SetMeshes() public method

Set an array of meshes used as particles instead of a billboarded texture.

public SetMeshes ( Mesh meshes ) : void
meshes Mesh Array of meshes to be used.
return void
    static int SetMeshes(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 2)
            {
                UnityEngine.ParticleSystemRenderer obj = (UnityEngine.ParticleSystemRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.ParticleSystemRenderer));
                UnityEngine.Mesh[] arg0 = ToLua.CheckObjectArray <UnityEngine.Mesh>(L, 2);
                obj.SetMeshes(arg0);
                return(0);
            }
            else if (count == 3)
            {
                UnityEngine.ParticleSystemRenderer obj = (UnityEngine.ParticleSystemRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.ParticleSystemRenderer));
                UnityEngine.Mesh[] arg0 = ToLua.CheckObjectArray <UnityEngine.Mesh>(L, 2);
                int arg1 = (int)LuaDLL.luaL_checknumber(L, 3);
                obj.SetMeshes(arg0, arg1);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.ParticleSystemRenderer.SetMeshes"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
 static public int SetMeshes(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 2)
         {
             UnityEngine.ParticleSystemRenderer self = (UnityEngine.ParticleSystemRenderer)checkSelf(l);
             UnityEngine.Mesh[] a1;
             checkArray(l, 2, out a1);
             self.SetMeshes(a1);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 3)
         {
             UnityEngine.ParticleSystemRenderer self = (UnityEngine.ParticleSystemRenderer)checkSelf(l);
             UnityEngine.Mesh[] a1;
             checkArray(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             self.SetMeshes(a1, a2);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Beispiel #3
0
 static int QPYX_SetMeshes_YXQP(IntPtr L_YXQP)
 {
     try
     {
         int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP);
         if (QPYX_count_YXQP == 2)
         {
             UnityEngine.ParticleSystemRenderer QPYX_obj_YXQP = (UnityEngine.ParticleSystemRenderer)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.ParticleSystemRenderer));
             UnityEngine.Mesh[] QPYX_arg0_YXQP = ToLua.CheckObjectArray <UnityEngine.Mesh>(L_YXQP, 2);
             QPYX_obj_YXQP.SetMeshes(QPYX_arg0_YXQP);
             return(0);
         }
         else if (QPYX_count_YXQP == 3)
         {
             UnityEngine.ParticleSystemRenderer QPYX_obj_YXQP = (UnityEngine.ParticleSystemRenderer)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.ParticleSystemRenderer));
             UnityEngine.Mesh[] QPYX_arg0_YXQP = ToLua.CheckObjectArray <UnityEngine.Mesh>(L_YXQP, 2);
             int QPYX_arg1_YXQP = (int)LuaDLL.luaL_checknumber(L_YXQP, 3);
             QPYX_obj_YXQP.SetMeshes(QPYX_arg0_YXQP, QPYX_arg1_YXQP);
             return(0);
         }
         else
         {
             return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.ParticleSystemRenderer.SetMeshes"));
         }
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
 static public int SetMeshes(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
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 2)
         {
             UnityEngine.ParticleSystemRenderer self = (UnityEngine.ParticleSystemRenderer)checkSelf(l);
             UnityEngine.Mesh[] a1;
             checkArray(l, 2, out a1);
             self.SetMeshes(a1);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 3)
         {
             UnityEngine.ParticleSystemRenderer self = (UnityEngine.ParticleSystemRenderer)checkSelf(l);
             UnityEngine.Mesh[] a1;
             checkArray(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             self.SetMeshes(a1, a2);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function SetMeshes to call");
         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
 }
Beispiel #5
0
 static public int SetMeshes__A_Mesh(IntPtr l)
 {
     try {
         UnityEngine.ParticleSystemRenderer self = (UnityEngine.ParticleSystemRenderer)checkSelf(l);
         UnityEngine.Mesh[] a1;
         checkArray(l, 2, out a1);
         self.SetMeshes(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }