Beispiel #1
0
 void Start()
 {
     if (worldPivote)
     {
         spacePivot = UnityEngine.Space.World;
     }
 }
Beispiel #2
0
    static int IntToEnum(IntPtr L)
    {
        int arg0 = (int)LuaDLL.lua_tointeger(L, 1);

        UnityEngine.Space o = (UnityEngine.Space)arg0;
        ToLua.Push(L, o);
        return(1);
    }
Beispiel #3
0
    static int IntToEnum(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.Space.IntToEnum");
#endif
        int arg0            = (int)LuaDLL.lua_tonumber(L, 1);
        UnityEngine.Space o = (UnityEngine.Space)arg0;
        ToLua.Push(L, o);
        return(1);
    }
    static bool Transform_Translate__Vector3__Space(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 2)
        {
            UnityEngine.Vector3 arg0 = (UnityEngine.Vector3)JSApi.getVector3S((int)JSApi.GetType.Arg);
            UnityEngine.Space   arg1 = (UnityEngine.Space)JSApi.getEnum((int)JSApi.GetType.Arg);
            ((UnityEngine.Transform)vc.csObj).Translate(arg0, arg1);
        }

        return(true);
    }
    static bool Transform_Rotate__Vector3__Single__Space(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 3)
        {
            UnityEngine.Vector3 arg0 = (UnityEngine.Vector3)JSApi.getVector3S((int)JSApi.GetType.Arg);
            System.Single       arg1 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg);
            UnityEngine.Space   arg2 = (UnityEngine.Space)JSApi.getEnum((int)JSApi.GetType.Arg);
            ((UnityEngine.Transform)vc.csObj).Rotate(arg0, arg1, arg2);
        }

        return(true);
    }
    static bool Transform_Translate__Single__Single__Single__Space(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 4)
        {
            System.Single     arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg);
            System.Single     arg1 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg);
            System.Single     arg2 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg);
            UnityEngine.Space arg3 = (UnityEngine.Space)JSApi.getEnum((int)JSApi.GetType.Arg);
            ((UnityEngine.Transform)vc.csObj).Translate(arg0, arg1, arg2, arg3);
        }

        return(true);
    }
Beispiel #7
0
    public void In(
        [FriendlyName("Target", "The GameObject(s) to rotate"), AutoLinkType(typeof(GameObject))]
        GameObject[] Target,

        [FriendlyName("Rotation", "Quaternion rotation to set")]
        Quaternion Rotation,

        [FriendlyName("Space", "Space to apply rotation")]
        [SocketState(false, false)]
        UnityEngine.Space CoordinateSystem,

        [FriendlyName("As Offset", "Treat this rotation as an offset of the current GameObject's rotation")]
        [SocketState(false, false)]
        bool AsOffset
        )
    {
        foreach (GameObject currentTarget in Target)
        {
            Quaternion eq;

            if (CoordinateSystem == Space.World)
            {
                eq = Rotation;
            }
            else
            {
                eq = currentTarget.transform.rotation * Rotation;
            }

            if (true == AsOffset)
            {
                //existing rotation followed by new rotation
                currentTarget.transform.rotation = eq * currentTarget.transform.rotation;
            }
            else
            {
                currentTarget.transform.rotation = eq;
            }
        }
    }
Beispiel #8
0
 // Applies a rotation of /zAngle/ degrees around the z axis, /xAngle/ degrees around the x axis, and /yAngle/ degrees around the y axis (in that order).
 public void Rotate(float xAngle, float yAngle, float zAngle, [UnityEngine.Internal.DefaultValue("Space.Self")] Space relativeTo)
 {
     Rotate(new Vector3(xAngle, yAngle, zAngle), relativeTo);
 }
Beispiel #9
0
 /// <summary>
 ///   <para>Moves the transform by x along the x axis, y along the y axis, and z along the z axis.</para>
 /// </summary>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <param name="z"></param>
 /// <param name="relativeTo"></param>
 public void Translate(float x, float y, float z, Space relativeTo)
 {
     this.Translate(new Vector3(x, y, z), relativeTo);
 }
Beispiel #10
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        public void Rotate(Vector3 eulerAngles)
        {
            Space relativeTo = Space.Self;

            this.Rotate(eulerAngles, relativeTo);
        }
Beispiel #11
0
        /// <summary>
        ///   <para>Moves the transform by x along the x axis, y along the y axis, and z along the z axis.</para>
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <param name="z"></param>
        /// <param name="relativeTo"></param>
        public void Translate(float x, float y, float z)
        {
            Space relativeTo = Space.Self;

            this.Translate(x, y, z, relativeTo);
        }
Beispiel #12
0
        public void Rotate(float xAngle, float yAngle, float zAngle)
        {
            Space relativeTo = Space.Self;

            this.Rotate(xAngle, yAngle, zAngle, relativeTo);
        }
    static int Translate(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 2 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.Transform), typeof(UnityEngine.Vector3)))
            {
                UnityEngine.Transform obj  = (UnityEngine.Transform)ToLua.ToObject(L, 1);
                UnityEngine.Vector3   arg0 = ToLua.ToVector3(L, 2);
                obj.Translate(arg0);
                return(0);
            }
            else if (count == 3 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.Transform), typeof(UnityEngine.Vector3), typeof(UnityEngine.Transform)))
            {
                UnityEngine.Transform obj  = (UnityEngine.Transform)ToLua.ToObject(L, 1);
                UnityEngine.Vector3   arg0 = ToLua.ToVector3(L, 2);
                UnityEngine.Transform arg1 = (UnityEngine.Transform)ToLua.ToObject(L, 3);
                obj.Translate(arg0, arg1);
                return(0);
            }
            else if (count == 3 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.Transform), typeof(UnityEngine.Vector3), typeof(UnityEngine.Space)))
            {
                UnityEngine.Transform obj  = (UnityEngine.Transform)ToLua.ToObject(L, 1);
                UnityEngine.Vector3   arg0 = ToLua.ToVector3(L, 2);
                UnityEngine.Space     arg1 = (UnityEngine.Space)ToLua.ToObject(L, 3);
                obj.Translate(arg0, arg1);
                return(0);
            }
            else if (count == 4 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.Transform), typeof(float), typeof(float), typeof(float)))
            {
                UnityEngine.Transform obj = (UnityEngine.Transform)ToLua.ToObject(L, 1);
                float arg0 = (float)LuaDLL.lua_tonumber(L, 2);
                float arg1 = (float)LuaDLL.lua_tonumber(L, 3);
                float arg2 = (float)LuaDLL.lua_tonumber(L, 4);
                obj.Translate(arg0, arg1, arg2);
                return(0);
            }
            else if (count == 5 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.Transform), typeof(float), typeof(float), typeof(float), typeof(UnityEngine.Transform)))
            {
                UnityEngine.Transform obj = (UnityEngine.Transform)ToLua.ToObject(L, 1);
                float arg0 = (float)LuaDLL.lua_tonumber(L, 2);
                float arg1 = (float)LuaDLL.lua_tonumber(L, 3);
                float arg2 = (float)LuaDLL.lua_tonumber(L, 4);
                UnityEngine.Transform arg3 = (UnityEngine.Transform)ToLua.ToObject(L, 5);
                obj.Translate(arg0, arg1, arg2, arg3);
                return(0);
            }
            else if (count == 5 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.Transform), typeof(float), typeof(float), typeof(float), typeof(UnityEngine.Space)))
            {
                UnityEngine.Transform obj = (UnityEngine.Transform)ToLua.ToObject(L, 1);
                float             arg0    = (float)LuaDLL.lua_tonumber(L, 2);
                float             arg1    = (float)LuaDLL.lua_tonumber(L, 3);
                float             arg2    = (float)LuaDLL.lua_tonumber(L, 4);
                UnityEngine.Space arg3    = (UnityEngine.Space)ToLua.ToObject(L, 5);
                obj.Translate(arg0, arg1, arg2, arg3);
                return(0);
            }
            else
            {
                return(LuaDLL.tolua_error(L, "invalid arguments to method: UnityEngine.Transform.Translate"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
Beispiel #14
0
 public void Test(UnityEngine.Space e)
 {
 }
Beispiel #15
0
 // Moves the transform by /x/ along the x axis, /y/ along the y axis, and /z/ along the z axis.
 public void Translate(float x, float y, float z, [UnityEngine.Internal.DefaultValue("Space.Self")] Space relativeTo)
 {
     Translate(new Vector3(x, y, z), relativeTo);
 }
    public void In(
        [FriendlyName("Target", "The GameObject(s) to rotate")]
        GameObject[] Target,

        [FriendlyName("X Degrees", "Rotation amount on the X axis")]
        float XDegrees,

        [FriendlyName("Y Degrees", "Rotation amount on the Y axis")]
        float YDegrees,

        [FriendlyName("Z Degrees", "Rotation amount on the Z axis")]
        float ZDegrees,

        [FriendlyName("Ignore X", "Do not apply this rotation to the X axis")]
        [SocketState(false, false)]
        bool IgnoreX,

        [FriendlyName("Ignore Y", "Do not apply this rotation to the Y axis")]
        [SocketState(false, false)]
        bool IgnoreY,

        [FriendlyName("Ignore Z", "Do not apply this rotation to the Z axis")]
        [SocketState(false, false)]
        bool IgnoreZ,

        [FriendlyName("Space", "Space to apply rotation")]
        [SocketState(false, false)]
        UnityEngine.Space CoordinateSystem,

        [FriendlyName("As Offset", "Treat this rotation as an offset of the current GameObject's rotation")]
        [SocketState(false, false)]
        bool AsOffset
        )
    {
        foreach (GameObject currentTarget in Target)
        {
            Vector3 euler = Vector3.zero;

            if (true == AsOffset)
            {
                //if it's an offset we will concatentate our rotation
                //which means only fill in the axis they want to rotate on
                if (false == IgnoreX)
                {
                    euler.x = XDegrees;
                }
                if (false == IgnoreY)
                {
                    euler.y = YDegrees;
                }
                if (false == IgnoreZ)
                {
                    euler.z = ZDegrees;
                }
            }
            else
            {
                //if it's not an offset then we want to start with
                //their current rotation and override only the new
                //specified parameters
                euler = currentTarget.transform.rotation.eulerAngles;

                if (false == IgnoreX)
                {
                    euler.x = XDegrees;
                }
                if (false == IgnoreY)
                {
                    euler.y = YDegrees;
                }
                if (false == IgnoreZ)
                {
                    euler.z = ZDegrees;
                }
            }

            Quaternion eq;

            if (CoordinateSystem == Space.World)
            {
                eq = Quaternion.Euler(euler);
            }
            else
            {
                eq = currentTarget.transform.rotation * Quaternion.Euler(euler);
            }

            if (true == AsOffset)
            {
                //existing rotation followed by new rotation
                currentTarget.transform.rotation = eq * currentTarget.transform.rotation;
            }
            else
            {
                currentTarget.transform.rotation = eq;
            }
        }
    }
Beispiel #17
0
        public void Rotate(Vector3 axis, float angle)
        {
            Space relativeTo = Space.Self;

            this.Rotate(axis, angle, relativeTo);
        }
Beispiel #18
0
 /// <summary>
 ///   <para>Applies a rotation of zAngle degrees around the z axis, xAngle degrees around the x axis, and yAngle degrees around the y axis (in that order).</para>
 /// </summary>
 /// <param name="xAngle">Degrees to rotate around the X axis.</param>
 /// <param name="yAngle">Degrees to rotate around the Y axis.</param>
 /// <param name="zAngle">Degrees to rotate around the Z axis.</param>
 /// <param name="relativeTo">Rotation is local to object or World.</param>
 public void Rotate(float xAngle, float yAngle, float zAngle, Space relativeTo)
 {
     this.Rotate(new Vector3(xAngle, yAngle, zAngle), relativeTo);
 }
Beispiel #19
0
 static void Push(IntPtr L, UnityEngine.Space arg)
 {
     ToLua.Push(L, arg);
 }
Beispiel #20
0
    public void In(
        [FriendlyName("Target", "The GameObject(s) to rotate")]
        GameObject[] Target,

        [FriendlyName("X Degrees", "Rotation amount on the X axis")]
        float XDegrees,

        [FriendlyName("Y Degrees", "Rotation amount on the Y axis")]
        float YDegrees,

        [FriendlyName("Z Degrees", "Rotation amount on the Z axis")]
        float ZDegrees,

        [FriendlyName("Ignore X", "Do not apply this rotation to the X axis")]
        [SocketState(false, false)]
        bool IgnoreX,

        [FriendlyName("Ignore Y", "Do not apply this rotation to the Y axis")]
        [SocketState(false, false)]
        bool IgnoreY,

        [FriendlyName("Ignore Z", "Do not apply this rotation to the Z axis")]
        [SocketState(false, false)]
        bool IgnoreZ,

        [FriendlyName("Space", "Space to apply rotation")]
        [SocketState(false, false)]
        UnityEngine.Space CoordinateSystem,

        [FriendlyName("As Offset", "Treat this rotation as an offset of the current GameObject's rotation")]
        [SocketState(false, false)]
        bool AsOffset
        )
    {
        foreach (GameObject currentTarget in Target)
        {
            Vector3 euler = Vector3.zero;

            if (true == AsOffset)
            {
                //if it's an offset we will concatentate our rotation
                //which means only fill in the axis they want to rotate on
                if (false == IgnoreX)
                {
                    euler.x = XDegrees;
                }
                if (false == IgnoreY)
                {
                    euler.y = YDegrees;
                }
                if (false == IgnoreZ)
                {
                    euler.z = ZDegrees;
                }
            }
            else
            {
                //if it's not an offset then we want to start with
                //their current rotation and override only the new
                //specified parameters
                euler = currentTarget.transform.rotation.eulerAngles;

                if (false == IgnoreX)
                {
                    euler.x = XDegrees;
                }
                if (false == IgnoreY)
                {
                    euler.y = YDegrees;
                }
                if (false == IgnoreZ)
                {
                    euler.z = ZDegrees;
                }
            }

            Quaternion eq;

            if (CoordinateSystem == Space.World)
            {
                eq = Quaternion.Euler(euler);
            }
            else
            {
                //unity applies eulers as x then y then z
                //so i'm attempting to do the same through quaternions based on the object's local angle axis
                Quaternion qx = Quaternion.AngleAxis(euler.x, currentTarget.transform.right);
                Quaternion qy = Quaternion.AngleAxis(euler.y, currentTarget.transform.up);
                Quaternion qz = Quaternion.AngleAxis(euler.z, currentTarget.transform.forward);

                //quaternion multiplication is reversed A rotation followed by B rotation is B*A
                //so I was x followed by y followed by z
                //q = y * x  (x followed by y)
                //q = z * q  (xy followed by z)
                eq = qy * qx;
                eq = qz * eq;
            }

            if (true == AsOffset)
            {
                //existing rotation followed by new rotation
                currentTarget.transform.rotation = eq * currentTarget.transform.rotation;
            }
            else
            {
                currentTarget.transform.rotation = eq;
            }
        }
    }
Beispiel #21
0
 //grab and set generic, neccesary iTween arguments:
 void RetrieveArgs(){
     foreach (Hashtable item in tweens) {
         if((GameObject)item["target"] == gameObject){
             tweenArguments=item;
             break;
         }
     }
     
     id=(string)tweenArguments["id"];
     type=(string)tweenArguments["type"];
     /* GFX47 MOD START */
     _name=(string)tweenArguments["name"];
     /* GFX47 MOD END */
     method=(string)tweenArguments["method"];
               
     if(tweenArguments.Contains("time")){
         time=(float)tweenArguments["time"];
     }else{
         time=Defaults.time;
     }
         
     //do we need to use physics, is there a rigidbody?
     if(GetComponent<Rigidbody>() != null){
         physics=true;
     }
               
     if(tweenArguments.Contains("delay")){
         delay=(float)tweenArguments["delay"];
     }else{
         delay=Defaults.delay;
     }
             
     if(tweenArguments.Contains("namedcolorvalue")){
         //allows namedcolorvalue to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability:
         if(tweenArguments["namedcolorvalue"].GetType() == typeof(NamedValueColor)){
             namedcolorvalue=(NamedValueColor)tweenArguments["namedcolorvalue"];
         }else{
             try {
                 namedcolorvalue=(NamedValueColor)Enum.Parse(typeof(NamedValueColor),(string)tweenArguments["namedcolorvalue"],true); 
             } catch {
                 Debug.LogWarning("iTween: Unsupported namedcolorvalue supplied! Default will be used.");
                 namedcolorvalue = MadiTween.NamedValueColor._Color;
             }
         }           
     }else{
         namedcolorvalue=Defaults.namedColorValue;   
     }   
     
     if(tweenArguments.Contains("looptype")){
         //allows loopType to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability:
         if(tweenArguments["looptype"].GetType() == typeof(LoopType)){
             loopType=(LoopType)tweenArguments["looptype"];
         }else{
             try {
                 loopType=(LoopType)Enum.Parse(typeof(LoopType),(string)tweenArguments["looptype"],true); 
             } catch {
                 Debug.LogWarning("iTween: Unsupported loopType supplied! Default will be used.");
                 loopType = MadiTween.LoopType.none;    
             }
         }           
     }else{
         loopType = MadiTween.LoopType.none;    
     }           
         
     if(tweenArguments.Contains("easetype")){
         //allows easeType to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability:
         if(tweenArguments["easetype"].GetType() == typeof(EaseType)){
             easeType=(EaseType)tweenArguments["easetype"];
         }else{
             try {
                 easeType=(EaseType)Enum.Parse(typeof(EaseType),(string)tweenArguments["easetype"],true); 
             } catch {
                 Debug.LogWarning("iTween: Unsupported easeType supplied! Default will be used.");
                 easeType=Defaults.easeType;
             }
         }
     }else{
         easeType=Defaults.easeType;
     }
             
     if(tweenArguments.Contains("space")){
         //allows space to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability:
         if(tweenArguments["space"].GetType() == typeof(UnityEngine.Space)){
             space=(UnityEngine.Space)tweenArguments["space"];
         }else{
             try {
                 space=(UnityEngine.Space)Enum.Parse(typeof(UnityEngine.Space),(string)tweenArguments["space"],true);    
             } catch {
                 Debug.LogWarning("iTween: Unsupported space supplied! Default will be used.");
                 space = Defaults.space;
             }
         }           
     }else{
         space = Defaults.space;
     }
     
     if(tweenArguments.Contains("islocal")){
         isLocal = (bool)tweenArguments["islocal"];
     }else{
         isLocal = Defaults.isLocal;
     }

        // Added by PressPlay
        if (tweenArguments.Contains("ignoretimescale"))
        {
            useRealTime = (bool)tweenArguments["ignoretimescale"];
        }
        else
        {
            useRealTime = Defaults.useRealTime;
        }

     //instantiates a cached ease equation reference:
     ease = GetEasingFunction(easeType);
 }   
    static int Translate(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.Transform.Register");
#endif
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 2)
            {
                UnityEngine.Transform obj  = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 1);
                UnityEngine.Vector3   arg0 = ToLua.ToVector3(L, 2);
                obj.Translate(arg0);
                return(0);
            }
            else if (count == 3 && TypeChecker.CheckTypes <UnityEngine.Transform>(L, 3))
            {
                UnityEngine.Transform obj  = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 1);
                UnityEngine.Vector3   arg0 = ToLua.ToVector3(L, 2);
                UnityEngine.Transform arg1 = (UnityEngine.Transform)ToLua.ToObject(L, 3);
                obj.Translate(arg0, arg1);
                return(0);
            }
            else if (count == 3 && TypeChecker.CheckTypes <UnityEngine.Space>(L, 3))
            {
                UnityEngine.Transform obj  = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 1);
                UnityEngine.Vector3   arg0 = ToLua.ToVector3(L, 2);
                UnityEngine.Space     arg1 = (UnityEngine.Space)ToLua.ToObject(L, 3);
                obj.Translate(arg0, arg1);
                return(0);
            }
            else if (count == 4)
            {
                UnityEngine.Transform obj = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 1);
                float arg0 = (float)LuaDLL.luaL_checknumber(L, 2);
                float arg1 = (float)LuaDLL.luaL_checknumber(L, 3);
                float arg2 = (float)LuaDLL.luaL_checknumber(L, 4);
                obj.Translate(arg0, arg1, arg2);
                return(0);
            }
            else if (count == 5 && TypeChecker.CheckTypes <UnityEngine.Transform>(L, 5))
            {
                UnityEngine.Transform obj = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 1);
                float arg0 = (float)LuaDLL.luaL_checknumber(L, 2);
                float arg1 = (float)LuaDLL.luaL_checknumber(L, 3);
                float arg2 = (float)LuaDLL.luaL_checknumber(L, 4);
                UnityEngine.Transform arg3 = (UnityEngine.Transform)ToLua.ToObject(L, 5);
                obj.Translate(arg0, arg1, arg2, arg3);
                return(0);
            }
            else if (count == 5 && TypeChecker.CheckTypes <UnityEngine.Space>(L, 5))
            {
                UnityEngine.Transform obj = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 1);
                float             arg0    = (float)LuaDLL.luaL_checknumber(L, 2);
                float             arg1    = (float)LuaDLL.luaL_checknumber(L, 3);
                float             arg2    = (float)LuaDLL.luaL_checknumber(L, 4);
                UnityEngine.Space arg3    = (UnityEngine.Space)ToLua.ToObject(L, 5);
                obj.Translate(arg0, arg1, arg2, arg3);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Transform.Translate"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
    static int Rotate(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 2)
            {
                UnityEngine.Transform obj  = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 1);
                UnityEngine.Vector3   arg0 = ToLua.ToVector3(L, 2);
                obj.Rotate(arg0);
                return(0);
            }
            else if (count == 3 && TypeChecker.CheckTypes <float>(L, 3))
            {
                UnityEngine.Transform obj  = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 1);
                UnityEngine.Vector3   arg0 = ToLua.ToVector3(L, 2);
                float arg1 = (float)LuaDLL.lua_tonumber(L, 3);
                obj.Rotate(arg0, arg1);
                return(0);
            }
            else if (count == 3 && TypeChecker.CheckTypes <UnityEngine.Space>(L, 3))
            {
                UnityEngine.Transform obj  = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 1);
                UnityEngine.Vector3   arg0 = ToLua.ToVector3(L, 2);
                UnityEngine.Space     arg1 = (UnityEngine.Space)ToLua.ToObject(L, 3);
                obj.Rotate(arg0, arg1);
                return(0);
            }
            else if (count == 4 && TypeChecker.CheckTypes <float, float, float>(L, 2))
            {
                UnityEngine.Transform obj = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 1);
                float arg0 = (float)LuaDLL.lua_tonumber(L, 2);
                float arg1 = (float)LuaDLL.lua_tonumber(L, 3);
                float arg2 = (float)LuaDLL.lua_tonumber(L, 4);
                obj.Rotate(arg0, arg1, arg2);
                return(0);
            }
            else if (count == 4 && TypeChecker.CheckTypes <UnityEngine.Vector3, float, UnityEngine.Space>(L, 2))
            {
                UnityEngine.Transform obj  = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 1);
                UnityEngine.Vector3   arg0 = ToLua.ToVector3(L, 2);
                float             arg1     = (float)LuaDLL.lua_tonumber(L, 3);
                UnityEngine.Space arg2     = (UnityEngine.Space)ToLua.ToObject(L, 4);
                obj.Rotate(arg0, arg1, arg2);
                return(0);
            }
            else if (count == 5)
            {
                UnityEngine.Transform obj = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 1);
                float             arg0    = (float)LuaDLL.luaL_checknumber(L, 2);
                float             arg1    = (float)LuaDLL.luaL_checknumber(L, 3);
                float             arg2    = (float)LuaDLL.luaL_checknumber(L, 4);
                UnityEngine.Space arg3    = (UnityEngine.Space)ToLua.CheckObject(L, 5, typeof(UnityEngine.Space));
                obj.Rotate(arg0, arg1, arg2, arg3);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Transform.Rotate"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
Beispiel #24
0
        /// <summary>
        ///   <para>Moves the transform in the direction and distance of translation.</para>
        /// </summary>
        /// <param name="translation"></param>
        /// <param name="relativeTo"></param>
        public void Translate(Vector3 translation)
        {
            Space relativeTo = Space.Self;

            this.Translate(translation, relativeTo);
        }