGlobalAngle);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
 static public int set_forceTarget(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.AreaEffector2D      self = (UnityEngine.AreaEffector2D)checkSelf(l);
         UnityEngine.EffectorSelection2D v;
         v = (UnityEngine.EffectorSelection2D)LuaDLL.luaL_checkinteger(l, 2);
         self.forceTarget = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
 static public int set_angularDrag(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.AreaEffector2D self = (UnityEngine.AreaEffector2D)checkSelf(l);
         float v;
         checkType(l, 2, out v);
         self.angularDrag = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
 static public int get_forceTarget(IntPtr l)
 {
     try {
         UnityEngine.AreaEffector2D self = (UnityEngine.AreaEffector2D)checkSelf(l);
         pushEnum(l, (int)self.forceTarget);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static public int get_forceMagnitude(IntPtr l)
 {
     try {
         UnityEngine.AreaEffector2D self = (UnityEngine.AreaEffector2D)checkSelf(l);
         pushValue(l, self.forceMagnitude);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Beispiel #6
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 static public int get_forceMagnitude(IntPtr l)
 {
     try {
         UnityEngine.AreaEffector2D self = (UnityEngine.AreaEffector2D)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.forceMagnitude);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
	static public int constructor(IntPtr l) {
		try {
			UnityEngine.AreaEffector2D o;
			o=new UnityEngine.AreaEffector2D();
			pushValue(l,true);
			pushValue(l,o);
			return 2;
		}
		catch(Exception e) {
			return error(l,e);
		}
	}
 public static int constructor(IntPtr l)
 {
     try {
         UnityEngine.AreaEffector2D o;
         o=new UnityEngine.AreaEffector2D();
         pushValue(l,o);
         return 1;
     }
     catch(Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return 0;
     }
 }
Beispiel #9
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 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.AreaEffector2D o;
         o = new UnityEngine.AreaEffector2D();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.AreaEffector2D o;
         o = new UnityEngine.AreaEffector2D();
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Beispiel #11
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 static public int set_forceMagnitude(IntPtr l)
 {
     try {
         UnityEngine.AreaEffector2D self = (UnityEngine.AreaEffector2D)checkSelf(l);
         float v;
         checkType(l, 2, out v);
         self.forceMagnitude = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Beispiel #12
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 static public int set_useGlobalAngle(IntPtr l)
 {
     try {
         UnityEngine.AreaEffector2D self = (UnityEngine.AreaEffector2D)checkSelf(l);
         bool v;
         checkType(l, 2, out v);
         self.useGlobalAngle = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Beispiel #13
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 static public int set_forceTarget(IntPtr l)
 {
     try {
         UnityEngine.AreaEffector2D      self = (UnityEngine.AreaEffector2D)checkSelf(l);
         UnityEngine.EffectorSelection2D v;
         checkEnum(l, 2, out v);
         self.forceTarget = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_useGlobalAngle(IntPtr l)
 {
     try {
         UnityEngine.AreaEffector2D self = (UnityEngine.AreaEffector2D)checkSelf(l);
         bool v;
         checkType(l, 2, out v);
         self.useGlobalAngle = v;
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static public int set_forceMagnitude(IntPtr l)
 {
     try {
         UnityEngine.AreaEffector2D self = (UnityEngine.AreaEffector2D)checkSelf(l);
         float v;
         checkType(l, 2, out v);
         self.forceMagnitude = v;
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static public int set_forceTarget(IntPtr l)
 {
     try {
         UnityEngine.AreaEffector2D      self = (UnityEngine.AreaEffector2D)checkSelf(l);
         UnityEngine.EffectorSelection2D v;
         checkEnum(l, 2, out v);
         self.forceTarget = v;
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static void AreaEffector2D_useGlobalAngle(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.AreaEffector2D _this = (UnityEngine.AreaEffector2D)vc.csObj;
         var result = _this.useGlobalAngle;
         JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result));
     }
     else
     {
         System.Boolean             arg0  = (System.Boolean)JSApi.getBooleanS((int)JSApi.GetType.Arg);
         UnityEngine.AreaEffector2D _this = (UnityEngine.AreaEffector2D)vc.csObj;
         _this.useGlobalAngle = arg0;
     }
 }
 static void AreaEffector2D_forceTarget(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.AreaEffector2D _this = (UnityEngine.AreaEffector2D)vc.csObj;
         var result = _this.forceTarget;
         JSApi.setEnum((int)JSApi.SetType.Rval, (int)result);
     }
     else
     {
         UnityEngine.EffectorSelection2D arg0  = (UnityEngine.EffectorSelection2D)JSApi.getEnum((int)JSApi.GetType.Arg);
         UnityEngine.AreaEffector2D      _this = (UnityEngine.AreaEffector2D)vc.csObj;
         _this.forceTarget = arg0;
     }
 }
 static void AreaEffector2D_forceVariation(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.AreaEffector2D _this = (UnityEngine.AreaEffector2D)vc.csObj;
         var result = _this.forceVariation;
         JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result));
     }
     else
     {
         System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg);
         UnityEngine.AreaEffector2D _this = (UnityEngine.AreaEffector2D)vc.csObj;
         _this.forceVariation = arg0;
     }
 }
 /// <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.AreaEffector2D areaEffector2D = (UnityEngine.AreaEffector2D)value;
     writer.WriteProperty("forceAngle", areaEffector2D.forceAngle);
     writer.WriteProperty("useGlobalAngle", areaEffector2D.useGlobalAngle);
     writer.WriteProperty("forceMagnitude", areaEffector2D.forceMagnitude);
     writer.WriteProperty("forceVariation", areaEffector2D.forceVariation);
     writer.WriteProperty("drag", areaEffector2D.drag);
     writer.WriteProperty("angularDrag", areaEffector2D.angularDrag);
     writer.WriteProperty("forceTarget", areaEffector2D.forceTarget);
     writer.WriteProperty("useColliderMask", areaEffector2D.useColliderMask);
     writer.WriteProperty("colliderMask", areaEffector2D.colliderMask);
     writer.WriteProperty("enabled", areaEffector2D.enabled);
     writer.WriteProperty("tag", areaEffector2D.tag);
     writer.WriteProperty("name", areaEffector2D.name);
     writer.WriteProperty("hideFlags", areaEffector2D.hideFlags);
 }
Beispiel #21
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 // Use this for initialization
 void Start()
 {
     area = bullet.GetComponent<AreaEffector2D> ();
 }
 // Use this for initialization
 void Start()
 {
     effector = GetComponent<AreaEffector2D>();
 }
Beispiel #23
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	// Use this for initialization
	void Start () {
        ar = gameObject.GetComponent<AreaEffector2D>();
	}
    static int _CreateAreaEffector2D(IntPtr L)
    {
        int count = LuaDLL.lua_gettop(L);

        if (count == 0)
        {
            AreaEffector2D obj = new AreaEffector2D();
            LuaScriptMgr.Push(L, obj);
            return 1;
        }
        else
        {
            LuaDLL.luaL_error(L, "invalid arguments to method: AreaEffector2D.New");
        }

        return 0;
    }
 /// <summary>
 /// Read the data using the reader.
 /// </summary>
 /// <param name="reader">Reader.</param>
 public override object Read(ISaveGameReader reader)
 {
     UnityEngine.AreaEffector2D areaEffector2D = SaveGameType.CreateComponent <UnityEngine.AreaEffector2D> ();
     ReadInto(areaEffector2D, reader);
     return(areaEffector2D);
 }
        /// <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.AreaEffector2D areaEffector2D = (UnityEngine.AreaEffector2D)value;
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "forceAngle":
                    areaEffector2D.forceAngle = reader.ReadProperty <System.Single> ();
                    break;

                case "useGlobalAngle":
                    areaEffector2D.useGlobalAngle = reader.ReadProperty <System.Boolean> ();
                    break;

                case "forceMagnitude":
                    areaEffector2D.forceMagnitude = reader.ReadProperty <System.Single> ();
                    break;

                case "forceVariation":
                    areaEffector2D.forceVariation = reader.ReadProperty <System.Single> ();
                    break;

                case "drag":
                    areaEffector2D.drag = reader.ReadProperty <System.Single> ();
                    break;

                case "angularDrag":
                    areaEffector2D.angularDrag = reader.ReadProperty <System.Single> ();
                    break;

                case "forceTarget":
                    areaEffector2D.forceTarget = reader.ReadProperty <UnityEngine.EffectorSelection2D> ();
                    break;

                case "useColliderMask":
                    areaEffector2D.useColliderMask = reader.ReadProperty <System.Boolean> ();
                    break;

                case "colliderMask":
                    areaEffector2D.colliderMask = reader.ReadProperty <System.Int32> ();
                    break;

                case "enabled":
                    areaEffector2D.enabled = reader.ReadProperty <System.Boolean> ();
                    break;

                case "tag":
                    areaEffector2D.tag = reader.ReadProperty <System.String> ();
                    break;

                case "name":
                    areaEffector2D.name = reader.ReadProperty <System.String> ();
                    break;

                case "hideFlags":
                    areaEffector2D.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> ();
                    break;
                }
            }
        }
Beispiel #27
0
 void Awake()
 {
     effector = GetComponent<AreaEffector2D>();
 }