Light Probe Group.
// fields // properties static void LightProbeGroup_probePositions(JSVCall vc) { if (vc.bGet) { UnityEngine.LightProbeGroup _this = (UnityEngine.LightProbeGroup)vc.csObj; var result = _this.probePositions; var arrRet = result; for (int i = 0; arrRet != null && i < arrRet.Length; i++) { JSApi.setVector3S((int)JSApi.SetType.SaveAndTempTrace, arrRet[i]); JSApi.moveSaveID2Arr(i); } JSApi.setArrayS((int)JSApi.SetType.Rval, (arrRet != null ? arrRet.Length : 0), true); } else { UnityEngine.Vector3[] arg0 = JSDataExchangeMgr.GetJSArg <UnityEngine.Vector3[]>(() => { int jsObjID = JSApi.getObject((int)JSApi.GetType.Arg); int length = JSApi.getArrayLength(jsObjID); var ret = new UnityEngine.Vector3[length]; for (var i = 0; i < length; i++) { JSApi.getElement(jsObjID, i); ret[i] = (UnityEngine.Vector3)JSApi.getVector3S((int)JSApi.GetType.SaveAndRemove); } return(ret); }); UnityEngine.LightProbeGroup _this = (UnityEngine.LightProbeGroup)vc.csObj; _this.probePositions = arg0; } }
static public int constructor(IntPtr l) { UnityEngine.LightProbeGroup o; o = new UnityEngine.LightProbeGroup(); pushObject(l, o); return(1); }
/// <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.LightProbeGroup lightProbeGroup = (UnityEngine.LightProbeGroup)value; foreach (string property in reader.Properties) { switch (property) { case "probePositions": lightProbeGroup.probePositions = reader.ReadProperty <UnityEngine.Vector3[]> (); break; case "enabled": lightProbeGroup.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": lightProbeGroup.tag = reader.ReadProperty <System.String> (); break; case "name": lightProbeGroup.name = reader.ReadProperty <System.String> (); break; case "hideFlags": lightProbeGroup.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
public LightProbeGroupEditor(LightProbeGroup group) { this.m_Group = group; this.MarkTetrahedraDirty(); this.m_SerializedSelectedProbes = ScriptableObject.CreateInstance<LightProbeGroupSelection>(); this.m_SerializedSelectedProbes.hideFlags = HideFlags.HideAndDontSave; }
static public int set_probePositions(IntPtr l) { UnityEngine.LightProbeGroup o = (UnityEngine.LightProbeGroup)checkSelf(l); UnityEngine.Vector3[] v; checkType(l, 2, out v); o.probePositions = v; return(0); }
/// <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.LightProbeGroup lightProbeGroup = (UnityEngine.LightProbeGroup)value; writer.WriteProperty("enabled", lightProbeGroup.enabled); writer.WriteProperty("tag", lightProbeGroup.tag); writer.WriteProperty("name", lightProbeGroup.name); writer.WriteProperty("hideFlags", lightProbeGroup.hideFlags); }
static public int constructor(IntPtr l) { try { UnityEngine.LightProbeGroup o; o=new UnityEngine.LightProbeGroup(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
static public int get_probePositions(IntPtr l) { try { UnityEngine.LightProbeGroup self = (UnityEngine.LightProbeGroup)checkSelf(l); pushValue(l, self.probePositions); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int get_probePositions(IntPtr l) { try { UnityEngine.LightProbeGroup self = (UnityEngine.LightProbeGroup)checkSelf(l); pushValue(l, true); pushValue(l, self.probePositions); return(2); } catch (Exception e) { return(error(l, e)); } }
public static int constructor(IntPtr l) { try { UnityEngine.LightProbeGroup o; o=new UnityEngine.LightProbeGroup(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.LightProbeGroup o; if (matchType(l, 1)) { o = new UnityEngine.LightProbeGroup(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
static public int constructor(IntPtr l) { try { UnityEngine.LightProbeGroup o; o = new UnityEngine.LightProbeGroup(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int constructor(IntPtr l) { try { UnityEngine.LightProbeGroup o; o = new UnityEngine.LightProbeGroup(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_dering(IntPtr l) { try { UnityEngine.LightProbeGroup self = (UnityEngine.LightProbeGroup)checkSelf(l); bool v; checkType(l, 2, out v); self.dering = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_probePositions(IntPtr l) { try { UnityEngine.LightProbeGroup self = (UnityEngine.LightProbeGroup)checkSelf(l); UnityEngine.Vector3[] v; checkType(l, 2, out v); self.probePositions = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_probePositions(IntPtr l) { try { UnityEngine.LightProbeGroup self = (UnityEngine.LightProbeGroup)checkSelf(l); UnityEngine.Vector3[] v; checkArray(l, 2, out v); self.probePositions = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_probePositions(IntPtr l) { UnityEngine.LightProbeGroup o = (UnityEngine.LightProbeGroup)checkSelf(l); pushValue(l, o.probePositions); return(1); }
GameObject LightProbeGrid() { List<Vector3> position = new List<Vector3>(); Vector3 layer; float interval_axisX = (maxX - minX) / subdivisions_X; float interval_axisZ = (maxZ - minZ) / subdivisions_Z; for(int x = 0; x <=subdivisions_X; x++){ for(int z = 0; z <= subdivisions_Z; z++){ for(int y = 0; y < subdivisions_Y; y++){ layer = new Vector3(minX + x * interval_axisX, height[y], minZ + z * interval_axisZ); /*if(Terrain.activeTerrain == null){ Debug.Log("场景中没有Terrain"); return null; }*/ //else{ //layer.y = height[y]; position.Add(layer); //} } } } var go = new GameObject(); go.name = "lightProbes"; LPG = go.gameObject.AddComponent<LightProbeGroup>() as LightProbeGroup; LPG.probePositions = position.ToArray(); height = null; position = null; Debug.Log( "created successfully!,group name:lightProbes" ); return go; }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.LightProbeGroup lightProbeGroup = SaveGameType.CreateComponent <UnityEngine.LightProbeGroup> (); ReadInto(lightProbeGroup, reader); return(lightProbeGroup); }