public static int DetachChildren(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 1) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.Transform obj = LuaStatic.GetObj(L, 1) as UnityEngine.Transform; obj.DetachChildren(); return(result); }
int UnityEngineTransform_m_DetachChildren(RealStatePtr L, int gen_param_count) { ObjectTranslator translator = this; UnityEngine.Transform gen_to_be_invoked = (UnityEngine.Transform)translator.FastGetCSObj(L, 1); { gen_to_be_invoked.DetachChildren( ); return(0); } }
internal override void OnTrigger() { base.OnTrigger(); node = Entity.GetBindPoint(mAttachNode); if (node != null) { int cnt = node.childCount; transforms = new UnityEngine.Transform[cnt]; localPos = new UnityEngine.Vector3[cnt]; localRot = new UnityEngine.Quaternion[cnt]; for (int i = 0; i < cnt; i++) { UnityEngine.Transform t = node.GetChild(i); transforms[i] = t; localPos[i] = t.localPosition; localRot[i] = t.localRotation; } node.DetachChildren(); } }