Ejemplo n.º 1
0
        internal Bounds GetSpriteBounds()
        {
            Bounds result;

            SpriteMask.INTERNAL_CALL_GetSpriteBounds(this, out result);
            return(result);
        }
Ejemplo n.º 2
0
 /// <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.SpriteMask spriteMask = (UnityEngine.SpriteMask)value;
     writer.WriteProperty("sprite", spriteMask.sprite);
     writer.WriteProperty("alphaCutoff", spriteMask.alphaCutoff);
     writer.WriteProperty("isCustomRangeActive", spriteMask.isCustomRangeActive);
     writer.WriteProperty("frontSortingLayerID", spriteMask.frontSortingLayerID);
     writer.WriteProperty("frontSortingOrder", spriteMask.frontSortingOrder);
     writer.WriteProperty("backSortingLayerID", spriteMask.backSortingLayerID);
     writer.WriteProperty("backSortingOrder", spriteMask.backSortingOrder);
     writer.WriteProperty("enabled", spriteMask.enabled);
     writer.WriteProperty("shadowCastingMode", spriteMask.shadowCastingMode);
     writer.WriteProperty("receiveShadows", spriteMask.receiveShadows);
     writer.WriteProperty("material", spriteMask.material);
     writer.WriteProperty("sharedMaterial", spriteMask.sharedMaterial);
     writer.WriteProperty("materials", spriteMask.materials);
     writer.WriteProperty("sharedMaterials", spriteMask.sharedMaterials);
     writer.WriteProperty("lightmapIndex", spriteMask.lightmapIndex);
     writer.WriteProperty("realtimeLightmapIndex", spriteMask.realtimeLightmapIndex);
     writer.WriteProperty("lightmapScaleOffset", spriteMask.lightmapScaleOffset);
     writer.WriteProperty("motionVectorGenerationMode", spriteMask.motionVectorGenerationMode);
     writer.WriteProperty("realtimeLightmapScaleOffset", spriteMask.realtimeLightmapScaleOffset);
     writer.WriteProperty("lightProbeUsage", spriteMask.lightProbeUsage);
     writer.WriteProperty("lightProbeProxyVolumeOverride", spriteMask.lightProbeProxyVolumeOverride);
     writer.WriteProperty("probeAnchor", spriteMask.probeAnchor);
     writer.WriteProperty("reflectionProbeUsage", spriteMask.reflectionProbeUsage);
     writer.WriteProperty("sortingLayerName", spriteMask.sortingLayerName);
     writer.WriteProperty("sortingLayerID", spriteMask.sortingLayerID);
     writer.WriteProperty("sortingOrder", spriteMask.sortingOrder);
     writer.WriteProperty("tag", spriteMask.tag);
     writer.WriteProperty("name", spriteMask.name);
     writer.WriteProperty("hideFlags", spriteMask.hideFlags);
 }
Ejemplo n.º 3
0
 static public int get_isCustomRangeActive(IntPtr l)
 {
     try {
         UnityEngine.SpriteMask self = (UnityEngine.SpriteMask)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.isCustomRangeActive);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Ejemplo n.º 4
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 static public int get_alphaCutoff(IntPtr l)
 {
     try {
         UnityEngine.SpriteMask self = (UnityEngine.SpriteMask)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.alphaCutoff);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Ejemplo n.º 5
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 static public int get_backSortingOrder(IntPtr l)
 {
     try {
         UnityEngine.SpriteMask self = (UnityEngine.SpriteMask)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.backSortingOrder);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Ejemplo n.º 6
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 static public int get_frontSortingLayerID(IntPtr l)
 {
     try {
         UnityEngine.SpriteMask self = (UnityEngine.SpriteMask)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.frontSortingLayerID);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Ejemplo n.º 7
0
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.SpriteMask o;
         o = new UnityEngine.SpriteMask();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Ejemplo n.º 8
0
 static public int set_isCustomRangeActive(IntPtr l)
 {
     try {
         UnityEngine.SpriteMask self = (UnityEngine.SpriteMask)checkSelf(l);
         bool v;
         checkType(l, 2, out v);
         self.isCustomRangeActive = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Ejemplo n.º 9
0
 static public int set_alphaCutoff(IntPtr l)
 {
     try {
         UnityEngine.SpriteMask self = (UnityEngine.SpriteMask)checkSelf(l);
         float v;
         checkType(l, 2, out v);
         self.alphaCutoff = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Ejemplo n.º 10
0
 static public int set_backSortingOrder(IntPtr l)
 {
     try {
         UnityEngine.SpriteMask self = (UnityEngine.SpriteMask)checkSelf(l);
         int v;
         checkType(l, 2, out v);
         self.backSortingOrder = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Ejemplo n.º 11
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 private static extern void INTERNAL_CALL_GetSpriteBounds(SpriteMask self, out Bounds value);
Ejemplo n.º 12
0
        /// <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.SpriteMask spriteMask = (UnityEngine.SpriteMask)value;
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "sprite":
                    if (spriteMask.sprite == null)
                    {
                        spriteMask.sprite = reader.ReadProperty <UnityEngine.Sprite>();
                    }
                    else
                    {
                        reader.ReadIntoProperty <UnityEngine.Sprite>(spriteMask.sprite);
                    }
                    break;

                case "alphaCutoff":
                    spriteMask.alphaCutoff = reader.ReadProperty <System.Single>();
                    break;

                case "isCustomRangeActive":
                    spriteMask.isCustomRangeActive = reader.ReadProperty <System.Boolean>();
                    break;

                case "frontSortingLayerID":
                    spriteMask.frontSortingLayerID = reader.ReadProperty <System.Int32>();
                    break;

                case "frontSortingOrder":
                    spriteMask.frontSortingOrder = reader.ReadProperty <System.Int32>();
                    break;

                case "backSortingLayerID":
                    spriteMask.backSortingLayerID = reader.ReadProperty <System.Int32>();
                    break;

                case "backSortingOrder":
                    spriteMask.backSortingOrder = reader.ReadProperty <System.Int32>();
                    break;

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

                case "shadowCastingMode":
                    spriteMask.shadowCastingMode = reader.ReadProperty <UnityEngine.Rendering.ShadowCastingMode>();
                    break;

                case "receiveShadows":
                    spriteMask.receiveShadows = reader.ReadProperty <System.Boolean>();
                    break;

                case "material":
                    if (spriteMask.material == null)
                    {
                        spriteMask.material = reader.ReadProperty <UnityEngine.Material>();
                    }
                    else
                    {
                        reader.ReadIntoProperty <UnityEngine.Material>(spriteMask.material);
                    }
                    break;

                case "sharedMaterial":
                    if (spriteMask.sharedMaterial == null)
                    {
                        spriteMask.sharedMaterial = reader.ReadProperty <UnityEngine.Material>();
                    }
                    else
                    {
                        reader.ReadIntoProperty <UnityEngine.Material>(spriteMask.sharedMaterial);
                    }
                    break;

                case "materials":
                    spriteMask.materials = reader.ReadProperty <UnityEngine.Material[]>();
                    break;

                case "sharedMaterials":
                    spriteMask.sharedMaterials = reader.ReadProperty <UnityEngine.Material[]>();
                    break;

                case "lightmapIndex":
                    spriteMask.lightmapIndex = reader.ReadProperty <System.Int32>();
                    break;

                case "realtimeLightmapIndex":
                    spriteMask.realtimeLightmapIndex = reader.ReadProperty <System.Int32>();
                    break;

                case "lightmapScaleOffset":
                    spriteMask.lightmapScaleOffset = reader.ReadProperty <UnityEngine.Vector4>();
                    break;

                case "motionVectorGenerationMode":
                    spriteMask.motionVectorGenerationMode = reader.ReadProperty <UnityEngine.MotionVectorGenerationMode>();
                    break;

                case "realtimeLightmapScaleOffset":
                    spriteMask.realtimeLightmapScaleOffset = reader.ReadProperty <UnityEngine.Vector4>();
                    break;

                case "lightProbeUsage":
                    spriteMask.lightProbeUsage = reader.ReadProperty <UnityEngine.Rendering.LightProbeUsage>();
                    break;

                case "lightProbeProxyVolumeOverride":
                    if (spriteMask.lightProbeProxyVolumeOverride == null)
                    {
                        spriteMask.lightProbeProxyVolumeOverride = reader.ReadProperty <UnityEngine.GameObject>();
                    }
                    else
                    {
                        reader.ReadIntoProperty <UnityEngine.GameObject>(spriteMask.lightProbeProxyVolumeOverride);
                    }
                    break;

                case "probeAnchor":
                    if (spriteMask.probeAnchor == null)
                    {
                        spriteMask.probeAnchor = reader.ReadProperty <UnityEngine.Transform>();
                    }
                    else
                    {
                        reader.ReadIntoProperty <UnityEngine.Transform>(spriteMask.probeAnchor);
                    }
                    break;

                case "reflectionProbeUsage":
                    spriteMask.reflectionProbeUsage = reader.ReadProperty <UnityEngine.Rendering.ReflectionProbeUsage>();
                    break;

                case "sortingLayerName":
                    spriteMask.sortingLayerName = reader.ReadProperty <System.String>();
                    break;

                case "sortingLayerID":
                    spriteMask.sortingLayerID = reader.ReadProperty <System.Int32>();
                    break;

                case "sortingOrder":
                    spriteMask.sortingOrder = reader.ReadProperty <System.Int32>();
                    break;

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

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

                case "hideFlags":
                    spriteMask.hideFlags = reader.ReadProperty <UnityEngine.HideFlags>();
                    break;
                }
            }
        }
Ejemplo n.º 13
0
 /// <summary>
 /// Read the data using the reader.
 /// </summary>
 /// <param name="reader">Reader.</param>
 public override object Read(ISaveGameReader reader)
 {
     UnityEngine.SpriteMask spriteMask = SaveGameType.CreateComponent <UnityEngine.SpriteMask>();
     ReadInto(spriteMask, reader);
     return(spriteMask);
 }