public Tint ( Color color, float amount = 1.0f ) : void | ||
color | Color | the RGB color with which the image should be tinted. |
amount | float | the intensity with which tinting should be applied. Range (0, 1). |
return | void |
static int Tint(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2) { FairyGUI.ColorFilter obj = (FairyGUI.ColorFilter)ToLua.CheckObject <FairyGUI.ColorFilter>(L, 1); UnityEngine.Color arg0 = ToLua.ToColor(L, 2); obj.Tint(arg0); return(0); } else if (count == 3) { FairyGUI.ColorFilter obj = (FairyGUI.ColorFilter)ToLua.CheckObject <FairyGUI.ColorFilter>(L, 1); UnityEngine.Color arg0 = ToLua.ToColor(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); obj.Tint(arg0, arg1); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: FairyGUI.ColorFilter.Tint")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static public int Tint(IntPtr l) { try { FairyGUI.ColorFilter self = (FairyGUI.ColorFilter)checkSelf(l); UnityEngine.Color a1; checkType(l, 2, out a1); System.Single a2; checkType(l, 3, out a2); self.Tint(a1, a2); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }