Example #1
0
	void Awake () {
		anim = GetComponent<Animator>();
		SFX = GetComponent<AudioSource>();
		health = startingHealth;
		meshCollider = GetComponent<MeshCollider>();
		meshCollider.enabled = false;
	}
Example #2
0
        /// <summary>
        /// This handles when draging and dropping a zosim project file
        /// </summary>
        // private void OnPreprocessAsset() {
        //     ZOImportZeroSim.ZeroSimProjectFile = this.assetPath;
        //     ZOImportZeroSim.ImportFusion360Project();

        // }


        // See: https://gist.github.com/ACap99/61e309688a53377b0dceaa7efce1a8e3 & https://stackoverflow.com/questions/53931129/cant-create-collision-mesh-for-a-child-gameobject
        void OnPostprocessModel(GameObject go)
        {
            // Add convex mesh collider and disable rendering for collision meshes
            if (IsProcessingZOSimColliders)
            {
                Debug.Log("INFO: ZOImportZeroSimProcessor::OnPostprocessModel: " + go.name);


                // BUGBUG: always assuming the 0 child game object
                GameObject meshGameObject = go.transform.GetChild(0).gameObject;

                // create the meshcollider
                UnityEngine.MeshCollider meshCollider = meshGameObject.AddComponent <UnityEngine.MeshCollider>();
                meshCollider.convex = true;

                // disable meshrenderer for collider
                meshGameObject.GetComponent <MeshRenderer>().enabled = false;

                // save back prefab
                string assetPath = AssetDatabase.GetAssetPath(go);
                if (assetPath.Length > 0)
                {
                    PrefabUtility.SaveAsPrefabAsset(go, assetPath);
                }
                else
                {
                    Debug.LogWarning("WARNING: invalid asset path for: " + go.name);
                }
            }
        }
	private void BuildMesh (MeshFilter mf, MeshRenderer mr, MeshCollider mc, int i, int j) {
		Mesh mesh = new Mesh();
		mesh.Clear();
		
		// the vertices of our new mesh, separated into two groups
		Vector3[] inner = new Vector3[grid.smoothness + 1]; // the inner vertices (closer to the centre)
		Vector3[] outer = new Vector3[grid.smoothness + 1]; // the outer vertices

		// vertices must be given in local space
		Transform trnsfrm = mf.gameObject.transform;
		
		// the amount of vertices depends on how much the grid is smoothed
		for (int k = 0; k < grid.smoothness + 1; k++) {
			// rad is the current distance from the centre, sctr is the current sector and i * (1.0f / grid.smoothness) is the fraction inside the current sector
			inner[k] = trnsfrm.InverseTransformPoint(grid.GridToWorld(new Vector3(i, j + k * (1.0f / grid.smoothness), 0)));
			outer[k] = trnsfrm.InverseTransformPoint(grid.GridToWorld(new Vector3(i + 1, j + k * (1.0f / grid.smoothness), 0)));
		}
		
		//this is wher the actual vertices go
		Vector3[] vertices = new Vector3[2 * (grid.smoothness + 1)];
		// copy the sorted vertices into the new array
		inner.CopyTo(vertices, 0);
		// for each inner vertex its outer counterpart has the same index plus grid.smoothness + 1, this will be relevant later
		outer.CopyTo(vertices, grid.smoothness + 1);
		// assign them as the vertices of the mesh
		mesh.vertices = vertices;
		
		// now we have to assign the triangles
		int[] triangles = new int[6 * grid.smoothness]; // for each smoothing step we need two triangles and each triangle is three indices
		int counter = 0; // keeps track of the current index
		for (int k = 0; k < grid.smoothness; k++) {
			// triangles are assigned in a clockwise fashion
			triangles[counter] = k;
			triangles[counter+1] = k + (grid.smoothness + 1) + 1;
			triangles[counter+2] = k + (grid.smoothness + 1);
			
			triangles[counter+3] = k + 1;
			triangles[counter+4] = k + (grid.smoothness + 1) + 1;
			triangles[counter+5] = k;

			counter += 6; // increment the counter for the nex six indices
		}
		mesh.triangles = triangles;
		
		// add some dummy UVs to keep the shader happy or else it complains, but they are not used in this example
		Vector2[] uvs = new Vector2[vertices.Length];
        for (int k = 0; k < uvs.Length; k++) {
            uvs[k] = new Vector2(vertices[k].x, vertices[k].y);
        }
        mesh.uv = uvs;
		
		// the usual cleanup
		mesh.RecalculateNormals();
		mesh.RecalculateBounds();
		mesh.Optimize();
		
		// assign the mesh  to the mesh filter and mesh collider
		mf.mesh = mesh;
		mc.sharedMesh = mesh;
	}
Example #4
0
	// Use this for initialization
	void Start () {
		mesh = GetComponent<MeshFilter> ().mesh;
		meshC = GetComponent<MeshCollider> ();
		vertices = mesh.vertices;
		fireballs = GameObject.FindGameObjectsWithTag("Fireball");
		Debug.Log (vertices.Length);
	}
 // Use this for initialization
 void Start()
 {
     // check this node for mReferenceCollider
     if (mReferenceCollider == null) {
         mReferenceCollider = this.GetComponent<BoxCollider>();
     }
     if (mReferenceCollider == null) {
         mReferenceCollider = this.GetComponent<SphereCollider>();
     }
     if (mReferenceCollider == null) {
         mReferenceCollider = this.GetComponent<CapsuleCollider>(); // unlikely.
     }
     // check the parent node for mReferenceCollider
     if (mReferenceCollider == null) {
         mReferenceCollider = this.transform.parent.GetComponent<BoxCollider>();
     }
     if (mReferenceCollider == null) {
         mReferenceCollider = this.transform.parent.GetComponent<SphereCollider>();
     }
     if (mReferenceCollider == null) {
         mReferenceCollider = this.transform.parent.GetComponent<CapsuleCollider>(); // unlikely.
     }
     if (mMeshCollider == null) {
         mMeshCollider = this.GetComponent<MeshCollider>();
     }
 }
Example #6
0
        void Awake()
        {
            GetComponent <MeshFilter>().mesh = hexMesh = new UnityEngine.Mesh();
            meshCollider = gameObject.AddComponent <UnityEngine.MeshCollider>();
            hexMesh.name = "Hex Mesh";

            EntityManager entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;

            EntityArchetype hexMeshArchetype = entityManager.CreateArchetype(
                typeof(LocalToWorld),
                typeof(RenderMesh),
                typeof(RenderBounds),
                typeof(HexMeshTag),
                typeof(PhysicsCollider),
                typeof(Translation),
                typeof(Rotation)
                );

            entity = entityManager.CreateEntity(hexMeshArchetype);

            entityManager.SetSharedComponentData(entity, new RenderMesh {
                mesh     = hexMesh,
                material = hexMaterial
            });
        }
 public void DestroyColliderData(tk2dTileMap tileMap)
 {
     if (this.colliderMesh != null)
     {
         tileMap.DestroyMesh(this.colliderMesh);
     }
     if (((this.meshCollider != null) && (this.meshCollider.sharedMesh != null)) && (this.meshCollider.sharedMesh != this.colliderMesh))
     {
         tileMap.DestroyMesh(this.meshCollider.sharedMesh);
     }
     if (this.meshCollider != null)
     {
         tk2dUtil.DestroyImmediate(this.meshCollider);
     }
     this.meshCollider = null;
     this.colliderMesh = null;
     if (this.edgeColliders.Count > 0)
     {
         for (int i = 0; i < this.edgeColliders.Count; i++)
         {
             tk2dUtil.DestroyImmediate(this.edgeColliders[i]);
         }
         this.edgeColliders.Clear();
     }
 }
Example #8
0
 // Use this for initialization
 void Awake()
 {
     rMesh = gameObject.GetComponent<MeshRenderer>();
     fMesh = gameObject.GetComponent<MeshFilter>();
     cMesh = gameObject.GetComponent<MeshCollider>();
     mesh = new Mesh();
 }
Example #9
0
	public void DuplicateOldChunk(string ChunkData)
	{
		meshCollider = GetComponent<MeshCollider>();
		map = new byte[width, width, width];
		int iter = 0;
		for (int x = 0; x < width; x++)
		{
			for (int z = 0; z < width; z++)
			{
				//make the bottom layer of the chunk all solid blocks
				if(ChunkData[iter] == '0')
					map[x,0,z]=0;
				else
					map[x,0,z]=1;
				iter++;
				//make the second layer of the chunk random
				if(ChunkData[iter] == '0')
					map[x,1,z]=0;
				else
					map[x,1,z]=1;
				iter++;
			}
		}
		mesh = new Mesh();
		GetComponent<MeshFilter>().mesh = mesh;
		Regenerate();
	}
 private void pStart()
 {
     _collider = (MeshCollider)gameObject.collider;
         //this sets the collider mesh to equal the objects mesh filter.
         //May not be required if you aren't using 2D Toolkit
         _collider.sharedMesh = gameObject.GetComponent<MeshFilter>().sharedMesh;
 }
Example #11
0
 void Start()
 {
     collider=GetComponent<MeshCollider>();
     startRot=transform.rotation;
     rbody=GetComponent<Rigidbody>();
     startPos=transform.position;
 }
Example #12
0
    // Use this for initialization
    void Start()
    {
        hmul = 1F / hardness;
        mf = GetComponent<MeshFilter> ();
        mc = GetComponent<MeshCollider> ();
        verts = mf.mesh.vertices;
        tris = mf.mesh.triangles;
        //mf.mesh.SetIndices (tris, MeshTopology.LineStrip, 0);

        connections = new VertexConnection[verts.Length];
        for (int i = 0; i < verts.Length; i++) {
            Vector3 P1 = verts [i];
            VertexConnection VC1 = connections [i];
            for (int n = i+1; n < verts.Length; n++) {
                if (P1 == verts [n]) {
                    var VC2 = connections [n];
                    if (VC2 == null)
                        VC2 = connections [n] = new VertexConnection ();
                    if (VC1 == null)
                        VC1 = connections [i] = new VertexConnection ();
                    VC1.connections.Add (n);
                    VC2.connections.Add (i);
                }
            }
        }
    }
Example #13
0
    public void GenerateMesh(int[,] map, float squareSize)
    {
        if(wallCollider == null)
        {
            wallCollider = walls.gameObject.AddComponent<MeshCollider> ();
        }
        outlines.Clear();
        checkedVertices.Clear ();
        triangleDictionary.Clear();

        squareGrid = new SquareGrid(map, squareSize);

        vertices = new List<Vector3>();
        triangles = new List<int>();

        for (int x = 0; x < squareGrid.squares.GetLength(0); x++)
        {
            for(int y =0; y < squareGrid.squares.GetLength(1); y++)
            {
                TriangulateSquare(squareGrid.squares[x,y]);
            }
        }

        Mesh mesh = new Mesh();
        cave.mesh = mesh;
        mesh.vertices = vertices.ToArray();
        mesh.triangles = triangles.ToArray();
        mesh.RecalculateNormals();

        if(!is2D) {
            CreateWallMesh();
        }
    }
Example #14
0
		// Use this for initialization
		protected void Awake()
		{
			Filter = gameObject.GetComponent<MeshFilter>();
			Coll = gameObject.GetComponent<MeshCollider>();

			//past here is just to set up an example chunk
			//Blocks = new VoxBlock[ChunkSize, ChunkSize, ChunkSize];

			for (var x = 0; x < World.ChunkSize; x++)
			{
				for (var y = 0; y < World.ChunkSize; y++)
				{
					for (var z = 0; z < World.ChunkSize; z++)
					{
						Blocks[x, y, z] = new Block(Color.white) { BlockType = VoxBlockType.Empty };
					}
				}
			}

			//Blocks[1, 14, 1] = new VoxBlock();

			//Blocks[3, 5, 2] = new VoxBlock();
			//Blocks[4, 5, 2] = new VoxBlock();


			//UpdateChunk();

		}
 /// <summary>
 /// Initialized the components
 /// </summary>
 void Awake()
 {
     this.isoObj = GetComponent<IsoObject>();
     this.collider = GetComponent<MeshCollider>();
     collider.sharedMesh = createMesh();
     deltaSize = isoObj.Size;
 }
Example #16
0
    void Start()
    {
        filter = gameObject.GetComponent<MeshFilter>();
        coll = gameObject.GetComponent<MeshCollider>();

        //past here is just to set up an example chunk
        blocks = new Block[chunkSize, chunkSize, chunkSize];

        for (int x = 0; x < chunkSize; x++)
        {
            for (int y = 0; y < chunkSize; y++)
            {
                for (int z = 0; z < chunkSize; z++)
                {
                    blocks[x, y, z] = new BlockAir();
                }
            }
        }

        blocks[1, 1, 1] = new Block();
        blocks[1, 2, 1] = new Block();
        blocks[1, 2, 2] = new Block();
        blocks[2, 2, 2] = new Block();

        UpdateChunk();
    }
Example #17
0
 static public int constructor(IntPtr l)
 {
     UnityEngine.MeshCollider o;
     o = new UnityEngine.MeshCollider();
     pushObject(l, o);
     return(1);
 }
Example #18
0
    void Start()
	{
		if (DataManager == null) 
			DataManager = GetManager.GetDataManager ();	// need a better way to do this, keep references in a static object..!
		HasInitialLoad = false;
        filter = gameObject.GetComponent<MeshFilter>();
        coll = gameObject.GetComponent<MeshCollider>();
    }
    // Use this for initialization
    void Start()
    {
        world = GameObject.FindWithTag("world").GetComponent("World") as World;

        displayBlock = new BlockSelect();
        filter = gameObject.GetComponent<MeshFilter>();
        coll = gameObject.GetComponent<MeshCollider>();
    }
 static public int set_sharedMesh(IntPtr l)
 {
     UnityEngine.MeshCollider o = (UnityEngine.MeshCollider)checkSelf(l);
     UnityEngine.Mesh         v;
     checkType(l, 2, out v);
     o.sharedMesh = v;
     return(0);
 }
	void Start(){
		mesh = GetComponent<MeshFilter>().mesh;
		meshCollider = GetComponent<MeshCollider>();

		GenerateTerrain();
		BuildMesh();
		UpdateMesh();
	}
Example #22
0
		public void Initialize (World world, Chunk chunk, MeshFilter meshFilter, MeshCollider meshCollider)
		{
				this.meshFilter = meshFilter;
				this.meshCollider = meshCollider;
				this.chunk = chunk;
				this.world = world;
				this.lastLevelY = world.LevelY;
		}
Example #23
0
	/// <summary>
	/// Initialized the components
	/// </summary>
	void Awake()
	{
		this.isoObj = GetComponent<IsoObject>();
		this.collider = GetComponent<MeshCollider>();
		collider.sharedMesh = createMesh();
		deltaSize = isoObj.Size;
        Isometric.projectGravityVector();

    }
Example #24
0
 public void AddCollider()
 {
     if(hasCollider == false){
         hasCollider = true;
         gameObject.AddComponent<MeshCollider>();
         meshCollider = this.GetComponent<MeshCollider>();
         UpdateCollider();
     }
 }
Example #25
0
        public void GenerateMesh(Voxel[] voxels, float voxelSize,float overlapAmount, int xOffset, int yOffset, int zOffset, int xSize, int ySize, int zSize, int ub0, int ub1, int ub2, float selfShadeIntensity, MeshingMode mode, MeshingMode colliderMode, bool immediate)
#endif
        {
            if (mf == null) mf = GetComponent<MeshFilter>();
            if (mc == null) mc = GetComponent<MeshCollider>();
            if (immediate)
            {
#if UNITY_EDITOR
                Generate(ref voxels, voxelSize, overlapAmount, xOffset, yOffset, zOffset, xSize, ySize, zSize, ub0, ub1, ub2,
                            selfShadeIntensity, mode, paintMode);
#else
                Generate(ref voxels, voxelSize, overlapAmount, xOffset, yOffset, zOffset, xSize, ySize, zSize, ub0, ub1, ub2,
                            selfShadeIntensity, mode);
#endif
                SetMesh();

                if (colliderMode != mode &&transform.parent.parent.parent.GetComponent<Volume>().CollisionMode != CollisionMode.None)
                {
#if UNITY_EDITOR
                    Generate(ref voxels, voxelSize, overlapAmount, xOffset, yOffset, zOffset, xSize, ySize, zSize, ub0, ub1, ub2,
                                selfShadeIntensity, mode, paintMode);
#else
                Generate(ref voxels, voxelSize, overlapAmount, xOffset, yOffset, zOffset, xSize, ySize, zSize, ub0, ub1, ub2,
                            selfShadeIntensity, mode);
#endif

                }

                if (transform.parent.parent.parent.GetComponent<Volume>().CollisionMode != CollisionMode.None)
                    SetColliderMesh();
            }
            else
            {
                if (status != ChunkStatus.NoChange) return;
#if UNITY_WINRT && !UNITY_EDITOR
                System.Threading.Tasks.Task.Run(() =>
                {
                    GenerateThreaded(ref voxels, voxelSize, xOffset, yOffset, zOffset, xSize, ySize, zSize,ub0, ub1, ub2,
                        selfShadeIntensity, mode);
                });
#else
#if UNITY_EDITOR
                ThreadPool.QueueUserWorkItem(delegate
                {
                    GenerateThreaded(ref voxels, voxelSize, overlapAmount, xOffset, yOffset, zOffset, xSize, ySize, zSize, ub0, ub1, ub2,
                        selfShadeIntensity, mode, paintMode);
                });
#else
                 ThreadPool.QueueUserWorkItem(delegate
                {
                    GenerateThreaded(ref voxels, voxelSize, overlapAmount, xOffset, yOffset, zOffset, xSize, ySize, zSize,ub0, ub1, ub2,
                        selfShadeIntensity, mode);
                });
#endif
#endif
            }
        }
Example #26
0
 /// <summary>
 /// <para>Constructor for conveniently filling out a SurfaceData struct.</para>
 /// </summary>
 /// <param name="_id">ID for the surface in question.</param>
 /// <param name="_outputMesh">MeshFilter to write Mesh data to.</param>
 /// <param name="_outputAnchor">WorldAnchor receiving the anchor point for the surface.</param>
 /// <param name="_outputCollider">MeshCollider to write baked physics data to (optional).</param>
 /// <param name="_trianglesPerCubicMeter">Requested resolution for the computed Mesh.  Actual resolution may be less than this value.</param>
 /// <param name="_bakeCollider">Set to true if collider baking is/has been requested.</param>
 public SurfaceData(SurfaceId _id, MeshFilter _outputMesh, WorldAnchor _outputAnchor, MeshCollider _outputCollider, float _trianglesPerCubicMeter, bool _bakeCollider)
 {
     this.id = _id;
     this.outputMesh = _outputMesh;
     this.outputAnchor = _outputAnchor;
     this.outputCollider = _outputCollider;
     this.trianglesPerCubicMeter = _trianglesPerCubicMeter;
     this.bakeCollider = _bakeCollider;
 }
    private CWeightList[] nodeWeights; // array of node weights (one per node)

    #endregion Fields

    #region Methods

    // Function:    Start
    //      This basically translates the information about the skinned mesh into
    // data that we can internally use to quickly update the collision mesh.
    void Start()
    {
        SkinnedMeshRenderer rend = GetComponent(typeof(SkinnedMeshRenderer)) as SkinnedMeshRenderer;
        collide = GetComponent(typeof(MeshCollider)) as MeshCollider;

        if (collide!=null && rend!=null)
        {
            Mesh baseMesh = rend.sharedMesh;
            mesh = new Mesh();
            mesh.vertices = baseMesh.vertices;
            mesh.uv = baseMesh.uv;
            mesh.triangles = baseMesh.triangles;
            newVert = new Vector3[baseMesh.vertices.Length];

            short i;
            // Make a CWeightList for each bone in the skinned mesh
            nodeWeights = new CWeightList[rend.bones.Length];
            for ( i=0 ; i<rend.bones.Length ; i++ )
            {
                nodeWeights[i] = new CWeightList();
                nodeWeights[i].transform = rend.bones[i];
            }

            // Create a bone weight list for each bone, ready for quick calculation during an update...
            Vector3 localPt;
            for ( i=0 ; i<baseMesh.vertices.Length ; i++ )
            {
                BoneWeight bw = baseMesh.boneWeights[i];
                if (bw.weight0!=0.0f)
                {
                    localPt = baseMesh.bindposes[bw.boneIndex0].MultiplyPoint3x4( baseMesh.vertices[i] );
                    nodeWeights[bw.boneIndex0].weights.Add( new CVertexWeight( i, localPt, bw.weight0 ) );
                }
                if (bw.weight1!=0.0f)
                {
                    localPt = baseMesh.bindposes[bw.boneIndex1].MultiplyPoint3x4( baseMesh.vertices[i] );
                    nodeWeights[bw.boneIndex1].weights.Add( new CVertexWeight( i, localPt, bw.weight1 ) );
                }
                if (bw.weight2!=0.0f)
                {
                    localPt = baseMesh.bindposes[bw.boneIndex2].MultiplyPoint3x4( baseMesh.vertices[i] );
                    nodeWeights[bw.boneIndex2].weights.Add( new CVertexWeight( i, localPt, bw.weight2 ) );
                }
                if (bw.weight3!=0.0f)
                {
                    localPt = baseMesh.bindposes[bw.boneIndex3].MultiplyPoint3x4( baseMesh.vertices[i] );
                    nodeWeights[bw.boneIndex3].weights.Add( new CVertexWeight( i, localPt, bw.weight3 ) );
                }
            }

            UpdateCollisionMesh();
        }
        else
        {
            Debug.LogError(gameObject.name + ": SkinnedCollisionHelper: this object either has no SkinnedMeshRenderer or has no MeshCollider!");
        }
    }
Example #28
0
    // Use this for initialization
    void Start () {

        //world = worldGO.GetComponent ( "World" ) as World;

        mesh = GetComponent<MeshFilter> ().mesh;
        col = GetComponent<MeshCollider> ();

        //PreBuildChunk2 ();
    }
Example #29
0
    void Start()
    {
        Count++;

        meshFilter = GetComponent<MeshFilter> ();
        meshCollider = GetComponent<MeshCollider> ();
        transform.localScale = Vector3.one * size;
        GenerateMesh();
    }
Example #30
0
 public void Initialize(Block[, ,] data, int size, Material material, Terrain world)
 {
     _meshFilter = GetComponent<MeshFilter>();
     _meshCollider = GetComponent<MeshCollider>();
     GetComponent<MeshRenderer>().material = material;
     this._data = data;
     _size = size;
     _parentWorld = world;
 }
Example #31
0
 public void Initialize(ChunkSaveData saveData, int size, Material material, Terrain world)
 {
     _meshFilter = GetComponent<MeshFilter>();
     _meshCollider = GetComponent<MeshCollider>();
     this._data = Helper.SingleToMulti(size,size,size,saveData.Data);
     GetComponent<MeshRenderer>().material = material;
     _size = size;
     _parentWorld = world;
 }
    static public int set_convex(IntPtr l)
    {
        UnityEngine.MeshCollider o = (UnityEngine.MeshCollider)checkSelf(l);
        bool v;

        checkType(l, 2, out v);
        o.convex = v;
        return(0);
    }
Example #33
0
 void Start()
 {
     mCol = GetComponent<MeshCollider>();
     actionHandler =  GetComponent<ActionHandler>();
     if(actionHandler)
     {
         actionHandler.TakeAction += EnableG;
     }
 }
Example #34
0
 void Start()
 {
     audio = GetComponent<AudioSource>();
     boxCollider = GetComponent<BoxCollider>();
     meshCollider = GetComponentInChildren<MeshCollider>();
     fallingTime = 0;
     falling = false;
     fallen = false;
 }
    static public int set_smoothSphereCollisions(IntPtr l)
    {
        UnityEngine.MeshCollider o = (UnityEngine.MeshCollider)checkSelf(l);
        bool v;

        checkType(l, 2, out v);
        o.smoothSphereCollisions = v;
        return(0);
    }
 public void deactivateMarkers()
 {
     for (int i=1; i<locationPoints.Length; i++) {
         GameObject marker = locationPoints [i].gameObject;
         fade = marker.GetComponent<FadeObjectInOut> ();
         fade.FadeOut ();
         coll = marker.GetComponent<MeshCollider> ();
         coll.enabled = false;
     }
 }
 static public int get_cookingOptions(IntPtr l)
 {
     try {
         UnityEngine.MeshCollider self = (UnityEngine.MeshCollider)checkSelf(l);
         pushEnum(l, (int)self.cookingOptions);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_convex(IntPtr l)
 {
     try {
         UnityEngine.MeshCollider self = (UnityEngine.MeshCollider)checkSelf(l);
         pushValue(l, self.convex);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_smoothSphereCollisions(IntPtr l)
 {
     try {
         UnityEngine.MeshCollider self = (UnityEngine.MeshCollider)checkSelf(l);
         pushValue(l, self.smoothSphereCollisions);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.MeshCollider o;
         o = new UnityEngine.MeshCollider();
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Example #41
0
 static public int get_sharedMesh(IntPtr l)
 {
     try {
         UnityEngine.MeshCollider self = (UnityEngine.MeshCollider)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.sharedMesh);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.MeshCollider o;
         o = new UnityEngine.MeshCollider();
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static public int set_cookingOptions(IntPtr l)
 {
     try {
         UnityEngine.MeshCollider self = (UnityEngine.MeshCollider)checkSelf(l);
         UnityEngine.MeshColliderCookingOptions v;
         checkEnum(l, 2, out v);
         self.cookingOptions = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_convex(IntPtr l)
 {
     try {
         UnityEngine.MeshCollider self = (UnityEngine.MeshCollider)checkSelf(l);
         bool v;
         checkType(l, 2, out v);
         self.convex = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_sharedMesh(IntPtr l)
 {
     try {
         UnityEngine.MeshCollider self = (UnityEngine.MeshCollider)checkSelf(l);
         UnityEngine.Mesh         v;
         checkType(l, 2, out v);
         self.sharedMesh = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int constructor(IntPtr l)
 {
     LuaDLL.lua_remove(l, 1);
     UnityEngine.MeshCollider o;
     if (matchType(l, 1))
     {
         o = new UnityEngine.MeshCollider();
         pushObject(l, o);
         return(1);
     }
     LuaDLL.luaL_error(l, "New object failed.");
     return(0);
 }
Example #47
0
 static public int set_inflateMesh(IntPtr l)
 {
     try {
         UnityEngine.MeshCollider self = (UnityEngine.MeshCollider)checkSelf(l);
         bool v;
         checkType(l, 2, out v);
         self.inflateMesh = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_smoothSphereCollisions(IntPtr l)
 {
     try {
         UnityEngine.MeshCollider self = (UnityEngine.MeshCollider)checkSelf(l);
         bool v;
         checkType(l, 2, out v);
         self.smoothSphereCollisions = v;
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static void MeshCollider_smoothSphereCollisions(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.MeshCollider _this = (UnityEngine.MeshCollider)vc.csObj;
         var result = _this.smoothSphereCollisions;
         JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result));
     }
     else
     {
         System.Boolean           arg0  = (System.Boolean)JSApi.getBooleanS((int)JSApi.GetType.Arg);
         UnityEngine.MeshCollider _this = (UnityEngine.MeshCollider)vc.csObj;
         _this.smoothSphereCollisions = arg0;
     }
 }
// fields

// properties
    static void MeshCollider_sharedMesh(JSVCall vc)
    {
        if (vc.bGet)
        {
            UnityEngine.MeshCollider _this = (UnityEngine.MeshCollider)vc.csObj;
            var result = _this.sharedMesh;
            JSMgr.datax.setObject((int)JSApi.SetType.Rval, result);
        }
        else
        {
            UnityEngine.Mesh         arg0  = (UnityEngine.Mesh)JSMgr.datax.getObject((int)JSApi.GetType.Arg);
            UnityEngine.MeshCollider _this = (UnityEngine.MeshCollider)vc.csObj;
            _this.sharedMesh = arg0;
        }
    }
 /// <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.MeshCollider meshCollider = (UnityEngine.MeshCollider)value;
     writer.WriteProperty("sharedMesh", meshCollider.sharedMesh);
     writer.WriteProperty("convex", meshCollider.convex);
     writer.WriteProperty("inflateMesh", meshCollider.inflateMesh);
     writer.WriteProperty("skinWidth", meshCollider.skinWidth);
     writer.WriteProperty("enabled", meshCollider.enabled);
     writer.WriteProperty("isTrigger", meshCollider.isTrigger);
     writer.WriteProperty("contactOffset", meshCollider.contactOffset);
     writer.WriteProperty("material", meshCollider.material);
     writer.WriteProperty("sharedMaterial", meshCollider.sharedMaterial);
     writer.WriteProperty("tag", meshCollider.tag);
     writer.WriteProperty("name", meshCollider.name);
     writer.WriteProperty("hideFlags", meshCollider.hideFlags);
 }
Example #52
0
    static int get_sharedMesh(IntPtr L)
    {
        UnityEngine.MeshCollider obj = (UnityEngine.MeshCollider)ToLua.ToObject(L, 1);
        UnityEngine.Mesh         ret = null;

        try
        {
            ret = obj.sharedMesh;
        }
        catch (Exception e)
        {
            return(LuaDLL.luaL_error(L, obj == null ? "attempt to index sharedMesh on a nil value" : e.Message));
        }

        ToLua.Push(L, ret);
        return(1);
    }
Example #53
0
    static int get_convex(IntPtr L)
    {
        UnityEngine.MeshCollider obj = (UnityEngine.MeshCollider)ToLua.ToObject(L, 1);
        bool ret;

        try
        {
            ret = obj.convex;
        }
        catch (Exception e)
        {
            return(LuaDLL.luaL_error(L, obj == null ? "attempt to index convex on a nil value" : e.Message));
        }

        LuaDLL.lua_pushboolean(L, ret);
        return(1);
    }
    static int get_skinWidth(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.MeshCollider obj = (UnityEngine.MeshCollider)o;
            float ret = obj.skinWidth;
            LuaDLL.lua_pushnumber(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index skinWidth on a nil value"));
        }
    }
    static int get_inflateMesh(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.MeshCollider obj = (UnityEngine.MeshCollider)o;
            bool ret = obj.inflateMesh;
            LuaDLL.lua_pushboolean(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index inflateMesh on a nil value"));
        }
    }
    static int set_sharedMesh(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.MeshCollider obj  = (UnityEngine.MeshCollider)o;
            UnityEngine.Mesh         arg0 = (UnityEngine.Mesh)ToLua.CheckUnityObject(L, 2, typeof(UnityEngine.Mesh));
            obj.sharedMesh = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index sharedMesh on a nil value" : e.Message));
        }
    }
    static int set_inflateMesh(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.MeshCollider obj = (UnityEngine.MeshCollider)o;
            bool arg0 = LuaDLL.luaL_checkboolean(L, 2);
            obj.inflateMesh = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index inflateMesh on a nil value" : e.Message));
        }
    }
    static int get_convex(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.MeshCollider obj = (UnityEngine.MeshCollider)o;
            bool ret = obj.convex;
            LuaDLL.lua_pushboolean(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index convex on a nil value" : e.Message));
        }
    }
    static int set_skinWidth(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.MeshCollider obj = (UnityEngine.MeshCollider)o;
            float arg0 = (float)LuaDLL.luaL_checknumber(L, 2);
            obj.skinWidth = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index skinWidth on a nil value" : e.Message));
        }
    }
    static int get_sharedMesh(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.MeshCollider obj = (UnityEngine.MeshCollider)o;
            UnityEngine.Mesh         ret = obj.sharedMesh;
            ToLua.Push(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index sharedMesh on a nil value" : e.Message));
        }
    }