A sphere-shaped primitive collider.
// Use this for initialization void Awake() { // initialize variables //size = GetComponent<Renderer>().size; // initially false santaInSight = false; gameController = GetComponent<GameController>(); anim = GetComponent<Animator>(); nav = GetComponent<NavMeshAgent>(); col = GetComponent<SphereCollider>(); // Get reference to Santa santa = GameObject.FindWithTag("Player"); // initially set vision to true checkVision = true; // Ignore layer 2. Layer 2 is default layer provided by unity which is Ignore Raycast layerMask = 1 << 2; layerMask = ~layerMask; // initialize ray position // slightly above ground level rayPos1 = new Vector3(0, 0.5f, 0); }
// private Item m_item; private void Start() { m_sphereCollider = this.GetComponent<SphereCollider>(); m_renderer = this.GetComponent<Renderer>(); //m_item = new Item(itemName, itemDesc, itemID, itemType); }
void Awake() { _radientOfsense = gameObject.GetComponent<SphereCollider> (); player = GameObject.FindWithTag ("Player"); GirlSentence = false; //personaLastSighting = }
protected override void Awake() { base.Awake(); circleScaleFactor = 5F; (_collider as SphereCollider).radius = TempGameValues.UniverseCenterRadius; _keepoutCollider = gameObject.GetComponentsInChildren<SphereCollider>().Single(c => c.gameObject.layer == (int)Layers.CelestialObjectKeepout); _keepoutCollider.radius = (_collider as SphereCollider).radius * TempGameValues.KeepoutRadiusMultiplier; }
//Vector3 eulerAngleVelocity; // Use this for initialization void Start() { rb = GetComponent<Rigidbody>(); sph = GetComponent<SphereCollider>(); }
void Awake() { detectionZone = GetComponent<SphereCollider>(); rigidbody = GetComponent<Rigidbody>(); playerStats = References.player.GetComponent<PlayerStats>(); References.stateManager.changeState += onChangeState; }
// Use this for initialization void Awake() { _gameManager = GameObject.FindGameObjectWithTag(Tags.GameManager).GetComponent<GameManager>(); sphereCol = GetComponent<SphereCollider>(); animator = GetComponentInChildren<Animator>(); audioSource = GetComponent<AudioSource>(); }
// Use this for initialization void Awake() { if (StaticRef == null) // if theres is not allerdaye a static ref makes this the static ref { DontDestroyOnLoad(gameObject); StaticRef = this; } else if (StaticRef != this) // is the allready is a ref , destory this { Destroy(this); } player = GameController_script.playerRef; sphereRadius = this.GetComponent<SphereCollider>(); hat = GameObject.FindGameObjectWithTag("hat").transform; book = GameObject.FindGameObjectWithTag("book").transform; book_anim = book.GetComponentInChildren<Animator>(); hat.gameObject.SetActive(true); book.gameObject.SetActive(false); haveHat = HatState.Yes; hatSpwanTarget = GameObject.FindGameObjectWithTag("hatSpawn").transform; }
void Start() { attackArea = transform.Find("AttackArea").GetComponent<SphereCollider>(); pc = GetComponent<PlayerController>(); animator = GetComponentInChildren<Animator>(); attackableMask = 1 << LayerMask.NameToLayer("Attackable"); }
private void Awake() { StartCoroutine(Timer()); coll = GetComponent<SphereCollider>(); Destroy(this.gameObject,delay); }
void OnCollisionEnter(Collision collisionInfo) { //print("Detected collision between " + gameObject.name + " and " + collisionInfo.collider.name); //print("There are " + collisionInfo.contacts.Length + " point(s) of contacts"); //print("Their relative velocity is " + collisionInfo.relativeVelocity); foreach (ContactPoint contact in collisionInfo.contacts) { //get the parent vehicle contact.thisCollider.GetComponent<Renderer>().material.color = Color.red; collider = GetComponent<SphereCollider>(); if (collider != null) { collider =(SphereCollider)contact.thisCollider; //cast, we are only using spherecolliders float amount = collisionInfo.relativeVelocity.magnitude; print(contact.thisCollider + "-" + contact.thisCollider.GetInstanceID() + "-" + collider.radius + "-" + collider.center + " " + amount); transform.root.gameObject.GetComponent<VehicleHealth>().InflictDamageby(amount); //damage health part // transform.FindChild("Body Parts").GetComponent<VehicleHealth>().InflictDamageby(amount); } } }
/// <summary> /// <para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para> /// </summary> /// <param name="a">The first SphereCollider of a ClothSphereColliderPair.</param> /// <param name="b">The second SphereCollider of a ClothSphereColliderPair.</param> public ClothSphereColliderPair(SphereCollider a) { this.m_First = (SphereCollider) null; this.m_Second = (SphereCollider) null; this.first = a; this.second = (SphereCollider) null; }
// Use this for initialization void Start() { anim = gameObject.GetComponent<Animation> (); sc = gameObject.GetComponent<SphereCollider> (); bc = gameObject.GetComponent<BoxCollider> (); initSound (); }
void Update() { if(gameObject.GetComponentInParent<weaponIndex>().ammoCount == 0 && !noAmmoBool && !doNotRunAgain){ //Set weapon collider back to unarmed... col = GameObject.FindGameObjectWithTag ("Player").GetComponentInChildren<SphereCollider> (); col.enabled = false; noAmmoBool = true; nextAttack = Time.time + attackRate; //Prevents auto melee attack on ammo running out anim.SetTrigger(noAmmoHash); doNotRunAgain = true; } if (Input.GetButton ("Attack") && !Input.GetButton ("Shift") && Time.time > nextAttack && gameObject.GetComponentInParent<weaponIndex>().ammoCount == 0) { nextAttack = Time.time + attackRate; //Instantiate (meleeAudio, shotSpawn.position, shotSpawn.rotation); //Perform attack animation... anim.SetTrigger(meleeHash); } if(playSwing){ Instantiate (meleeAudio, transform.position, transform.rotation); } }
// Use this for initialization void Start() { _explosionRange = this.GetComponent<SphereCollider>(); _mesh = this.GetComponent<MeshRenderer>(); _hasExploded = false; _explosionRange.enabled = false; }
// Use this for initialization void Start () { //instantiating the states idleState = new Idle (this); lostState = new Lost (this); distractedState = new Distracted (this); chasingState = new Chasing (this); alertedState = new Alerted (this); recoverState = new Recover (this); runState = new Run (this); scaredState = new Scared (this); tripState = new Trip (this); crouchState = new Crouch (this); //obtain components from the guard detection = GetComponent<SphereCollider>(); agent = GetComponent<NavMeshAgent>(); anim = GetComponent<Animator>(); //stop rotation of guard when navigating agent.updateRotation = false; vision = transform.FindChild("Vision").gameObject; //obtain child object info startPos = transform.position; //obtain the start position of the guard //set first state as idle currentState = idleState; changeState(State._Idle); }
private void Awake() { receiver = GetComponent<ControllerWheels>(); sphereCollider = this.GetComponent<SphereCollider>(); //Debug.LogWarning("HARDCODED"); sphereCollider.isTrigger = true; sphereCollider.radius = 20f; receiverColliders = GetComponents<Collider>().ToList(); receiverColliders = GetComponentsInChildren<Collider>().ToList(); receiverColliders.ForEach(hC => Physics.IgnoreCollision(sphereCollider, hC)); m_hRigidbody = this.GetComponent<Rigidbody>(); //FSM idle = new StateIdle(this); patrol = new StatePatrol(this); onAir = new StateOnAir(this); wait = new StateWait(this); patrol.Idle = idle; patrol.OnAir = onAir; onAir.Wait = wait; wait.Patrol = patrol; currentState = idle; currentState.OnStateEnter(); }
public override void Start() { this.theUnit.triggerTackle = this; this.triggering = theUnit; this.collider = this.GetComponent<SphereCollider>(); base.Start(); }
private new void Awake() { base.Awake(); m_animator = GetComponentInParent<Animator>(); m_collider = GetComponent<SphereCollider>(); }
void Start() { Debug.Log("MagneticUpgrade Starting"); _GameManager = GameManager.instance; _ScenePlayer = Player.instance; _coinRangeCollider = GetComponent<SphereCollider>(); ; if (_GameManager != null) { foreach (UpgradeStruct u in _GameManager._allUpgrades) { if (u.upgradeGOName == this.name) { _UpgradeInfo = u; u.upgradeScript = this; Debug.Log("Upgrade Info Found"); } } } foreach (UpgradeValue uv in _UpgradeInfo.upgradeValues) { if (uv.upgradeType == UpgradeType.CoinAttractRange) { _magnetRadius = uv.value; _coinRangeCollider.radius = uv.value; } else if (uv.upgradeType == UpgradeType.CoinAttractSpeed) { _magnetSpeed = uv.value; } } }
private void Awake() { triggerCollider = GetComponent<SphereCollider>(); triggerCollider.enabled = Enabled; tracker = GetComponentInChildren<CollectibleTracker>(); SceneManager.CollectibleCount++; }
void Start () { body = GetComponent<Rigidbody>(); forwardsVector = Vector3.forward; sphereCollider = GetComponent<SphereCollider>(); input = PlayerInput.GetInput((int)playerNumber); }
void Start() { MiMi = GameObject.FindGameObjectWithTag("MiMi"); B4 = GameObject.FindGameObjectWithTag("B4"); triggerZone = GetComponent<SphereCollider>(); lightSource = GetComponent<Light>(); }
public ClothSphereColliderPair(SphereCollider a, SphereCollider b) { this.m_First = null; this.m_Second = null; this.first = a; this.second = b; }
void OnDsiable() { print( "Awake Sphere spawn area" ); spawnArea = GetComponent<SphereCollider>(); spawnArea.isTrigger = true; base.OnDisable(); }
// Use this for initialization void Start() { collider = GetComponent<SphereCollider> (); exploded = false; if (shotType == 0) { //Bomb speed = 1f; damage = 25f; fullSize = 5f; timer = Random.Range (5f, 25f); shotScale = 1f; gameObject.transform.localScale = new Vector3 (fullSize, fullSize, fullSize); //Set appearance of Projectile } if (shotType == 1) { //Bullet speed = -.8f; damage = 5f; fullSize = 1f; timer = 16f; shotScale = 1f; //Set appearance of Projectile } }
public static float ComputeVolume(UnityEngine.Collider coll) { if (coll != null) { UnityEngine.CapsuleCollider collider = coll as UnityEngine.CapsuleCollider; if (collider != null) { UnityEngine.Vector3 lossyScale = collider.transform.lossyScale; float num = collider.height * lossyScale.y; float num2 = collider.radius * UnityEngine.Mathf.Max(lossyScale.x, lossyScale.z); float num3 = (3.141593f * num2) * num2; float num4 = num3 * num; float num5 = (num3 * num2) * 1.333333f; return(num4 + num5); } UnityEngine.SphereCollider collider2 = coll as UnityEngine.SphereCollider; if (collider2 != null) { UnityEngine.Vector3 vector2 = collider2.transform.lossyScale; float[] values = new float[] { vector2.x, vector2.y, vector2.z }; float num6 = collider2.radius * UnityEngine.Mathf.Max(values); return(4.18879f * ((num6 * num6) * num6)); } UnityEngine.BoxCollider collider3 = coll as UnityEngine.BoxCollider; if (collider3 != null) { UnityEngine.Vector3 vector3 = collider3.transform.lossyScale; UnityEngine.Vector3 size = collider3.size; return(((size.x * vector3.x) * (size.y * vector3.y)) * (size.z * vector3.z)); } UnityEngine.Debug.LogWarning("Not implemented for " + coll.GetType() + " type!"); } return(0f); }
public void Start() { plsh = GetComponent<playerShooting>(); rb = GetComponent<Rigidbody>(); col = GetComponent<SphereCollider>(); calculator = GameObject.FindGameObjectWithTag("scripts").GetComponent<Calculator>(); sightConstant = calculator.getSightConstant(); fieldofViewAngle = calculator.getFieldOfView(); sensitivity = calculator.getSensitivity(); rotateToTargetSpeed = calculator.getRotateSpeed(); index = calculator.addBot(this); targets = calculator.getTargets(index); col.radius= (float)sightConstant; shootFlag = false; playerInSight = false; moveBool = new bool[calculator.getMasterBoolLength()]; bestPoint = transform.position; bestPoints = new Vector3[moveBool.Length]; bestPointsSV = new float[moveBool.Length]; team = GetComponent<TeamMember>().teamID; teamFinder(); if (team == 1) { goal = new Vector3(-37f, -30f, 28f); } else if(team == 2) { goal = new Vector3(64f, -30f, -43f); } }
static public int constructor(IntPtr l) { UnityEngine.SphereCollider o; o = new UnityEngine.SphereCollider(); pushObject(l, o); return(1); }
void Start() { audio = GetComponent<AudioSource>(); player = PlayerHealth.instance; collider = GetComponentInChildren<SphereCollider>(); anim = GetComponentInChildren<Animator>(); }
void Start() { print( "Start Sphere spawn area" ); spawnArea = GetComponent<SphereCollider>(); spawnArea.isTrigger = true; base.Start(); }
void Awake() { unit = GetComponent<Unit>(); sphereCol = GetComponent<SphereCollider>(); attackTimer = unit.attackInterval; }
static public int set_center(IntPtr l) { UnityEngine.SphereCollider o = (UnityEngine.SphereCollider)checkSelf(l); UnityEngine.Vector3 v; checkType(l, 2, out v); o.center = v; return(0); }
static public int set_radius(IntPtr l) { UnityEngine.SphereCollider o = (UnityEngine.SphereCollider)checkSelf(l); float v; checkType(l, 2, out v); o.radius = v; return(0); }
static public int get_radius(IntPtr l) { try { UnityEngine.SphereCollider self = (UnityEngine.SphereCollider)checkSelf(l); pushValue(l, self.radius); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_center(IntPtr l) { try { UnityEngine.SphereCollider self = (UnityEngine.SphereCollider)checkSelf(l); pushValue(l, self.center); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int get_center(IntPtr l) { try { UnityEngine.SphereCollider self = (UnityEngine.SphereCollider)checkSelf(l); pushValue(l, true); pushValue(l, self.center); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.SphereCollider o; o = new UnityEngine.SphereCollider(); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_radius(IntPtr l) { try { UnityEngine.SphereCollider self = (UnityEngine.SphereCollider)checkSelf(l); float v; checkType(l, 2, out v); self.radius = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.SphereCollider o; o = new UnityEngine.SphereCollider(); 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.SphereCollider o; if (matchType(l, 1)) { o = new UnityEngine.SphereCollider(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
static public int set_center(IntPtr l) { try { UnityEngine.SphereCollider self = (UnityEngine.SphereCollider)checkSelf(l); UnityEngine.Vector3 v; checkType(l, 2, out v); self.center = v; return(0); } catch (Exception e) { return(error(l, e)); } }
/// <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.SphereCollider sphereCollider = (UnityEngine.SphereCollider)value; writer.WriteProperty("center", sphereCollider.center); writer.WriteProperty("radius", sphereCollider.radius); writer.WriteProperty("enabled", sphereCollider.enabled); writer.WriteProperty("isTrigger", sphereCollider.isTrigger); writer.WriteProperty("contactOffset", sphereCollider.contactOffset); writer.WriteProperty("material", sphereCollider.material); writer.WriteProperty("sharedMaterial", sphereCollider.sharedMaterial); writer.WriteProperty("tag", sphereCollider.tag); writer.WriteProperty("name", sphereCollider.name); writer.WriteProperty("hideFlags", sphereCollider.hideFlags); }
// fields // properties static void SphereCollider_center(JSVCall vc) { if (vc.bGet) { UnityEngine.SphereCollider _this = (UnityEngine.SphereCollider)vc.csObj; var result = _this.center; JSApi.setVector3S((int)JSApi.SetType.Rval, result); } else { UnityEngine.Vector3 arg0 = (UnityEngine.Vector3)JSApi.getVector3S((int)JSApi.GetType.Arg); UnityEngine.SphereCollider _this = (UnityEngine.SphereCollider)vc.csObj; _this.center = arg0; } }
static void SphereCollider_radius(JSVCall vc) { if (vc.bGet) { UnityEngine.SphereCollider _this = (UnityEngine.SphereCollider)vc.csObj; var result = _this.radius; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); } else { System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg); UnityEngine.SphereCollider _this = (UnityEngine.SphereCollider)vc.csObj; _this.radius = arg0; } }
static void ClothSphereColliderPair_second(JSVCall vc) { if (vc.bGet) { UnityEngine.ClothSphereColliderPair _this = (UnityEngine.ClothSphereColliderPair)vc.csObj; var result = _this.second; JSMgr.datax.setObject((int)JSApi.SetType.Rval, result); } else { UnityEngine.SphereCollider arg0 = (UnityEngine.SphereCollider)JSMgr.datax.getObject((int)JSApi.GetType.Arg); UnityEngine.ClothSphereColliderPair _this = (UnityEngine.ClothSphereColliderPair)vc.csObj; _this.second = arg0; JSMgr.changeJSObj(vc.jsObjID, _this); } }
static int _CreateUnityEngine_SphereCollider(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { UnityEngine.SphereCollider obj = new UnityEngine.SphereCollider(); ToLua.Push(L, obj); return(1); } else { LuaDLL.luaL_error(L, "invalid arguments to method: UnityEngine.SphereCollider.New"); } return(0); }
static int get_radius(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.SphereCollider obj = (UnityEngine.SphereCollider)o; float ret = obj.radius; LuaDLL.lua_pushnumber(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index radius on a nil value")); } }
static int set_center(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.SphereCollider obj = (UnityEngine.SphereCollider)o; UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 2); obj.center = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index center on a nil value")); } }
static int set_radius(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.SphereCollider obj = (UnityEngine.SphereCollider)o; float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); obj.radius = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index radius on a nil value")); } }
static int get_center(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.SphereCollider obj = (UnityEngine.SphereCollider)o; UnityEngine.Vector3 ret = obj.center; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index center on a nil value")); } }
static int get_radius(IntPtr L) { UnityEngine.SphereCollider obj = (UnityEngine.SphereCollider)ToLua.ToObject(L, 1); float ret; try { ret = obj.radius; } catch (Exception e) { return(LuaDLL.luaL_error(L, obj == null ? "attempt to index radius on a nil value" : e.Message)); } LuaDLL.lua_pushnumber(L, ret); return(1); }
static bool ClothSphereColliderPair_ClothSphereColliderPair2(JSVCall vc, int argc) { int _this = JSApi.getObject((int)JSApi.GetType.Arg); JSApi.attachFinalizerObject(_this); --argc; int len = argc; if (len == 1) { UnityEngine.SphereCollider arg0 = (UnityEngine.SphereCollider)JSMgr.datax.getObject((int)JSApi.GetType.Arg); JSMgr.addJSCSRel(_this, new UnityEngine.ClothSphereColliderPair(arg0)); } return(true); }
static int get_center(IntPtr L) { UnityEngine.SphereCollider obj = (UnityEngine.SphereCollider)ToLua.ToObject(L, 1); UnityEngine.Vector3 ret; try { ret = obj.center; } catch (Exception e) { return(LuaDLL.luaL_error(L, obj == null ? "attempt to index center on a nil value" : e.Message)); } ToLua.Push(L, ret); return(1); }
private void createEveryDetectors() { this.dummy = new GO(); this.dummy.layer = this.gameObject.layer; RB rb = this.dummy.AddComponent <RB>(); rb.useGravity = false; rb.isKinematic = true; SC sc = this.dummy.AddComponent <SC>(); sc.radius = 0.125f; sc.isTrigger = true; this.dummy.AddComponent <RelCol>(); this.forEachPos((x) => this.createDetector(x)); Obj.DestroyImmediate(this.dummy); }
static int get_center(IntPtr L) { #if UNITY_EDITOR ToluaProfiler.AddCallRecord("UnityEngine.SphereCollider.center"); #endif object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.SphereCollider obj = (UnityEngine.SphereCollider)o; UnityEngine.Vector3 ret = obj.center; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index center on a nil value")); } }
static int get_radius(IntPtr L) { #if UNITY_EDITOR ToluaProfiler.AddCallRecord("UnityEngine.SphereCollider.radius"); #endif object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.SphereCollider obj = (UnityEngine.SphereCollider)o; float ret = obj.radius; LuaDLL.lua_pushnumber(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index radius on a nil value")); } }
void Start() { GO tracker = new GO(); tracker.layer = this.gameObject.layer; RB rb = tracker.AddComponent <RB>(); rb.useGravity = false; rb.isKinematic = true; SC sc = tracker.AddComponent <SC>(); sc.radius = 0.125f; sc.isTrigger = true; tracker.AddComponent <RelCol>(); /* Generate as many detectors as requested */ Tr t = this.transform; for (int i = 1; i <= this.MaxDepth; i++) { /* XXX: (again) This was the only way I found to instantiate * the clone in local space... */ GO obj = Obj.Instantiate(tracker, t.position, Quat.identity, t); obj.name = $"ShadowTracker_{i}"; Vec3 pos = new Vec3(0.0f, i * -1.0f, 0.0f); obj.transform.Translate(pos, UnityEngine.Space.World); } Obj.DestroyImmediate(tracker); for (int i = 0; i < this.MaxDepth * 2; i++) { List node = new List(); node.next = this.emptyList; this.emptyList = node; } this.touchingList = null; this.self = this.transform; }
static string exportCollider(GameObject resource) { UnityEngine.Collider c = resource.GetComponent <UnityEngine.Collider>(); UnityEngine.SphereCollider sc = resource.GetComponent <UnityEngine.SphereCollider>(); if (sc != null) { return(String.Format( "public override Collider Collider {{ get {{ return new SphereCollider(Vector3.Zero, new Vector3({0}f, {1}f, {2}f), {3}f); }} }}", c.bounds.center.x, c.bounds.center.y, c.bounds.center.z, sc.radius )); } else if (c != null) { return(String.Format( "public override Collider Collider {{ get {{ return new BoxCollider(Vector3.Zero, new Vector3({0}f, {1}f, {2}f), new Vector3({3}f, {4}f, {5}f)); }} }}", c.bounds.extents.x, c.bounds.extents.y, c.bounds.extents.z, c.bounds.center.x, c.bounds.center.y, c.bounds.center.z )); } return(""); }
static int _CreateUnityEngine_SphereCollider(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 0) { UnityEngine.SphereCollider obj = new UnityEngine.SphereCollider(); ToLua.PushSealed(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: UnityEngine.SphereCollider.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }