static public int ClosestPointOnBounds(IntPtr l)
 {
     try {
         UnityEngine.Rigidbody self = (UnityEngine.Rigidbody)checkSelf(l);
         UnityEngine.Vector3   a1;
         checkType(l, 2, out a1);
         var ret = self.ClosestPointOnBounds(a1);
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Exemple #2
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 static int ClosestPointOnBounds(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.Rigidbody obj  = (UnityEngine.Rigidbody)ToLua.CheckObject(L, 1, typeof(UnityEngine.Rigidbody));
         UnityEngine.Vector3   arg0 = ToLua.ToVector3(L, 2);
         UnityEngine.Vector3   o    = obj.ClosestPointOnBounds(arg0);
         ToLua.Push(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Exemple #3
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 /// <summary>
 /// pushes a rigidbody using the controller's own 'PhysicsPushMode'.
 /// if mode is 'Kinetic', the point of impact will automatically be 
 /// the rigidbody's closest point on bounds to the center of the
 /// controller collider
 /// </summary>
 public void PushRigidbody(Rigidbody rigidbody, Vector3 moveDirection)
 {
     PushRigidbody(rigidbody, moveDirection, this.PhysicsPushMode,
         (this.PhysicsPushMode == PushForceMode.Simplified ?
         Vector3.zero :
         rigidbody.ClosestPointOnBounds(Collider.bounds.center)));
 }
Exemple #4
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 public override void OnEnter()
 {
     rigidbody = ownerDefault.GetComponent <UnityEngine.Rigidbody> ();
     owner.SetVector3(store, rigidbody.ClosestPointOnBounds(owner.GetValue(position)));
     Finish();
 }
		public override void OnEnter ()
		{
			rigidbody = ownerDefault.GetComponent<UnityEngine.Rigidbody> ();
			owner.SetVector3 (store, rigidbody.ClosestPointOnBounds (owner.GetValue(position)));
			Finish ();
		}