GetImageTexCoords() private method

private GetImageTexCoords ( ) : Vector4[]
return Vector4[]
Esempio n. 1
0
 static public int GetImageTexCoords(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 1)
         {
             UnityEngine.BillboardAsset self = (UnityEngine.BillboardAsset)checkSelf(l);
             var ret = self.GetImageTexCoords();
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 2)
         {
             UnityEngine.BillboardAsset self = (UnityEngine.BillboardAsset)checkSelf(l);
             System.Collections.Generic.List <UnityEngine.Vector4> a1;
             checkType(l, 2, out a1);
             self.GetImageTexCoords(a1);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Esempio n. 2
0
 static public int GetImageTexCoords(IntPtr l)
 {
     try {
         UnityEngine.BillboardAsset self = (UnityEngine.BillboardAsset)checkSelf(l);
         var ret = self.GetImageTexCoords();
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     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.BillboardAsset billboardAsset = (UnityEngine.BillboardAsset)value;
     writer.WriteProperty("imageTexCoords", billboardAsset.GetImageTexCoords());
     writer.WriteProperty("indices", billboardAsset.GetIndices());
     writer.WriteProperty("vertices", billboardAsset.GetVertices());
     writer.WriteProperty("width", billboardAsset.width);
     writer.WriteProperty("height", billboardAsset.height);
     writer.WriteProperty("bottom", billboardAsset.bottom);
     writer.WriteProperty("material", billboardAsset.material);
     writer.WriteProperty("name", billboardAsset.name);
     writer.WriteProperty("hideFlags", billboardAsset.hideFlags);
 }
Esempio n. 4
0
 static public int GetImageTexCoords__List_1_Vector4(IntPtr l)
 {
     try {
         UnityEngine.BillboardAsset self = (UnityEngine.BillboardAsset)checkSelf(l);
         System.Collections.Generic.List <UnityEngine.Vector4> a1;
         checkType(l, 2, out a1);
         self.GetImageTexCoords(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Esempio n. 5
0
 static public int GetImageTexCoords(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
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 1)
         {
             UnityEngine.BillboardAsset self = (UnityEngine.BillboardAsset)checkSelf(l);
             var ret = self.GetImageTexCoords();
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 2)
         {
             UnityEngine.BillboardAsset self = (UnityEngine.BillboardAsset)checkSelf(l);
             System.Collections.Generic.List <UnityEngine.Vector4> a1;
             checkType(l, 2, out a1);
             self.GetImageTexCoords(a1);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function GetImageTexCoords to call");
         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
 }