Example #1
0
    void OnControllerColliderHit(ControllerColliderHit hit)
    {
        Rigidbody body = hit.collider.attachedRigidbody;

        MazeCell cell = hit.gameObject.GetComponentInParent<MazeCell>();
        if (cell == null)
            return;

        if(cell != currentCell)
        {
            if(currentCell != null)
                currentCell.OnPlayerExit();

            cell.OnPlayerEnter();
        }

        currentCell = cell;
        Vector3 transformDirection = new Vector3(Mathf.Round(transform.forward.x), 0f, Mathf.Round(transform.forward.z));
        IntVector2 direction = new IntVector2((int) transformDirection.x, (int) transformDirection.z);

        if(direction.x != 0 && direction.z != 0)
        {
            if (Random.Range(0, 1) == 1)
                direction.x = 0;
            else
                direction.z = 0;
        }

        MazeDirection mazeDirection = MazeDirections.FromIntVector2(direction);
        faceDirection = mazeDirection;
    }
Example #2
0
 public override void OnControllerColliderHit(ControllerColliderHit hit)
 {
     if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(hit.gameObject.tag)) {
         collidedGameObject.Value = hit.gameObject;
         enteredCollision = true;
     }
 }
    void OnControllerColliderHit(ControllerColliderHit hit)
    {
        //Debug.Log ("detect a controller collider hit");
        Rigidbody body = hit.collider.attachedRigidbody;
        Vector3 pushDir;

        //Debug.Log ("body = " + (body==null));
        if (body!=null)
            //Debug.Log ("body = " + (body.isKinematic));
        // no rigidbody
        if (body == null || body.isKinematic) { return; }

        //Debug.Log (hit.moveDirection);
        // We dont want to push objects below us
        if (hit.moveDirection.y < -0.3) { return; }

        if (body.tag == "Door") {
            //Debug.Log("Pushing door");
            body.AddForce(-transform.forward * 1000f, ForceMode.Acceleration);
            body.useGravity = true;
        } else {
            // Calculate push direction from move direction,
            // we only push objects to the sides never up and down
            pushDir = new Vector3 (hit.moveDirection.x, 0, hit.moveDirection.z);

            // If you know how fast your character is trying to move,
            // then you can also multiply the push velocity by that.

            // Apply the push
            body.velocity = pushDir * pushPower;
        }
    }
 /*////////////////////////////////////*/
 //Fonction des Dommages
 /*////////////////////////////////////*/
 void OnControllerColliderHit(ControllerColliderHit collision)
 {
     if(collision.gameObject.tag == "Player")
     {
         animator.SetBool("Hit", true);
     }
 }
Example #5
0
 private void OnControllerColliderHit(ControllerColliderHit hit)
 {
     if (this.regularMutant)
     {
         bool flag = false;
         if (hit.gameObject.CompareTag("UnderfootWood"))
         {
             enemyCanPush component = hit.gameObject.GetComponent<enemyCanPush>();
             if (component)
             {
                 flag = true;
             }
         }
         if (hit.gameObject.CompareTag("Float") || hit.gameObject.CompareTag("suitCase") || hit.gameObject.CompareTag("pushable") || hit.gameObject.CompareTag("BreakableWood") || hit.gameObject.CompareTag("hanging") || flag)
         {
             Rigidbody attachedRigidbody = hit.collider.attachedRigidbody;
             if (attachedRigidbody == null || attachedRigidbody.isKinematic)
             {
                 return;
             }
             float explosionForce = 100f;
             if (flag)
             {
                 explosionForce = 1000f;
             }
             attachedRigidbody.AddExplosionForce(explosionForce, base.transform.position, 20f);
         }
     }
 }
	void OnControllerColliderHit (ControllerColliderHit hit){
	if (hit.gameObject.tag == "playerDoor" && doorIsOpen == false) {
			OpenDoor(hit.gameObject);
		}
	
	
	}
Example #7
0
    // check to see if we hit the player and if so do damage
    void OnControllerColliderHit(ControllerColliderHit hit)
    {
        if(hit.transform == PlayerController.getPlayer()){
            hit.transform.GetComponent<PlayerController>().takeDamage(touchDamage);

        }
    }
Example #8
0
 void OnControllerColliderHit(ControllerColliderHit hit)
 {
     if (hit.collider.gameObject.name == "Box")
     {
         Debug.Log("Collision!!!!!");
     }
 }
	void OnControllerColliderHit(ControllerColliderHit hit)
	{
		// hit.gameObjectで衝突したオブジェクト情報が得られる
		if (hit.gameObject.CompareTag ("DangerWall")) {
			Application.LoadLevel(Application.loadedLevel);
		}
	}
        public override void OnCharacterCollided(ControllerColliderHit hit, Transform other)
        {
            base.OnCharacterCollided(hit, other);

            if (Colliding)
                return;

            //check if hit point beneath player
            var dir = (hit.point - other.position).normalized;
            if (dir.y < -0.9)
                CollisionType = DaggerfallAction.TriggerTypes.WalkOn;
            else
            {
                if (thisAction.TriggerFlag == DaggerfallConnect.DFBlock.RdbTriggerFlags.Collision01)
                {
                    Vector3 origin = new Vector3(hit.controller.transform.position.x, hit.controller.transform.position.y - hit.controller.height / 2, hit.controller.transform.position.z);
                    Ray ray = new Ray(origin, Vector3.down);
                    RaycastHit hitInfo;

                    //if hit not below controller, see if player standing on this action object w/ raycast & if action flag is Collision01 (walk on)
                    //set trigger type & activate if so - to avoid player being able to push against wall to avoid
                    if (hit.collider.Raycast(ray, out hitInfo, hit.controller.skinWidth))
                        CollisionType = DaggerfallAction.TriggerTypes.WalkOn;
                    else
                        CollisionType = DaggerfallAction.TriggerTypes.WalkInto;
                }
                else
                    CollisionType = DaggerfallAction.TriggerTypes.WalkInto;

            }

            Colliding = true;
        }
    void OnControllerColliderHit(ControllerColliderHit hit)
    {
        Rigidbody body = hit.collider.attachedRigidbody;

        // no rigidbody
        if (body == null || body.isKinematic)
            return;

        // We dont want to push objects below us

        if (hit.moveDirection.y < -0.5)
        {
            //platform = hit.transform;
            return;
        }

        // Calculate push direction from move direction,
        // we only push objects to the sides never up and down
        // if you wanted up and down pushing, change 0 to hit.moveDirection.y
        Vector3 pushDir = new Vector3(hit.moveDirection.x, 0, hit.moveDirection.z);

        // If you know how fast your character is trying to move,
        // then you can also multiply the push velocity by that.
        // Apply the push and decrease speed to 25% of the normal walk speed.
        body.velocity = (pushDir * Speed)/4;
    }
    void OnControllerColliderHit(ControllerColliderHit hit)
    {
        Rigidbody body = hit.collider.attachedRigidbody;
        // no rigidbody
        if (body == null || body.isKinematic)
            return;

        // Only push rigidbodies in the right layers
        var bodyLayerMask = 1 << body.gameObject.layer;
        if ((bodyLayerMask & pushLayers.value) == 0)
            return;

        // We dont want to push objects below us
        //if (hit.moveDirection.y < -0.3)
        //    return;

        // Calculate push direction from move direction, we only push objects to the sides
        // never up and down
        //Vector3 pushDir = new Vector3(hit.moveDirection.x, 0, hit.moveDirection.z);

        // push with move speed but never more than walkspeed
        //body.velocity = pushDir * pushPower * Mathf.Min (controller.GetSpeed (), controller.movement.walkSpeed);
        body.AddForceAtPosition(hit.normal*(-pushPower), hit.point);
        //print(hit.normal);
    }
        void OnControllerColliderHit(ControllerColliderHit hit)
        {
            if (Input.GetKey(KeyCode.Return))
            {
                Rigidbody body = hit.collider.attachedRigidbody;
                if (body == null) { return; }

                if (hit.gameObject.CompareTag ("Ball"))
                {
                    body.isKinematic = false;
                    Debug.Log("Toimii");
                    pushForce = 2.0f;
                    Vector3 pushDir = new Vector3(1, 0, 1);
                    body.velocity = pushDir * pushForce;
                    hit.gameObject.SendMessage("ObjectFalling", SendMessageOptions.DontRequireReceiver);
                }
                else if (hit.gameObject.CompareTag("Cube"))
                {
                    body.isKinematic = false;
                    Debug.Log("Toimii");
                    pushForce = 50.0f;
                    Vector3 pushDir = new Vector3(1, 0, 1);
                    body.AddForce(pushDir * pushForce);
                    hit.gameObject.SendMessage("ObjectFalling", SendMessageOptions.DontRequireReceiver);
                }
            }
        }
 public void OnControllerColliderHit(UnityEngine.ControllerColliderHit a)
 {
     if (fn != null)
     {
         fn.invoke(gameObject, a);
     }
 }
 void OnControllerColliderHit(ControllerColliderHit coll)
 {
     if(coll.gameObject.tag == damageTag)
     {
         myKillable.Damage(damageRate);
     }
 }
Example #16
0
 void OnControllerColliderHit(ControllerColliderHit hit)
 {
     if(hit.transform.tag == "enemy")
     {
         hit.transform.SendMessage("", SendMessageOptions.DontRequireReceiver);
     }
 }
Example #17
0
	void OnControllerColliderHit(ControllerColliderHit hit){
		GameObject go = GameObject.FindGameObjectWithTag ("Player");
		MainPjMovement target = go.GetComponent ("MainPjMovement") as MainPjMovement;

		if (target.getHP () != target.getMAXHP ()) {
			if (hit.gameObject.tag == "BigHealPotion") {
				PJAudio.DrinkPotion();
				target.increaseHeal (200);
				Destroy (hit.gameObject);
			}
			if (hit.gameObject.tag == "LittleHealPotion") {
				PJAudio.DrinkPotion();
				target.increaseHeal (100);
				Destroy (hit.gameObject);
			}
		}
		if (target.getMP () != target.getMAXMP ()) {
			if (hit.gameObject.tag == "BigManaPotion") {
				target.increaseMana (200);
				Destroy (hit.gameObject);
			}
			if (hit.gameObject.tag == "BigManaPotion") {
				target.increaseMana (100);
				Destroy (hit.gameObject);
			}
		}
		if (hit.gameObject.tag == "Shield") {
			target.setShield(true);
			
			Destroy(hit.gameObject);
		}
	}
    static void ControllerColliderHit_moveDirection(JSVCall vc)
    {
        UnityEngine.ControllerColliderHit _this = (UnityEngine.ControllerColliderHit)vc.csObj;
        var result = _this.moveDirection;

        JSApi.setVector3S((int)JSApi.SetType.Rval, result);
    }
 public bool handleCollision(ControllerColliderHit hit, Rigidbody body, float force)
 {
     Vector3 pushDir = new Vector3 (hit.moveDirection.x, 0, hit.moveDirection.z);
     //		body.velocity = pushDir * force;
     body.AddForce (pushDir * force);
     return false;
 }
Example #20
0
    void OnControllerColliderHit(ControllerColliderHit hit)
    {
        GameObject body = hit.gameObject;
        switch (body.tag){
            case "Target":
            if(state == STATE.HOOKING && body.name ==hookTarget){
                state = STATE.STUCK;
                lastStuck = body.name;
                hookTarget = "";
                foreach(GameObject item in passedThrough)
                    item.collider.enabled = true;

                passedThrough.Clear ();
            }
            else{
                passedThrough.AddFirst(body);
                body.collider.enabled=false;
            }
            break;
            case "Platform":
                state = STATE.GROUNDED;
                break;
        }

          //  body.velocity = pushDir * pushPower;
    }
 public CollisionNodeInfo(CollisionNodeToggler hitNode, Collider colliderObj, Collision collisionObj, ControllerColliderHit cchit)
 {
     this.hitNode = hitNode;
     collider = colliderObj;
     collision = collisionObj;
     controllerColliderHit = cchit;
 }
    static void ControllerColliderHit_moveLength(JSVCall vc)
    {
        UnityEngine.ControllerColliderHit _this = (UnityEngine.ControllerColliderHit)vc.csObj;
        var result = _this.moveLength;

        JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result));
    }
    void OnControllerColliderHit(ControllerColliderHit hit)
    {
        if (hit.gameObject.name == "Spaceship")
        {
            hit.gameObject.SendMessage("EnterSpaceship", SendMessageOptions.DontRequireReceiver);
            return;
        }

        Rigidbody body = hit.collider.attachedRigidbody;
        // no rigidbody
        if (body == null || body.isKinematic)
            return;

        // Only push rigidbodies in the right layers
        int bodyLayerMask = 1 << body.gameObject.layer;
        if ((bodyLayerMask & pushLayers.value) == 0)
            return;

        // We dont want to push objects below us
        if (hit.moveDirection.y < -0.3)
            return;

        // Calculate push direction from move direction, we only push objects to the sides
        // never up and down
        Vector3 pushDir = new Vector3(hit.moveDirection.x, 0, hit.moveDirection.z);

        // push with move speed but never more than walkspeed
        body.velocity = pushDir * pushPower * Mathf.Min (controller.GetSpeed (), controller.movement.walkSpeed);
    }
Example #24
0
 void OnControllerColliderHit(ControllerColliderHit hit)
 {
     if (  hit.collider.tag == "Monster" )
         Death ();
     else
         velocity.y = -gravity;
 }
 void OnControllerColliderHit(ControllerColliderHit hit)
 {
     if(hit.transform.tag == "Building")
     {
         GameOver();
     }
 }
Example #26
0
 static public int constructor(IntPtr l)
 {
     UnityEngine.ControllerColliderHit o;
     o = new UnityEngine.ControllerColliderHit();
     pushObject(l, o);
     return(1);
 }
    static void ControllerColliderHit_transform(JSVCall vc)
    {
        UnityEngine.ControllerColliderHit _this = (UnityEngine.ControllerColliderHit)vc.csObj;
        var result = _this.transform;

        JSMgr.datax.setObject((int)JSApi.SetType.Rval, result);
    }
 void OnControllerColliderHit(ControllerColliderHit other)
 {
     if (other.gameObject.GetComponent<DeathOnContact>() != null)
     {
         Kill();
     }
 }
 void OnControllerColliderHit(ControllerColliderHit hit)
 {
     if(hit.gameObject.tag == "boulder")
     {
         hit.rigidbody.AddForce(transform.forward * speed);
     }
 }
 void OnControllerColliderHit(ControllerColliderHit hit)
 {
     switch(hit.gameObject.tag)
     {
         case "StickySurface":
             player.SetWallJumpDirection(hit.normal);
             break;
         case "Collectable":
             hit.gameObject.GetComponent<Collectable>().PlayerContact();
             break;
         case "Enemy":
             player.Turn();
             if (player.IsAttacking() || player.IsDashing())
             {
                 hit.gameObject.GetComponent<Enemy>().JumpedAt(-hit.normal);
             }
             break;
         case "LooseObject":
             if (player.IsAttacking() || player.IsDashing())
             {
                 hit.gameObject.GetComponent<LooseObject>().FallOver(-hit.normal);
             }
             break;
         case "Ink":
             hit.gameObject.GetComponentInParent<Ink>().Collect(this.gameObject);
             break;
         case "Health":
             hit.gameObject.GetComponentInParent<Health>().Collect(this.gameObject);
             break;
     }
 }
Example #31
0
    void OnControllerColliderHit(ControllerColliderHit hit)
    {
        if (hit.gameObject.Equals (lastColl) || isAnimation) {
            //Debug.Log("Nothing new: " + hit.gameObject.name);
            return;
        }
        Debug.Log ("Collision with: " + hit.gameObject);
        lastColl = hit.gameObject;
        transform.parent = lastColl.transform; // Aneinander kleben

        if (hit.gameObject.tag == "Finish")
            Application.LoadLevel (1);
        else if (hit.gameObject.tag == "Respawn") {
            Application.LoadLevel (0);
        } else if (hit.gameObject.tag == "Weiß" || hit.gameObject.tag == "Schwarz") {
            FeldControl2 fc = hit.gameObject.GetComponent<FeldControl2>();
            Debug.Log("Auf Schachbrett " + (1 + fc.Board) + " auf Feld " + fc.Field);
            PosText.text = "B: " + (fc.Board + 1) + " - P: " + fc.Field;
            if (!cBretterWeiß.AnimInProgress && !cBretterSchwarz.AnimInProgress) {
                if (hit.gameObject.tag == "Weiß") {
                    transform.parent = BretterWeiß.transform;
                    cBretterWeiß.BeginAnimation();
                } else {
                    transform.parent = BretterSchwarz.transform;
                    cBretterSchwarz.BeginAnimation();
                }
            }
        } else {
            Debug.Log("Collission not recognized: " + lastColl);
        }
        grounded = true;
    }
Example #32
0
    void ApplyHit(ControllerColliderHit hit)
    {
        if (hit.normal.y > 0.7f) {
            Vector3 normalVelocity = Vector3.Project(move.velocity, Vector3.up);
            Vector3 tangentialVelocity = Vector3.ProjectOnPlane(move.velocity, Vector3.up);

            var movingSurface = hit.gameObject.GetComponentInParent<MovingSurface>();
            if (movingSurface == null) {
                tangentialVelocity = Vector3.zero;
            } else {
                Vector3 radiusVector = hit.point - movingSurface.transform.position;
                //Vector3 rotationVelocity = Vector3.Cross(movingSurface.currentAngularVelocity * Mathf.Deg2Rad, radiusVector);

                //Vector3 localHitPoint = movingSurface.transform.InverseTransformPoint(hit.point);
                Vector3 nextRadiusVector = Quaternion.Euler(movingSurface.currentAngularVelocity * Time.fixedDeltaTime) * radiusVector;
                Vector3 rotationVelocity = (nextRadiusVector - radiusVector) / Time.fixedDeltaTime;

                //Debug.Log("movingSurface.currentAngularVelocity: " + movingSurface.currentAngularVelocity);
                //Debug.Log("rotationVelocity: " + rotationVelocity);

                Vector3 hitPointVelocity = movingSurface.currentVelocity + rotationVelocity;

                tangentialVelocity = hitPointVelocity;

                //Debug.Log("Final tangentialVelocity: " + tangentialVelocity);
            }

            move.velocity = normalVelocity + tangentialVelocity;

            move.angularVelocity = movingSurface != null ? movingSurface.currentAngularVelocity : Vector3.zero;
            //move.angularVelocity = move.angularVelocity.Change(x: 0, z: 0);
        }
    }
 static public int get_collider(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.ControllerColliderHit self = (UnityEngine.ControllerColliderHit)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.collider);
         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
 }
Example #34
0
	void OnControllerColliderHit(ControllerColliderHit col){
		Debug.Log(col.gameObject.name);
		if(col.gameObject.tag == "Core"){
			score++;
			Destroy(col.gameObject);
		}
	}
Example #35
0
 //OnControllerColliderHit(ControllerColliderHit hit)
 void OnControllerColliderHit(ControllerColliderHit hit)
 {
     if (hit.transform.tag == "shark"){
         Destroy(gameObject);
         Application.LoadLevel(Application.loadedLevel);
     }
 }
    public void OnControllerColliderHit(ControllerColliderHit hit)
    {

       


    }
	static public int get_normal(IntPtr l) {
		try {
			UnityEngine.ControllerColliderHit self=(UnityEngine.ControllerColliderHit)checkSelf(l);
			pushValue(l,self.normal);
			return 1;
		}
		catch(Exception e) {
			LuaDLL.luaL_error(l, e.ToString());
			return 0;
		}
	}
 static public int get_normal(IntPtr l)
 {
     try {
         UnityEngine.ControllerColliderHit self = (UnityEngine.ControllerColliderHit)checkSelf(l);
         pushValue(l, self.normal);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.ControllerColliderHit o;
         o = new UnityEngine.ControllerColliderHit();
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
	static public int constructor(IntPtr l) {
		try {
			UnityEngine.ControllerColliderHit o;
			o=new UnityEngine.ControllerColliderHit();
			pushValue(l,o);
			return 1;
		}
		catch(Exception e) {
			LuaDLL.luaL_error(l, e.ToString());
			return 0;
		}
	}
 static public int get_transform(IntPtr l)
 {
     try {
         UnityEngine.ControllerColliderHit self = (UnityEngine.ControllerColliderHit)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.transform);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Example #42
0
 static public int constructor(IntPtr l)
 {
     LuaDLL.lua_remove(l, 1);
     UnityEngine.ControllerColliderHit o;
     if (matchType(l, 1))
     {
         o = new UnityEngine.ControllerColliderHit();
         pushObject(l, o);
         return(1);
     }
     LuaDLL.luaL_error(l, "New object failed.");
     return(0);
 }
Example #43
0
 static int OnControllerColliderHit(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         BehaviorDesigner.Runtime.Tasks.Task obj  = (BehaviorDesigner.Runtime.Tasks.Task)ToLua.CheckObject <BehaviorDesigner.Runtime.Tasks.Task>(L, 1);
         UnityEngine.ControllerColliderHit   arg0 = (UnityEngine.ControllerColliderHit)ToLua.CheckObject <UnityEngine.ControllerColliderHit>(L, 2);
         obj.OnControllerColliderHit(arg0);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Example #44
0
    static int get_moveLength(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.ControllerColliderHit obj = (UnityEngine.ControllerColliderHit)o;
            float ret = obj.moveLength;
            LuaDLL.lua_pushnumber(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index moveLength on a nil value" : e.Message));
        }
    }
Example #45
0
    static int get_collider(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.ControllerColliderHit obj = (UnityEngine.ControllerColliderHit)o;
            UnityEngine.Collider ret = obj.collider;
            ToLua.Push(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index collider on a nil value" : e.Message));
        }
    }
Example #46
0
        public Hit(UnityEngine.ControllerColliderHit ControllerColliderHit)
        {
            this.CharacterController = ControllerColliderHit.controller;
            CCDesc sCurrentMovingCCDesc = CCDesc.s_CurrentMovingCCDesc;

            if (!sCurrentMovingCCDesc || sCurrentMovingCCDesc.collider != this.CharacterController)
            {
                this.CCDesc = this.CharacterController.GetComponent <CCDesc>();
            }
            else
            {
                this.CCDesc = sCurrentMovingCCDesc;
            }
            this.Collider      = ControllerColliderHit.collider;
            this.Point         = ControllerColliderHit.point;
            this.Normal        = ControllerColliderHit.normal;
            this.MoveDirection = ControllerColliderHit.moveDirection;
            this.MoveLength    = ControllerColliderHit.moveLength;
        }
Example #47
0
    static int _CreateUnityEngine_ControllerColliderHit(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 0)
            {
                UnityEngine.ControllerColliderHit obj = new UnityEngine.ControllerColliderHit();
                ToLua.PushObject(L, obj);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: UnityEngine.ControllerColliderHit.New"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
Example #48
0
 static public int get_moveLength(IntPtr l)
 {
     UnityEngine.ControllerColliderHit o = (UnityEngine.ControllerColliderHit)checkSelf(l);
     pushValue(l, o.moveLength);
     return(1);
 }
Example #49
0
 static public int get_normal(IntPtr l)
 {
     UnityEngine.ControllerColliderHit o = (UnityEngine.ControllerColliderHit)checkSelf(l);
     pushValue(l, o.normal);
     return(1);
 }
Example #50
0
 static public int get_gameObject(IntPtr l)
 {
     UnityEngine.ControllerColliderHit o = (UnityEngine.ControllerColliderHit)checkSelf(l);
     pushValue(l, o.gameObject);
     return(1);
 }
Example #51
0
 static public int get_rigidbody(IntPtr l)
 {
     UnityEngine.ControllerColliderHit o = (UnityEngine.ControllerColliderHit)checkSelf(l);
     pushValue(l, o.rigidbody);
     return(1);
 }
 public void OnControllerColliderHit(UnityEngine.ControllerColliderHit a)
 {
     RunFunctions(a);
 }
Example #53
0
 /// <summary>
 /// OnControllerColliderHit
 /// </summary>
 void OnControllerColliderHit(UnityEngine.ControllerColliderHit _hit)
 {
     simulateMonoBehaviour.OnControllerColliderHit(_hit);
 }
Example #54
0
 /// <summary>
 /// OnControllerColliderHit
 /// </summary>
 public void OnControllerColliderHit(UnityEngine.ControllerColliderHit _hit)
 {
     OnRunControllerColliderHit(_hit);
 }
Example #55
0
 /// <summary>
 /// OnOnControllerColliderHit
 /// </summary>
 protected virtual void OnRunControllerColliderHit(UnityEngine.ControllerColliderHit _hit)
 {
 }
Example #56
0
 IEnumeratorOrVoid OnControllerColliderHit(ControllerColliderHit hit)
 {
     return(null);
 }