A base class for all 2D effectors.

Inheritance: Behaviour
        /// <summary>
        /// Read the data into the specified value.
        /// </summary>
        /// <param name="value">Value.</param>
        /// <param name="reader">Reader.</param>
        public override void ReadInto(object value, ISaveGameReader reader)
        {
            UnityEngine.Effector2D effector2D = (UnityEngine.Effector2D)value;
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "useColliderMask":
                    effector2D.useColliderMask = reader.ReadProperty <System.Boolean> ();
                    break;

                case "colliderMask":
                    effector2D.colliderMask = reader.ReadProperty <System.Int32> ();
                    break;

                case "enabled":
                    effector2D.enabled = reader.ReadProperty <System.Boolean> ();
                    break;

                case "tag":
                    effector2D.tag = reader.ReadProperty <System.String> ();
                    break;

                case "name":
                    effector2D.name = reader.ReadProperty <System.String> ();
                    break;

                case "hideFlags":
                    effector2D.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> ();
                    break;
                }
            }
        }
 static public int get_colliderMask(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.Effector2D self = (UnityEngine.Effector2D)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.colliderMask);
         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
 }
 /// <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.Effector2D effector2D = (UnityEngine.Effector2D)value;
     writer.WriteProperty("useColliderMask", effector2D.useColliderMask);
     writer.WriteProperty("colliderMask", effector2D.colliderMask);
     writer.WriteProperty("enabled", effector2D.enabled);
     writer.WriteProperty("tag", effector2D.tag);
     writer.WriteProperty("name", effector2D.name);
     writer.WriteProperty("hideFlags", effector2D.hideFlags);
 }
Exemple #4
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 static public int get_colliderMask(IntPtr l)
 {
     try {
         UnityEngine.Effector2D self = (UnityEngine.Effector2D)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.colliderMask);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
	static public int constructor(IntPtr l) {
		try {
			UnityEngine.Effector2D o;
			o=new UnityEngine.Effector2D();
			pushValue(l,true);
			pushValue(l,o);
			return 2;
		}
		catch(Exception e) {
			return error(l,e);
		}
	}
Exemple #6
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 static public int get_colliderMask(IntPtr l)
 {
     try {
         UnityEngine.Effector2D self = (UnityEngine.Effector2D)checkSelf(l);
         pushValue(l, self.colliderMask);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Exemple #7
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 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.Effector2D o;
         o = new UnityEngine.Effector2D();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 public static int constructor(IntPtr l)
 {
     try {
         UnityEngine.Effector2D o;
         o=new UnityEngine.Effector2D();
         pushValue(l,o);
         return 1;
     }
     catch(Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return 0;
     }
 }
Exemple #9
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 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.Effector2D o;
         o = new UnityEngine.Effector2D();
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Exemple #10
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 static public int set_colliderMask(IntPtr l)
 {
     try {
         UnityEngine.Effector2D self = (UnityEngine.Effector2D)checkSelf(l);
         int v;
         checkType(l, 2, out v);
         self.colliderMask = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Exemple #11
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 static public int set_colliderMask(IntPtr l)
 {
     try {
         UnityEngine.Effector2D self = (UnityEngine.Effector2D)checkSelf(l);
         int v;
         checkType(l, 2, out v);
         self.colliderMask = v;
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static void Effector2D_colliderMask(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.Effector2D _this = (UnityEngine.Effector2D)vc.csObj;
         var result = _this.colliderMask;
         JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)(result));
     }
     else
     {
         System.Int32           arg0  = (System.Int32)JSApi.getInt32((int)JSApi.GetType.Arg);
         UnityEngine.Effector2D _this = (UnityEngine.Effector2D)vc.csObj;
         _this.colliderMask = arg0;
     }
 }
// fields

// properties
    static void Effector2D_useColliderMask(JSVCall vc)
    {
        if (vc.bGet)
        {
            UnityEngine.Effector2D _this = (UnityEngine.Effector2D)vc.csObj;
            var result = _this.useColliderMask;
            JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result));
        }
        else
        {
            System.Boolean         arg0  = (System.Boolean)JSApi.getBooleanS((int)JSApi.GetType.Arg);
            UnityEngine.Effector2D _this = (UnityEngine.Effector2D)vc.csObj;
            _this.useColliderMask = arg0;
        }
    }
    static int _CreateEffector2D(IntPtr L)
    {
        int count = LuaDLL.lua_gettop(L);

        if (count == 0)
        {
            Effector2D obj = new Effector2D();
            LuaScriptMgr.Push(L, obj);
            return 1;
        }
        else
        {
            LuaDLL.luaL_error(L, "invalid arguments to method: Effector2D.New");
        }

        return 0;
    }
 /// <summary>
 /// Read the data using the reader.
 /// </summary>
 /// <param name="reader">Reader.</param>
 public override object Read(ISaveGameReader reader)
 {
     UnityEngine.Effector2D effector2D = SaveGameType.CreateComponent <UnityEngine.Effector2D> ();
     ReadInto(effector2D, reader);
     return(effector2D);
 }