Inheritance: Component
 static public int get_anchor(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.TextMesh self = (UnityEngine.TextMesh)checkSelf(l);
         pushValue(l, true);
         pushEnum(l, (int)self.anchor);
         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
 }
    // Use this for initialization
    void Start()
    {
        meshToControl = GetComponent<TextMesh>();
        if (meshToControl == null)
        {
            Debug.LogError("There was an error finding the text mesh");
        }
        var i = 0;

        //if (ItemsInPlay == null)
        //{
            //Debug.Log("Initilizing Items in Play");
            ItemsInPlay = new List<CharacterItem>();
            //Populate it and make it static so we only call findSceneObjects of type once.
            foreach (NonPlayableCharacter item in GameObject.FindSceneObjectsOfType(typeof(NonPlayableCharacter)))
            {
                //Debug.Log("Adding character item: " + item.Item1);
                ItemsInPlay.Add(item.Item1);
                //Debug.Log("Adding character item: " + item.Item2);
                ItemsInPlay.Add(item.Item2);
            }

        //}

        meshToControl.text = AddSpacesToItem(ItemsInPlay[IndexToWatch].ToString());
    }
 Color ensureMaxTextContrast(Material material, TextMesh textMesh)
 {
     float red = Math.Abs(1-material.color.r);
     float green = Math.Abs(1-material.color.g);
     float blue = Math.Abs(1-material.color.b);
     return new Color (red, green, blue);
 }
Beispiel #4
0
	// Use this for initialization
	private void Start ()
	{
		_dieTimer 	= new Timer(_duration);
		_text 		= GetComponent<TextMesh>();

		_dieTimer.Start();
	}
Beispiel #5
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	/*public PlayerHandler(int lvl, float ex, float health, float magic, string n){
		level = lvl;
		exp = ex;
		hp = health;
		mp = magic;
		playerName = n;
	}*/
	void Start(){
		nameMesh = GetComponentInChildren<TextMesh> ();
		nameMesh.text = Name;
		SetHpToMax ();
		SetMpToMax ();
		GM().setPos (this.gameObject);
	}
Beispiel #6
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 public TextSize(TextMesh tm)
 {
     textMesh = tm;
     renderer = tm.renderer;
     dict = new Hashtable();
     getSpace();
 }
Beispiel #7
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    void Awake()
    {
        this.myTextMesh = this.GetComponent<TextMesh>();

        TransParentColor = this.myTextMesh.color;
        TransParentColor.a = 0.0f;
    }
Beispiel #8
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 // Use this for initialization
 void Start()
 {
     if (course == null) {
         course = (Course.CourseCounter)GameObject.FindWithTag("course").GetComponent<Course.CourseCounter>();
     }
     text = (TextMesh) GetComponent<TextMesh> ();
 }
	void Start () {
		textMesh = GetComponent<TextMesh>();
		counter = 0;
		damageCounter = 0;
		lastHealth = 0;
		currentHealth = 0;
	}
Beispiel #10
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    private IEnumerator FadeIn(TextMesh m)
    {
        float timeCounter = 0f;

        float fadeAwayTimeout = 1f;

        while (timeCounter < fadeAwayTimeout){

            float alpha = (1f * (timeCounter / fadeAwayTimeout));

            m.color = new Color(
                m.color.r,
                m.color.g,
                m.color.b,
                (alpha > 0) ? alpha : 0f
                );

            timeCounter += Time.deltaTime;

            yield return 0;
        }

        m.color = new Color(
            m.color.r,
            m.color.g,
            m.color.b,
            1f
            );
    }
	void Awake () {
    if (textAsset == null)
      return;

    string text = textAsset.text;
    text = text.Replace("\\n", System.Environment.NewLine);

    textAsset = null; // Required otherwise the clone will instantiate other clones
    GameObject clone = Instantiate(gameObject) as GameObject;
    TextMesh clone_text_mesh = clone.GetComponent<TextMesh>();

    string[] parts = text.Split(' ');
    text = "";
    string line = "";
    for (int i = 0; i < parts.Length; ++i)
    {
      clone_text_mesh.text = line + parts[i];
      if (clone_text_mesh.renderer.bounds.extents.x > maxWidth)
      {
        text += line.TrimEnd() + System.Environment.NewLine;
        line = "";
      }
      line += parts[i] + " ";
    }
    text += line.TrimEnd();

    text_mesh_ = GetComponent<TextMesh>();
    text_mesh_.text = text;

    Destroy(clone);
	}
    void Start()
    {
        roundDisplayMesh = gameObject.GetComponent<TextMesh>();

        currRound = 1;
        roundDisplayMesh.text = "Round: " + currRound.ToString();
    }
 static public int set_offsetZ(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.TextMesh self = (UnityEngine.TextMesh)checkSelf(l);
         float v;
         checkType(l, 2, out v);
         self.offsetZ = 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
 }
Beispiel #14
0
 void OnMouseEnter()
 {
     selected = true;
     tm = GetComponent<TextMesh>();
     startcolor = tm.color;
     tm.color = Color.white;
 }
	void Start ()
	{
		slot1Data = transform.Find ("slot01").transform.Find ("data").gameObject.GetComponent<TextMesh>();
		slot1Text = transform.Find ("slot01").transform.Find ("text").gameObject.GetComponent<GameTextControl>();

		slot2Data = transform.Find ("slot02").transform.Find ("data").gameObject.GetComponent<TextMesh>();
		slot2Text = transform.Find ("slot02").transform.Find ("text").gameObject.GetComponent<GameTextControl>();

		slot3Data = transform.Find ("slot03").transform.Find ("data").gameObject.GetComponent<TextMesh>();
		slot3Text = transform.Find ("slot03").transform.Find ("text").gameObject.GetComponent<GameTextControl>();

		if(int.TryParse(LevelControl.CURRENT_LEVEL_CLASS.myName, out levelValue))
		{
			titleText = transform.Find ("levelTitle").transform.Find ("title").gameObject.GetComponent<GameTextControl>();

			if(LevelControl.CURRENT_LEVEL_CLASS.type == 0)
			{
				titleText.myKey = "ui_sign_mission";
				titleText.addText = " " + levelValue.ToString();
			}
			else if(LevelControl.CURRENT_LEVEL_CLASS.type == 1)
			{
				titleText.myKey = "ui_sign_bonus_mission";
				titleText.addText = " " + levelValue.ToString();
			}
		}
		//

		slot1Data.text = LevelControl.CURRENT_LEVEL_CLASS.movesLimitForStar.ToString();

		slot2Data.text = TimeScaleManager.getTimeString ((int) LevelControl.CURRENT_LEVEL_CLASS.timeLimitForStar);

		slot3Data.text = LevelControl.CURRENT_LEVEL_CLASS.scoreLimitForStar.ToString();

	}
Beispiel #16
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 // Use this for initialization
 void Start()
 {
     f_Timer = 5f;
     i_Score = 0;
     i_HighScore = GameData.i_HighScore;
     TEXTDISPLAY = GetComponent<TextMesh>();
 }
 void Start()
 {
     lvlSel = gameObject.GetComponent ("TextMesh") as TextMesh;
     GameObject gObj = gameObject;
     Config cfg = (Config)gObj.GetComponent(typeof(Config));
     cfg.cfgLoadLevels();
 }
Beispiel #18
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		void Awake() {
			// Find the Cube reference
			cube = transform.Find("Cube").gameObject;
			// Find the TextMesh
			letter = GetComponent<TextMesh>();
			
			// Set a random velocity
			Vector3 vel = Random.onUnitSphere; // Get Random XYZ velocity
			// Random.onUnitSphere gives you a vector point that is somewhere on the surface of the sphere with a radius of 1m around the origin
			vel.z = 0; // Flatten the vel to the XY plane
			vel.Normalize(); // Make the length of the vel 1
			// Normalizing a Vector3 makes it length 1m
			vel *= Random.Range(driftMinMax.x, driftMinMax.y);
			// Above sets the velocity length to something between the x and y values of driftMinMax
			rigidbody.velocity = vel;
			
			// Set the rotation of this GameObject to R:[0,0,0]
			transform.rotation = Quaternion.identity;
			// Quaternion.identity is equal to no rotation
			
			// Set up the rotPerSecond for the Cube child using rotMinMax x & y
			rotPerSecond = new Vector3( Random.Range(rotMinMax.x, rotMinMax.y), Random.Range(rotMinMax.x, rotMinMax.y), Random.Range(rotMinMax.x, rotMinMax.y) );
			
			// CheckOffscreen() every 2 seconds
			InvokeRepeating( "CheckOffscreen", 2f, 2f);
			
			birthTime = Time.time;
		}
Beispiel #19
0
	//public static bool fade = false;
	void Start () {
		fade = false;
		anim = GetComponent<Animator>();
		spr = GetComponent<SpriteRenderer>();
		T = GetComponent<TextMesh>();
		//		spr.color = Color.red;
		//		Debug.Log(spr.color);
		//gameObject.GetComponent<Rigidbody2D>().simulated = false;
		instructions = new string[]{
			"Welcome to the quantum world. Things behave very differently here.", 
			"This is an electron in its wave state...",
			"To see the electron in its particle state, we need to take measurements. At each measurement we can see where the electron had been.",
			"Notice that the electron only appears along the wire. That's because this is a 1-D quantum wire. This also means you can't jump.",
			"Let's speed things up a little and see where the electron occurs most.",//4
			"The maximum amplitude of the wave at any point tells us the probability of finding the electron there.",
			"So at all times, the electron has the highest chance of being found in the middle...",
			"...and the least chance at the ends.",//7
			"The shape of the wave function is determined by the potential profile. We will discuss this in a later level.",
			"The electron's Total Energy is quantized in this world, which means it can only have discrete values.",
			"The electron is currently on the ground state (Energy Level 0).",//10
			"These are sources of light. When brought to a light machine, they emit photons. Photons can give energy to the electron.",//11
			"The color of a photon determines its energy. Lower wavelength (like blue and violet) means higher energy and vice-versa.",
			"Only the correct energy photon can change the electon's energy level. Bring the light sources in the right order to the light machine.",
			"The Total Energy has increased. The wavefunction changes for each energy level, so it now looks different.",//14
			"It now has a node, a point where there is no chance of the electron appearing. The number of nodes is equal to the energy level number.",
			"Get the remaining photons to finish the level. Press next to play."," "};

		T.text = instructions[tutorialManagerQ.i];
		T.text = ResolveTextSize(T.text,length);
		//Debug.Log(T.text);
		
	}
Beispiel #20
0
	// Use this for initialization
	void Start () {

        buildSeq(nOpt);

		timer = GameObject.Find ("Timer").GetComponent<TextMesh> ();

	}
    // Use this for initialization
    void Start()
    {
        score = ScoreWorker.score;

        ResultLabel = GameObject.Find ("Score").GetComponent<TextMesh> ();
        DescLabel =   GameObject.Find ("Description").GetComponent<TextMesh> ();

        timer = (float)1.9;
        is_wait = true;

        int curr_max_score = 0;

        string r = Keeper.get_param ("MaxScore");

        curr_max_score = Convert.ToInt32 (r);

        if (curr_max_score < score)
        {
            curr_max_score = score;
        }

        Keeper.set_param ("MaxScore", Convert.ToString (curr_max_score));

        best_record =  Convert.ToInt32(Keeper.get_param ("MaxScore"));

        //best_record = Convert.ToInt32 (max_score);
        //best_record = max_score;
    }
    public void Init(string s)
    {
        animation = GetComponent<VillagerAnimation>();
		animation.Init (s);

        skinMaterial = GetComponentInChildren<MeshRenderer>().material;
        origColor = skinMaterial.color;

        // music stuff
        musicToggle = GetComponent<ToggleSuspend>();
        musicPattern = GetComponent<Pattern>();
        SetMusicPattern();
        musicSample = GetComponent<Sampler>();
        SetMusicSample();

		keyboardPosition = transform.localPosition;

        textMesh = GetComponentInChildren<TextMesh>();

        letter = s;
        textMesh.text = s;

		currentState = State.Idle;
		timeSinceLastDanced = Time.time;
    }
Beispiel #23
0
    // Loads text from the text file into the text component.
    void Start()
    {
        string textFromFile = System.IO.File.ReadAllText(textFilePath);

        UnityEngine.TextMesh textComp = this.transform.GetComponent <UnityEngine.TextMesh>();
        textComp.text = textFromFile;
    }
Beispiel #24
0
 void Start()
 {
     MainCamera = GameObject.Find("MainCamera");
     tm = GetComponent<TextMesh>();
     //Debug.Log (this.tag);
     if (this.tag == "WizardKing") {
         desiredTextCopy = desiredText = tm.text;
         MAX_DISTANCE = 34;
     } else if(this.tag == "WizardJumpy") {
         MAX_DISTANCE = 21;
         manyStrings = new string[4];
         manyStrings [0] = "No jumping in the pool!";
         manyStrings [1] = "Press R1 to cast your spells!";
         manyStrings [2] = "L2 and R2 switches between inventories.";
         manyStrings [3] = "Stay Alive!";
     } else if (this.tag == "CreepyKing") {
         MAX_DISTANCE = 34;
         desiredTextCopy = desiredText = "Seriously...";
     } else if (this.tag == "CreepyJumpy") {
         MAX_DISTANCE = 21;
         manyStrings = new string[3];
         manyStrings[0] = "You can't share your late days";
         manyStrings[1] = "There's no one during office hours";
         manyStrings[2] = "I think this game is awesome";
     }
     tm.text = "";
     currentText = "";
     count = 200;
 }
    void Awake()
    {
        m_bStarted							= false;
        if(!m_oCorrect)		m_oCorrect		= GameObject.Find("Plane_Correct");
        if(!m_oWrong) 		m_oWrong		= GameObject.Find("Plane_Wrong");
        m_oRemaining						= transform.FindChild("Remaining").GetComponent<TextMesh>();
        m_oTimer							= transform.FindChild("Time").GetComponent<TextMesh>();
        m_oCountdown 						= GameObject.Find ("Countdown").GetComponent<TextMesh>();

        GameObject goTemp;
        ClassNumbers oTemp = m_oNumber;
        for ( int n = 0; n < m_nMaxNumbers-1; ++n )
        {
            goTemp						= GameObject.Instantiate(oTemp.gameObject) as GameObject;
            goTemp.transform.parent		= this.transform;
            goTemp.transform.localScale = Vector3.one;
            oTemp.m_oNext				= goTemp.GetComponent<ClassNumbers>();
            oTemp.m_oNext.Initialize();
            oTemp						= oTemp.m_oNext;
        }

        if ( m_oBoxes.Length == 0 )
        {
            GameObject[] agoTemp	= GameObject.FindGameObjectsWithTag("Puzzle");
            m_oBoxes				= new ClassBoxes[agoTemp.Length];

            for(int n = 0; n < agoTemp.Length; ++n)
            {
                m_oBoxes[n] = agoTemp[n].GetComponent<ClassBoxes>();
            }
        }

        m_nDivisors	= new int[m_oBoxes.Length];
    }
Beispiel #26
0
    void Start()
    {
        player = GameObject.Find("Character");
        background = GameObject.Find("Background");
        status = GameObject.Find("Level Complete").GetComponent<TextMesh>();
        stars_empty = new GameObject[3];
        stars_empty[0] = GameObject.Find("Star1");
        stars_empty[1] = GameObject.Find("Star2");
        stars_empty[2] = GameObject.Find("Star3");
        stars_full = new GameObject[3];
        stars_full[0] = GameObject.Find("StarColored1");
        stars_full[1] = GameObject.Find("StarColored2");
        stars_full[2] = GameObject.Find("StarColored3");
        recNotice = GameObject.Find("Loops").GetComponent<TextMesh>();
        background.GetComponent<SpriteRenderer>().enabled = false;
        status.GetComponent<MeshRenderer>().enabled = false;
        retry = GameObject.Find("Retry");
        mainMenu = GameObject.Find("Main Menu");
        nextLevel = GameObject.Find("Next Level");
        collectible = GameObject.Find("Collectible");

        for (int i = 0; i < stars_empty.Length; i++)
        {
            stars_empty[i].GetComponent<SpriteRenderer>().enabled = false;
            //print(stars_empty[i].GetComponent<SpriteRenderer>().enabled);
            stars_full[i].GetComponent<SpriteRenderer>().enabled = false;
            //print(stars_full[i].GetComponent<SpriteRenderer>().enabled);
        }
        retry.SetActive(false);
        mainMenu.SetActive(false);
        nextLevel.SetActive(false);

        this.GetComponent<Rigidbody2D>().velocity = new Vector2(speed, 0);
    }
Beispiel #27
0
 static public int constructor(IntPtr l)
 {
     UnityEngine.TextMesh o;
     o = new UnityEngine.TextMesh();
     pushObject(l, o);
     return(1);
 }
    private IEnumerator CheckTerminals()
    {
        while (enabled)
        {
            IsNextToGenerator = false;
            IsNextToTerminal = false;
            foreach (Transform t in this.transform)
            {
                //print("distance of " + Vector3.Distance(Character.position, t.position));
                if (Vector3.Distance(Character.position, t.position) < TerminalDistance)
                {
                    if (t.name.ToLower().StartsWith("o2gen"))
                    {
                        IsNextToGenerator = true;
                        GeneratorName = t.name;
                        break;
                    }
                    else
                    {
                        IsNextToTerminal = true;
                        currentLabel = t.GetChild(0).GetComponent<TextMesh>();

                        EnumExtensions.TryParse<Terminal.TerminalType>(CurrentTerminalType, t.name.ToLower(), out CurrentTerminalType);
                        break;
                    }
                }
            }

            yield return new WaitForSeconds(.5f);
        }
    }
 static public int set_alignment(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.TextMesh      self = (UnityEngine.TextMesh)checkSelf(l);
         UnityEngine.TextAlignment v;
         v = (UnityEngine.TextAlignment)LuaDLL.luaL_checkinteger(l, 2);
         self.alignment = 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
 }
 void Start()
 {
     renderer = transform.GetComponent<Renderer>();
     renderer.enabled = false;
     textMesh = transform.GetComponent<TextMesh>();
     _transform = transform;
 }
Beispiel #31
0
    public virtual void Init(Grid grid, int x, int y, float scale = 1, Sprite asset = null)
    {
        sfx = AudioManager.instance;

        container = transform.Find("Sprites");
        outline = transform.Find("Sprites/Outline").GetComponent<SpriteRenderer>();
        img = transform.Find("Sprites/Sprite").GetComponent<SpriteRenderer>();
        shadow = transform.Find("Sprites/Shadow").GetComponent<SpriteRenderer>();
        shadow.gameObject.SetActive(false);

        label = transform.Find("Label").GetComponent<TextMesh>();
        label.GetComponent<Renderer>().sortingLayerName = "Ui";
        label.gameObject.SetActive(Debug.isDebugBuild);

        this.grid = grid;
        this.x = x;
        this.y = y;
        this.asset = asset;

        this.walkable = true;

        transform.localPosition = new Vector3(x, y, 0);

        SetAsset(asset);
        SetImages(scale, Vector3.zero, 0);
        SetSortingOrder(0);

        visible = false;
        explored = false;
    }
 void Awake()
 {
     text = GetComponent<TextMesh>();
     meshrenderer = GetComponent<MeshRenderer>();
     meshrenderer.sortingLayerName = "ui";
     meshrenderer.enabled = false;
 }
        void OnEnable()
        {
            foreach(Transform child in transform)
            {
                //Search for child Loading Background to get the mesh renderer for the background texture
                if(child.name == "Loading Background")
                {
                    m_MeshRenderer = child.GetComponent<MeshRenderer>();
                }
                if(child.name == "Loading Percent")
                {
                    m_LoadingText = child.GetComponent<TextMesh>();
                }
            }

            if(m_MeshRenderer == null)
            {
                Debug.LogError("Missing a gameobject with the name \'Loading Background\' and a \'MeshRenderer\' component.");
                gameObject.SetActive(false);
                return;
            }
            if(m_LoadingText == null)
            {
                Debug.LogError("Missing a gameobject with the name \'Loading Text\' and a \'TextMesh\' component.");
                gameObject.SetActive(false);
                return;
            }
            Material material = new Material(m_MeshRenderer.sharedMaterial);
            material.SetTexture("_MainTex", m_TextureToDisplay);
            m_MeshRenderer.material = material;
        }
 void Start()
 {
     buttonText = GetComponentInChildren<TextMesh>();
     gameMan = GameObject.FindGameObjectWithTag("Manager").GetComponent<GameManager>();
     rend = GetComponent<Renderer>();
     rend.material.SetColor("_Color", gameMan.pColor[playerNum]);
 }
Beispiel #35
0
 void Start()
 {
     manager = GameManager.find();
     text = GetComponent<TextMesh>();
     antiAliasLevel = manager.antiAliasLevel;
     updateText();
 }
Beispiel #36
0
 static public int set_anchor(IntPtr l)
 {
     UnityEngine.TextMesh   o = (UnityEngine.TextMesh)checkSelf(l);
     UnityEngine.TextAnchor v;
     checkEnum(l, 2, out v);
     o.anchor = v;
     return(0);
 }
Beispiel #37
0
 static public int set_fontStyle(IntPtr l)
 {
     UnityEngine.TextMesh  o = (UnityEngine.TextMesh)checkSelf(l);
     UnityEngine.FontStyle v;
     checkEnum(l, 2, out v);
     o.fontStyle = v;
     return(0);
 }
Beispiel #38
0
 static public int set_color(IntPtr l)
 {
     UnityEngine.TextMesh o = (UnityEngine.TextMesh)checkSelf(l);
     UnityEngine.Color    v;
     checkType(l, 2, out v);
     o.color = v;
     return(0);
 }
Beispiel #39
0
 static public int set_font(IntPtr l)
 {
     UnityEngine.TextMesh o = (UnityEngine.TextMesh)checkSelf(l);
     UnityEngine.Font     v;
     checkType(l, 2, out v);
     o.font = v;
     return(0);
 }
Beispiel #40
0
 static public int set_alignment(IntPtr l)
 {
     UnityEngine.TextMesh      o = (UnityEngine.TextMesh)checkSelf(l);
     UnityEngine.TextAlignment v;
     checkEnum(l, 2, out v);
     o.alignment = v;
     return(0);
 }
Beispiel #41
0
    static public int set_characterSize(IntPtr l)
    {
        UnityEngine.TextMesh o = (UnityEngine.TextMesh)checkSelf(l);
        float v;

        checkType(l, 2, out v);
        o.characterSize = v;
        return(0);
    }
Beispiel #42
0
    static public int set_richText(IntPtr l)
    {
        UnityEngine.TextMesh o = (UnityEngine.TextMesh)checkSelf(l);
        bool v;

        checkType(l, 2, out v);
        o.richText = v;
        return(0);
    }
Beispiel #43
0
    static public int set_lineSpacing(IntPtr l)
    {
        UnityEngine.TextMesh o = (UnityEngine.TextMesh)checkSelf(l);
        float v;

        checkType(l, 2, out v);
        o.lineSpacing = v;
        return(0);
    }
Beispiel #44
0
    static public int set_text(IntPtr l)
    {
        UnityEngine.TextMesh o = (UnityEngine.TextMesh)checkSelf(l);
        string v;

        checkType(l, 2, out v);
        o.text = v;
        return(0);
    }
Beispiel #45
0
    static public int set_offsetZ(IntPtr l)
    {
        UnityEngine.TextMesh o = (UnityEngine.TextMesh)checkSelf(l);
        float v;

        checkType(l, 2, out v);
        o.offsetZ = v;
        return(0);
    }
        void Start()
        {
            EthKeyManager = GetComponentInParent <EthKeyManager>();
            LandManager   = GetComponentInParent <LandManager>();

            Text    = GetComponentInChildren <TextMesh>();
            Terrain = GetComponentInChildren <Terrain>();

            Text.gameObject.SetActive(false);
            Terrain.gameObject.SetActive(false);
        }
 static public int get_fontSize(IntPtr l)
 {
     try {
         UnityEngine.TextMesh self = (UnityEngine.TextMesh)checkSelf(l);
         pushValue(l, self.fontSize);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
	static public int get_fontStyle(IntPtr l) {
		try {
			UnityEngine.TextMesh self=(UnityEngine.TextMesh)checkSelf(l);
			pushValue(l,true);
			pushEnum(l,(int)self.fontStyle);
			return 2;
		}
		catch(Exception e) {
			return error(l,e);
		}
	}
 static public int get_anchor(IntPtr l)
 {
     try {
         UnityEngine.TextMesh self = (UnityEngine.TextMesh)checkSelf(l);
         pushEnum(l, (int)self.anchor);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
	static public int get_color(IntPtr l) {
		try {
			UnityEngine.TextMesh self=(UnityEngine.TextMesh)checkSelf(l);
			pushValue(l,true);
			pushValue(l,self.color);
			return 2;
		}
		catch(Exception e) {
			return error(l,e);
		}
	}
 static public int get_alignment(IntPtr l)
 {
     try {
         UnityEngine.TextMesh self = (UnityEngine.TextMesh)checkSelf(l);
         pushEnum(l, (int)self.alignment);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Beispiel #52
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 static public int get_richText(IntPtr l)
 {
     try {
         UnityEngine.TextMesh self = (UnityEngine.TextMesh)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.richText);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_font(IntPtr l)
 {
     try {
         UnityEngine.TextMesh self = (UnityEngine.TextMesh)checkSelf(l);
         pushValue(l, self.font);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Beispiel #54
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 static public int get_alignment(IntPtr l)
 {
     try {
         UnityEngine.TextMesh self = (UnityEngine.TextMesh)checkSelf(l);
         pushValue(l, true);
         pushEnum(l, (int)self.alignment);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.TextMesh o;
         o = new UnityEngine.TextMesh();
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_alignment(IntPtr l)
 {
     try {
         UnityEngine.TextMesh      self = (UnityEngine.TextMesh)checkSelf(l);
         UnityEngine.TextAlignment v;
         checkEnum(l, 2, out v);
         self.alignment = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_lineSpacing(IntPtr l)
 {
     try {
         UnityEngine.TextMesh self = (UnityEngine.TextMesh)checkSelf(l);
         float v;
         checkType(l, 2, out v);
         self.lineSpacing = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_richText(IntPtr l)
 {
     try {
         UnityEngine.TextMesh self = (UnityEngine.TextMesh)checkSelf(l);
         bool v;
         checkType(l, 2, out v);
         self.richText = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_color(IntPtr l)
 {
     try {
         UnityEngine.TextMesh self = (UnityEngine.TextMesh)checkSelf(l);
         UnityEngine.Color    v;
         checkType(l, 2, out v);
         self.color = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_fontSize(IntPtr l)
 {
     try {
         UnityEngine.TextMesh self = (UnityEngine.TextMesh)checkSelf(l);
         int v;
         checkType(l, 2, out v);
         self.fontSize = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }