static public int constructor(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.CullingGroupEvent o; o = new UnityEngine.CullingGroupEvent(); pushValue(l, true); pushValue(l, o); 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 }
static void CullingGroupEvent_previousDistance(JSVCall vc) { UnityEngine.CullingGroupEvent _this = (UnityEngine.CullingGroupEvent)vc.csObj; var result = _this.previousDistance; JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)(result)); }
static void CullingGroupEvent_hasBecomeInvisible(JSVCall vc) { UnityEngine.CullingGroupEvent _this = (UnityEngine.CullingGroupEvent)vc.csObj; var result = _this.hasBecomeInvisible; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result)); }
static public int constructor(IntPtr l) { try { UnityEngine.CullingGroupEvent o; o=new UnityEngine.CullingGroupEvent(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
static public int constructor(IntPtr l) { try { UnityEngine.CullingGroupEvent o; o = new UnityEngine.CullingGroupEvent(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
public void OnStateChanged( CullingGroupEvent evt ) { Agent agent = agents[evt.index]; if ( evt.hasBecomeVisible ) { agent.in_view = true; agent.navmesh_agent.obstacleAvoidanceType = ObstacleAvoidanceType.GoodQualityObstacleAvoidance; agent.navmesh_agent.avoidancePriority = 50; agent.character = character_prefab.Spawn(); agent.character.transform.SetParent( agent.transform, false ); agent.character.transform.localPosition = Vector3.zero; agent.animator = agent.character.GetComponent<Animator>(); } else if ( evt.hasBecomeInvisible ) { agent.in_view = false; agent.navmesh_agent.obstacleAvoidanceType = ObstacleAvoidanceType.LowQualityObstacleAvoidance; agent.navmesh_agent.avoidancePriority = 80; agent.character.Recycle(); } }