static public int get_isTeared(IntPtr l) { try { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); pushValue(l, true); pushValue(l, self.isTeared); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_attachmentResponse(IntPtr l) { try { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); pushValue(l, true); pushValue(l, self.attachmentResponse); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.InteractiveCloth o; o = new UnityEngine.InteractiveCloth(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_attachmentResponse(IntPtr l) { try { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); float v; checkType(l, 2, out v); self.attachmentResponse = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_mesh(IntPtr l) { try { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); UnityEngine.Mesh v; checkType(l, 2, out v); self.mesh = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int DetachFromCollider(IntPtr l) { try { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); UnityEngine.Collider a1; checkType(l, 2, out a1); self.DetachFromCollider(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int AttachToCollider(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 2) { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); UnityEngine.Collider a1; checkType(l, 2, out a1); self.AttachToCollider(a1); pushValue(l, true); return(1); } else if (argc == 3) { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); UnityEngine.Collider a1; checkType(l, 2, out a1); System.Boolean a2; checkType(l, 3, out a2); self.AttachToCollider(a1, a2); pushValue(l, true); return(1); } else if (argc == 4) { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); UnityEngine.Collider a1; checkType(l, 2, out a1); System.Boolean a2; checkType(l, 3, out a2); System.Boolean a3; checkType(l, 4, out a3); self.AttachToCollider(a1, a2, a3); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int AddForceAtPosition(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 4) { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); UnityEngine.Vector3 a1; checkType(l, 2, out a1); UnityEngine.Vector3 a2; checkType(l, 3, out a2); System.Single a3; checkType(l, 4, out a3); self.AddForceAtPosition(a1, a2, a3); pushValue(l, true); return(1); } else if (argc == 5) { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); UnityEngine.Vector3 a1; checkType(l, 2, out a1); UnityEngine.Vector3 a2; checkType(l, 3, out a2); System.Single a3; checkType(l, 4, out a3); UnityEngine.ForceMode a4; checkEnum(l, 5, out a4); self.AddForceAtPosition(a1, a2, a3, a4); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function to call"); return(2); } catch (Exception e) { return(error(l, e)); } }