Inheritance: Collider2D
Esempio n. 1
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 void Awake()
 {
     collider = GetComponent<BoxCollider2D>();
     convertedWidth = Camera.main.WorldToScreenPoint(collider.bounds.size);
     endBlockRenderer = transform.Find ("end block").GetComponent<Renderer>();
     platformManager = GameObject.Find ("platform manager");
 }
Esempio n. 2
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    // Use this for initialization
    void Start()
    {
        Random.seed = Seed;

        _cells = VoronoiHelper.Instance.GenerateTileCells (Random.Range (VoronoiHelper.Instance.InternalSitesCountRange [0],
                                                                         VoronoiHelper.Instance.InternalSitesCountRange [1]));

        for (int i = 0; i < _cells.Length; i++) {
            var newCell = VoronoiHelper.Instance.CreateCellObject(_cells[i],
                                                                  i,
                                                                  gameObject.transform,
                                                                  MeshMaterials[Random.Range(0, MeshMaterials.Length)]);

            _cellObjects.Add(newCell);
        }

        var tileSize = VoronoiHelper.Instance.TilesSize;

        if (LeftTileTrigger != null)
        {
            _leftCollider = LeftTileTrigger.GetComponent<BoxCollider2D>();
            LeftTileTrigger.transform.localPosition = new Vector2(tileSize.x * 0.5f, 0f);
            _leftCollider.size = new Vector2(tileSize.x * 0.25f, tileSize.y * 1.5f);
            _leftCollider.isTrigger = true;
        }

        if (RightTileTrigger != null)
        {
            _rightCollider = RightTileTrigger.GetComponent<BoxCollider2D>();
            RightTileTrigger.transform.localPosition = new Vector2(-tileSize.x * 0.5f, 0f);
            _rightCollider.size = new Vector2(tileSize.x * 0.25f, tileSize.y * 1.5f);
            _rightCollider.isTrigger = true;
        }
    }
 protected override void Start()
 {
     boxCollider = GetComponent<BoxCollider2D>();
     player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
     playerObj = GameObject.FindGameObjectWithTag("Player");
     InvokeRepeating ("SpawnEnemies", spawnTime, spawnTime);
 }
 void Awake()
 {
     sprite = GetComponent<SpriteRenderer>();
     body = GetComponent<Rigidbody2D>();
     col = GetComponent<BoxCollider2D>();
     parentBalista = transform.parent.gameObject;
 }
Esempio n. 5
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 protected virtual void Start()
 {
     decayLevel = 0;
     maxDecayLevel = DecayStates.Length;
     spriteRenderer = GetComponent<SpriteRenderer>();
     boxCollider = GetComponent<BoxCollider2D>();
 }
Esempio n. 6
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	// Use this for initialization
    void Start()
    {
        rigid = GetComponent<Rigidbody2D>();
        box = GetComponent<BoxCollider2D>();
        esperando = espera;
        anim = GetComponent<Animator>();
	}
	/*---------------------------------------------------- AWAKE ----------------------------------------------------*/

    void Awake()
    {
        powerManager = GameObject.Find("GameManager").GetComponent<PowerManager>();

        anim = transform.FindChild("Animation").GetComponent<Animator>();

        effectorCollider1 = transform.FindChild("AreaEffectors").GetChild(0).GetComponent<BoxCollider2D>();
        effectorCollider2 = transform.FindChild("AreaEffectors").GetChild(1).GetComponent<BoxCollider2D>();
        effectorCollider3 = transform.FindChild("AreaEffectors").GetChild(2).GetComponent<BoxCollider2D>();

        consoleViewImage = transform.FindChild("ConsoleView").GetComponent<SpriteRenderer>();

        powerCost = GetComponent<Power>().powerCost;

        GameObject fanDistance = transform.FindChild("FanDistance").gameObject;

        float difference = Vector2.Distance(transform.position, fanDistance.transform.position);

        effectorCollider1.size = new Vector2(difference-1, effectorCollider1.size.y);
        effectorCollider1.offset = new Vector2(difference / 2, 0);

        effectorCollider2.size = new Vector2(difference - 1, effectorCollider2.size.y);
        effectorCollider2.offset = new Vector2(difference / 2, 1.7f);

        effectorCollider3.size = new Vector2(difference - 1, effectorCollider3.size.y);
        effectorCollider3.offset = new Vector2(difference / 2, -1.7f);
    }
Esempio n. 8
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 void Start()
 {
     _spriteRenderer = GetComponent<SpriteRenderer>();
     _boxCollider = GetComponent<BoxCollider2D>();
     _isLaserVisible = isLaserVisibleOnStart;
     ChangeLaserApperance ();
 }
 // Use this for initialization
 void Start()
 {
     m_spriteRenderer = GetComponent<SpriteRenderer>();
     m_player = GameObject.FindGameObjectWithTag("Player");
     m_inventory = m_player.GetComponent<PlayerInventory>();
     m_boxcollider = GetComponent<BoxCollider2D>();
 }
Esempio n. 10
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	// Use this for initialization
	void Start () {
        rigid = GetComponent<Rigidbody2D>();
        box = GetComponent<BoxCollider2D>();
        Manager.gManager.player = this;
        Manager.gManager.asignedPlayer = this.gameObject;
        anim = GetComponent<Animator>();
	}
Esempio n. 11
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 /* deben hacerse todos los getcomponent y los valores que se quieran por defecto*/
 void Start()
 {
     boxcollider2D = GetComponent<BoxCollider2D>();
     colorpersonaje = (GameObject.FindWithTag ("Player")).GetComponent<Color_Personaje>();
     spriterenderer = GetComponent<SpriteRenderer>();
     //porAbajo = false;
 }
Esempio n. 12
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    // Use this for initialization
    void Start()
    {
        // Define state to name mapping for animations
        state_to_name.Add(0, "Idle");
        state_to_name.Add(1, "Walk");
        state_to_name.Add(2, "Charge");
        state_to_name.Add(3, "Grenade");
        state_to_name.Add(4, "Jump");
        state_to_name.Add(5, "Scared");
        state_to_name.Add(6, "Touch");
        state_to_name.Add(7, "Whisper");

        GameState = FindObjectOfType<GameStateManager>();

        if (GameState == null)
        {
            Debug.Log("GameStateManager missing! Abort!");
            this.enabled = false;
            return;
        }
        else
        {
            MainPlayer = gameObject.GetComponent<Player>();
            PlayerPhysics = gameObject.GetComponent<Rigidbody2D>();
            PlayerCollider = gameObject.GetComponent<BoxCollider2D>();
            PlayerAnimator = gameObject.GetComponent<Animator>();
            if (MainPlayer != null && PlayerPhysics != null)
            {
                PlayerNumber = (int)XboxInput;
                //No setup anymore!
            }
        }

    }
 static public int constructor(IntPtr l)
 {
     UnityEngine.BoxCollider2D o;
     o = new UnityEngine.BoxCollider2D();
     pushObject(l, o);
     return(1);
 }
Esempio n. 14
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    // Use this for initialization
    void Start()
    {
        rb2d    = GetComponent<Rigidbody2D>();
        boxColl = GetComponent<BoxCollider2D>();

        usingController = false;
    }
Esempio n. 15
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		// Use this for initialization
		void Start () {
			spriteRenderer = GetComponent<SpriteRenderer>();
			collider = GetComponent<BoxCollider2D> ();
			audioSource = GetComponent<AudioSource> ();

			this.FollowPath();	
		}
Esempio n. 16
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    protected virtual void Awake() {
//        inputState = GetComponent<InputState>();
        abductBody2d = GetComponent<Rigidbody2D>();
        abductCollisionState = GetComponent<CollisionState>();
        boxCollider = GetComponent<BoxCollider2D>();

    }
Esempio n. 17
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     //private Animator animator;


     public void Start()
     {
          // Components
          moveController = GetComponent<EnemyMoveController>();
          animationController = GetComponent<AnimationController>();
          sprRend = GetComponent<SpriteRenderer>();
          collider = GetComponent<BoxCollider2D>();
          health = GetComponent<Health>();
          player = FindObjectOfType<Player>();

          //laser = GetComponent<Projectile> ();
          //laserObject = GetComponent <Projectile> ();

          //rigidbody2D.mass = 10;

          distance = new Vector2(0, 0);
          speed = new Vector2(0, 0);
          isAgro = false;

          rnd = new System.Random(Guid.NewGuid().GetHashCode());
          t = 3 + rnd.Next(0, 3000) / 1000f;

          teleporting = false;
          teleportCD = 11;
          temp = 0;
          canTeleport = true;

          facing = new Vector2(0, 0);

     }
Esempio n. 18
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 void Awake()
 {
     scriptpersonaje =GameObject.FindWithTag ("Player").GetComponent <CambiaColor_CH>();
     boxcollider2D = GetComponent<BoxCollider2D>();
     spriterenderer = GetComponent<SpriteRenderer>();
     ColoresBloque();
 }
    void UpdateRayPenetrationOnMove(APCharacterMotor oMotor, APCharacterMotor.CharacterRay2D rayToUpdate, Vector2 newPosWs, direction direction)
    {
        // Get characters box in world space if available
        Transform rayTransform = oMotor.transform;
        Vector2   newPosLs     = rayTransform.InverseTransformPoint(newPosWs);

        // for now we support boxcollider2d only !
        System.Type colliderType = oMotor.GetComponent <Collider2D>().GetType();
        if (oMotor.GetComponent <Collider2D>() && (colliderType == typeof(UnityEngine.BoxCollider2D)))
        {
            UnityEngine.BoxCollider2D boxCollider = (UnityEngine.BoxCollider2D)oMotor.GetComponent <Collider2D>();
            Vector2 centerLs = boxCollider.offset;

            // compute distance from ray position to collider border
            float fNewPenetration = 0f;
            switch (direction)
            {
            case direction.left:    fNewPenetration = newPosLs.x - (centerLs.x - 0.5f * boxCollider.size.x); break;

            case direction.right:   fNewPenetration = (centerLs.x + 0.5f * boxCollider.size.x) - newPosLs.x; break;

            case direction.up:              fNewPenetration = (centerLs.y + 0.5f * boxCollider.size.y) - newPosLs.y; break;

            case direction.down:    fNewPenetration = newPosLs.y - (centerLs.y - 0.5f * boxCollider.size.y); break;
            }

            fNewPenetration           = Mathf.Max(0f, fNewPenetration);
            rayToUpdate.m_penetration = fNewPenetration;            // / Mathf.Abs(rayTransform.lossyScale.y); // remove any scale as is it applied at runtime
        }
    }
Esempio n. 20
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    public static float MoveVertical(BoxCollider2D box, float dy, out bool col)
    {
        col = false;
        if (dy == 0.0f) {
            return dy;
        }

        var min = box.bounds.min;
        var max = box.bounds.max;

        float ret = dy;
        if (dy > 0) {
            for (int i = (int)min.x + 1; i <= (int)max.x - 1; i += 1) {
                var hit = Physics2D.Raycast (new Vector2 (i, max.y), Vector2.up, Mathf.Abs(dy), tileLayer);
                if (hit.collider != null) {
                    col = true;
                    ret = Mathf.Min (ret, hit.distance);
                }
            }
        } else if (dy < 0) {
            for (int i = (int)min.x + 1; i <= (int)max.x - 1; i += 1) {
                var hit = Physics2D.Raycast (new Vector2 (i, min.y), Vector2.down, Mathf.Abs(dy), tileLayer | ladderEndLayer);
                if (hit.collider != null) {
                    col = true;
                    ret = Mathf.Max (ret, -hit.distance);
                }
            }
        }

        return ret;
    }
Esempio n. 21
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    // TODO : use mathf.approx
    public static float MoveHorizontal(BoxCollider2D box, float dx, out bool col)
    {
        col = false;
        if (dx == 0.0f) {
            return dx;
        }

        var min = box.bounds.min;
        var max = box.bounds.max;

        float ret = dx;
        if (dx > 0) {
            for (int i = (int)min.y + 1; i <= (int)max.y - 1; i += 1) {
                var hit = Physics2D.Raycast (new Vector2 (max.x, i), Vector2.right, Mathf.Abs(dx), tileLayer);
                if (hit.collider != null) {
                    col = true;
                    ret = Mathf.Min (ret, hit.distance);
                }
            }
        } else if (dx < 0) {
            for (int i = (int)min.y + 1; i <= (int)max.y - 1; i += 1) {
                var hit = Physics2D.Raycast (new Vector2 (min.x, i), Vector2.left, Mathf.Abs(dx), tileLayer);
                if (hit.collider != null) {
                    col = true;
                    ret = Mathf.Max (ret, -hit.distance);
                }
            }
        }

        return ret;
    }
	void Start()
	{
		PassOutArtist.SetActive (false);
		myColider = GetComponent<BoxCollider2D> ();
		defRot = transform.rotation;
		myParticle.Stop ();
	}
Esempio n. 23
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		// Use this for initialization
		void Start () {
			animator = this.GetComponent<Animator> ();
			boxCollider = this.GetComponent<BoxCollider2D> ();
			audioSource = this.GetComponent<AudioSource>();
			
			audioSource.clip = soundOnTouch;
		}
Esempio n. 24
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	// Use this for initialization
	void Start () {
        spriteRenderer = GetComponent<SpriteRenderer>();
        boxCollider = GetComponent<BoxCollider2D>();
        timeSpentActive -= timeOffset;
        isActive = false;
        unactiveDuration = activeDuration + 2f;
	}
	// Use this for initialization
	void Start () {
        ac = this.gameObject.GetComponent<AttributeComponent>();
        bc = this.gameObject.GetComponent<BoxCollider2D>();
		pbc = GameObject.FindWithTag ("Projectile").GetComponent <BoxCollider2D>();
        anim = (Animator)GetComponent(typeof(Animator));
        meleeSys = (MeleeSystem)GetComponent(typeof(MeleeSystem));
	}
Esempio n. 26
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 // Use this for initialization
 void Start()
 {
     selfCollider = transform.GetComponent<BoxCollider2D>();
     colliderx = selfCollider.size.x / 2f;
     collidery = selfCollider.size.y / 2f;
     eventMng = GameObject.FindGameObjectWithTag("Manager").GetComponent<ClickEventManager>();
 }
Esempio n. 27
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    private void addFire(Transform parent)
    {
        fireObject = new GameObject("FireIcon_" + fireHolder.transform.childCount);
        fireSprite = Resources.Load<Sprite>("Sprites/Fire/SmallFire_Object");
        fireRenderer = fireObject.AddComponent<SpriteRenderer>();
        fireRenderer.sprite = fireSprite;
        fireCollider = fireObject.AddComponent<BoxCollider2D>();
        fireRenderer.sortingOrder = 1;
        fireObject.transform.parent = fireHolder.transform;

        float screenDPI = Screen.dpi / 160;

        float xSize = fireSprite.bounds.size.x;
        float ySize = fireSprite.bounds.size.y;

        float width;
        float height;

        if (screenDPI > 0)
        {
            width = 204 * screenDPI;
            height = 330 * screenDPI;
        }
        else
        {
            width = 204 * parent.transform.localScale.x / 2;
            height = 280 * parent.transform.localScale.y / 2;
        }

        float worldwidth = (camera.orthographicSize * 2 / Screen.height * width) / xSize;
        float worldHeight = (camera.orthographicSize * 2 / Screen.height * height) / ySize;

        fireObject.transform.localScale = new Vector3(worldwidth, worldHeight, 1);
    }
Esempio n. 28
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 void Start()
 {
     score=GameObject.Find("Canvas").GetComponent<GameManager>();
     box=GetComponent<BoxCollider2D>();
     scoreTrans=GameObject.Find("score100(Clone)").GetComponent<scoreTransformer>();
     player=GameObject.Find ("Player").transform;
 }
Esempio n. 29
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	// Use this for initialization
	void Start ()
    {
        level = GameObject.FindGameObjectWithTag("levelGen").GetComponent<LevelGeneration>();
        checkMovement = GetComponent<BoxCollider2D>();
        rb = GetComponent<Rigidbody2D>();
        checkMovement.offset = new Vector2(0, -1);
	}
Esempio n. 30
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 void Awake()
 {
     _Animator = GetComponent<Animator>();
     _BoxCollider = GetComponent<BoxCollider2D>();
     _Rigidbody = GetComponent<Rigidbody2D>();
     _AudioSource = GetComponent<AudioSource>();
 }
Esempio n. 31
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	// Use this for initialization
	void Start () {
        this.currentState = "Square"; // Game starts with Square
        this.animator = this.GetComponent<Animator>();
        this.currentDirection = 1; // 1 for RIGHT / -1 for LEFT

        this.world = GameObject.Find("World");
        this.isStucked = false;
        this.isControllerLocked = false;

        //Initialize the sounds
        /*this.fitTargetSound = this.audioPrefab.transform.GetChild(0).GetComponent<AudioSource>();
        this.dieSound = this.audioPrefab.transform.GetChild(1).GetComponent<AudioSource>();
        this.landscapeSound = this.audioPrefab.transform.GetChild(2).GetComponent<AudioSource>();
        this.changeSound = this.audioPrefab.transform.GetChild(3).GetComponent<AudioSource>();
        this.bounceSound = this.audioPrefab.transform.GetChild(4).GetComponent<AudioSource>();
        */
        //Grab the colliders
        this.SquareCollider = this.GetComponent<BoxCollider2D>();
        this.CircleCollider = this.GetComponent<CircleCollider2D>();
        this.TriangleCollider = this.GetComponent<PolygonCollider2D>();

        //Grab the Rigidbody
        this.rigidBody = this.GetComponent<Rigidbody2D>();
        this.setRigidbody();
	}
Esempio n. 32
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 // Use this for initialization
 void Start()
 {
     col = GetComponent<BoxCollider2D>();
     // 画像を切り替える
     component = componentHaveObject.GetComponent(type) as Behaviour;
     ChangeOnOffImage();
 }
Esempio n. 33
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 static public int set_size(IntPtr l)
 {
     UnityEngine.BoxCollider2D o = (UnityEngine.BoxCollider2D)checkSelf(l);
     UnityEngine.Vector2       v;
     checkType(l, 2, out v);
     o.size = v;
     return(0);
 }
Esempio n. 34
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 static public int get_autoTiling(IntPtr l)
 {
     try {
         UnityEngine.BoxCollider2D self = (UnityEngine.BoxCollider2D)checkSelf(l);
         pushValue(l, self.autoTiling);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Esempio n. 35
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 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.BoxCollider2D o;
         o = new UnityEngine.BoxCollider2D();
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_size(IntPtr l)
 {
     try {
         UnityEngine.BoxCollider2D self = (UnityEngine.BoxCollider2D)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.size);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Esempio n. 37
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 public override void Read(ES2Reader reader, object c)
 {
     UnityEngine.BoxCollider2D data = (UnityEngine.BoxCollider2D)c;
     // Add your reader.Read calls here to read the data into the object.
     data.size           = reader.Read <UnityEngine.Vector2>();
     data.density        = reader.Read <System.Single>();
     data.isTrigger      = reader.Read <System.Boolean>();
     data.usedByEffector = reader.Read <System.Boolean>();
     data.offset         = reader.Read <UnityEngine.Vector2>();
     data.enabled        = reader.Read <System.Boolean>();
     data.hideFlags      = reader.Read <UnityEngine.HideFlags>();
 }
Esempio n. 38
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 public override void Write(object obj, ES2Writer writer)
 {
     UnityEngine.BoxCollider2D data = (UnityEngine.BoxCollider2D)obj;
     // Add your writer.Write calls here.
     writer.Write(data.size);
     writer.Write(data.density);
     writer.Write(data.isTrigger);
     writer.Write(data.usedByEffector);
     writer.Write(data.offset);
     writer.Write(data.enabled);
     writer.Write(data.hideFlags);
 }
 static public int get_size(IntPtr l)
 {
     try {
         UnityEngine.BoxCollider2D self = (UnityEngine.BoxCollider2D)checkSelf(l);
         pushValue(l, self.size);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Esempio n. 40
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 static public int set_edgeRadius(IntPtr l)
 {
     try {
         UnityEngine.BoxCollider2D self = (UnityEngine.BoxCollider2D)checkSelf(l);
         float v;
         checkType(l, 2, out v);
         self.edgeRadius = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Esempio n. 41
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 static public int set_size(IntPtr l)
 {
     try {
         UnityEngine.BoxCollider2D self = (UnityEngine.BoxCollider2D)checkSelf(l);
         UnityEngine.Vector2       v;
         checkType(l, 2, out v);
         self.size = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Esempio n. 42
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 static public int set_autoTiling(IntPtr l)
 {
     try {
         UnityEngine.BoxCollider2D self = (UnityEngine.BoxCollider2D)checkSelf(l);
         bool v;
         checkType(l, 2, out v);
         self.autoTiling = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Esempio n. 43
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 static public int constructor(IntPtr l)
 {
     LuaDLL.lua_remove(l, 1);
     UnityEngine.BoxCollider2D o;
     if (matchType(l, 1))
     {
         o = new UnityEngine.BoxCollider2D();
         pushObject(l, o);
         return(1);
     }
     LuaDLL.luaL_error(l, "New object failed.");
     return(0);
 }
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.BoxCollider2D o;
         o = new UnityEngine.BoxCollider2D();
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static public int set_center(IntPtr l)
 {
     try {
         UnityEngine.BoxCollider2D self = (UnityEngine.BoxCollider2D)checkSelf(l);
         UnityEngine.Vector2       v;
         checkType(l, 2, out v);
         self.center = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_center(IntPtr l)
 {
     try {
         UnityEngine.BoxCollider2D self = (UnityEngine.BoxCollider2D)checkSelf(l);
         UnityEngine.Vector2       v;
         checkType(l, 2, out v);
         self.center = v;
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Esempio n. 47
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// fields

// properties
    static void BoxCollider2D_size(JSVCall vc)
    {
        if (vc.bGet)
        {
            UnityEngine.BoxCollider2D _this = (UnityEngine.BoxCollider2D)vc.csObj;
            var result = _this.size;
            JSApi.setVector2S((int)JSApi.SetType.Rval, result);
        }
        else
        {
            UnityEngine.Vector2       arg0  = (UnityEngine.Vector2)JSApi.getVector2S((int)JSApi.GetType.Arg);
            UnityEngine.BoxCollider2D _this = (UnityEngine.BoxCollider2D)vc.csObj;
            _this.size = arg0;
        }
    }
Esempio n. 48
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 /// <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.BoxCollider2D boxCollider2D = (UnityEngine.BoxCollider2D)value;
     writer.WriteProperty("size", boxCollider2D.size);
     writer.WriteProperty("edgeRadius", boxCollider2D.edgeRadius);
     writer.WriteProperty("autoTiling", boxCollider2D.autoTiling);
     writer.WriteProperty("density", boxCollider2D.density);
     writer.WriteProperty("isTrigger", boxCollider2D.isTrigger);
     writer.WriteProperty("usedByEffector", boxCollider2D.usedByEffector);
     writer.WriteProperty("usedByComposite", boxCollider2D.usedByComposite);
     writer.WriteProperty("offset", boxCollider2D.offset);
     writer.WriteProperty("sharedMaterial", boxCollider2D.sharedMaterial);
     writer.WriteProperty("enabled", boxCollider2D.enabled);
     writer.WriteProperty("tag", boxCollider2D.tag);
     writer.WriteProperty("name", boxCollider2D.name);
     writer.WriteProperty("hideFlags", boxCollider2D.hideFlags);
 }
    static int set_edgeRadius(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.BoxCollider2D obj = (UnityEngine.BoxCollider2D)o;
            float arg0 = (float)LuaDLL.luaL_checknumber(L, 2);
            obj.edgeRadius = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index edgeRadius on a nil value"));
        }
    }
    static int set_autoTiling(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.BoxCollider2D obj = (UnityEngine.BoxCollider2D)o;
            bool arg0 = LuaDLL.luaL_checkboolean(L, 2);
            obj.autoTiling = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index autoTiling on a nil value"));
        }
    }
Esempio n. 51
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    static int set_size(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.BoxCollider2D obj  = (UnityEngine.BoxCollider2D)o;
            UnityEngine.Vector2       arg0 = ToLua.ToVector2(L, 2);
            obj.size = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index size on a nil value"));
        }
    }
    static int get_autoTiling(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.BoxCollider2D obj = (UnityEngine.BoxCollider2D)o;
            bool ret = obj.autoTiling;
            LuaDLL.lua_pushboolean(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index autoTiling on a nil value"));
        }
    }
    static int get_edgeRadius(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.BoxCollider2D obj = (UnityEngine.BoxCollider2D)o;
            float ret = obj.edgeRadius;
            LuaDLL.lua_pushnumber(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index edgeRadius on a nil value"));
        }
    }
Esempio n. 54
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    static int get_size(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.BoxCollider2D obj = (UnityEngine.BoxCollider2D)o;
            UnityEngine.Vector2       ret = obj.size;
            ToLua.Push(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index size on a nil value"));
        }
    }
Esempio n. 55
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    static int UpdateWidgetCollider(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.GameObject)))
            {
                UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.ToObject(L, 1);
                NGUITools.UpdateWidgetCollider(arg0);
                return(0);
            }
            else if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.BoxCollider2D), typeof(bool)))
            {
                UnityEngine.BoxCollider2D arg0 = (UnityEngine.BoxCollider2D)ToLua.ToObject(L, 1);
                bool arg1 = LuaDLL.lua_toboolean(L, 2);
                NGUITools.UpdateWidgetCollider(arg0, arg1);
                return(0);
            }
            else if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.BoxCollider), typeof(bool)))
            {
                UnityEngine.BoxCollider arg0 = (UnityEngine.BoxCollider)ToLua.ToObject(L, 1);
                bool arg1 = LuaDLL.lua_toboolean(L, 2);
                NGUITools.UpdateWidgetCollider(arg0, arg1);
                return(0);
            }
            else if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.GameObject), typeof(bool)))
            {
                UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.ToObject(L, 1);
                bool arg1 = LuaDLL.lua_toboolean(L, 2);
                NGUITools.UpdateWidgetCollider(arg0, arg1);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: NGUITools.UpdateWidgetCollider"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
Esempio n. 56
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    static int _CreateUnityEngine_BoxCollider2D(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 0)
            {
                UnityEngine.BoxCollider2D obj = new UnityEngine.BoxCollider2D();
                ToLua.PushSealed(L, obj);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: UnityEngine.BoxCollider2D.New"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
Esempio n. 57
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    public void checkIngredients(int drinkSizeInt)
    {
        switch (drinkSizeInt)
        {
        case 0:
            UnityEngine.BoxCollider2D smallCupCollider = GameObject.Find("smallCup").GetComponent <BoxCollider2D> ();
            UnityEngine.BoxCollider2D espressoCube1    = GameObject.Find("espressoCube1").GetComponent <BoxCollider2D> ();
            UnityEngine.BoxCollider2D espressoCube2    = GameObject.Find("espressoCube2").GetComponent <BoxCollider2D> ();
            UnityEngine.BoxCollider2D milkCube         = GameObject.Find("milkCube").GetComponent <BoxCollider2D> ();
            break;

        case 1:
            UnityEngine.BoxCollider2D mediumCupCollider = GameObject.Find("mediumCup").GetComponent <BoxCollider2D> ();
            break;

        case 2:
            UnityEngine.BoxCollider2D largeCupCollider = GameObject.Find("largeCup").GetComponent <BoxCollider2D> ();
            break;

        default:
            break;
        }
    }
    void RebuildRays()
    {
        for (int targetId = 0; targetId < targets.Length; targetId++)
        {
            // Get characters box if available
            APCharacterMotor oMotor = (APCharacterMotor)targets[targetId];
            Undo.RecordObject(oMotor, "RebuildRays");
            Transform rayTransform = oMotor.transform;

            // for now we support boxcollider2d only !
            System.Type colliderType = oMotor.GetComponent <Collider2D>().GetType();
            if (oMotor.GetComponent <Collider2D>() && (colliderType == typeof(UnityEngine.BoxCollider2D)))
            {
                UnityEngine.BoxCollider2D boxCollider = (UnityEngine.BoxCollider2D)oMotor.GetComponent <Collider2D>();

                // build list of horizontal rays
                APCharacterMotor.CharacterRay2D[] raysUp    = new APCharacterMotor.CharacterRay2D[oMotor.m_autoBuilder.m_rayCountX];
                APCharacterMotor.CharacterRay2D[] raysDown  = new APCharacterMotor.CharacterRay2D[oMotor.m_autoBuilder.m_rayCountX];
                APCharacterMotor.CharacterRay2D[] raysFront = new APCharacterMotor.CharacterRay2D[oMotor.m_autoBuilder.m_rayCountY];
                APCharacterMotor.CharacterRay2D[] raysBack  = new APCharacterMotor.CharacterRay2D[oMotor.m_autoBuilder.m_rayCountY];

                // rays up/down
                {
                    float boxWidthX = boxCollider.size.x * oMotor.m_autoBuilder.m_rayXBoxScale.x;
                    float boxWidthY = boxCollider.size.y * oMotor.m_autoBuilder.m_rayXBoxScale.y;
                    float fOffsetX  = -boxWidthX * 0.5f + boxCollider.offset.x;
                    float fOffsetY  = -boxWidthY * 0.5f + boxCollider.offset.y;
                    float fSpaceX   = oMotor.m_autoBuilder.m_rayCountX > 1 ? boxWidthX / (oMotor.m_autoBuilder.m_rayCountX - 1) : 0f;

                    for (int i = 0; i < oMotor.m_autoBuilder.m_rayCountX; i++)
                    {
                        APCharacterMotor.CharacterRay2D curRayUp = new APCharacterMotor.CharacterRay2D();
                        curRayUp.m_position.x    = fOffsetX + i * fSpaceX;
                        curRayUp.m_position.y    = fOffsetY + boxWidthY;
                        curRayUp.m_extraDistance = oMotor.m_autoBuilder.m_extraDistanceUp;
                        UpdateRayPenetrationOnMove(oMotor, curRayUp, rayTransform.TransformPoint(curRayUp.m_position), direction.up);

                        APCharacterMotor.CharacterRay2D curRayDown = new APCharacterMotor.CharacterRay2D();
                        curRayDown.m_position.x    = curRayUp.m_position.x;
                        curRayDown.m_position.y    = fOffsetY;
                        curRayDown.m_extraDistance = oMotor.m_autoBuilder.m_extraDistanceDown;
                        UpdateRayPenetrationOnMove(oMotor, curRayDown, rayTransform.TransformPoint(curRayDown.m_position), direction.down);

                        raysUp[i]   = curRayUp;
                        raysDown[i] = curRayDown;
                    }
                }

                // rays front/back
                {
                    float boxWidthX = boxCollider.size.x * oMotor.m_autoBuilder.m_rayYBoxScale.x;
                    float boxWidthY = boxCollider.size.y * oMotor.m_autoBuilder.m_rayYBoxScale.y;
                    float fOffsetX  = -boxWidthX * 0.5f + boxCollider.offset.x;
                    float fOffsetY  = -boxWidthY * 0.5f + boxCollider.offset.y;
                    float fSpaceY   = oMotor.m_autoBuilder.m_rayCountY > 1 ? boxWidthY / (oMotor.m_autoBuilder.m_rayCountY - 1) : 0f;

                    for (int i = 0; i < oMotor.m_autoBuilder.m_rayCountY; i++)
                    {
                        APCharacterMotor.CharacterRay2D curRayFront = new APCharacterMotor.CharacterRay2D();
                        curRayFront.m_position.x    = oMotor.m_faceRight ? fOffsetX + boxWidthX : fOffsetX;
                        curRayFront.m_position.y    = fOffsetY + i * fSpaceY;
                        curRayFront.m_extraDistance = oMotor.m_autoBuilder.m_extraDistanceFront;
                        UpdateRayPenetrationOnMove(oMotor, curRayFront, rayTransform.TransformPoint(curRayFront.m_position), oMotor.m_faceRight ? direction.right : direction.left);

                        APCharacterMotor.CharacterRay2D curRayBack = new APCharacterMotor.CharacterRay2D();
                        curRayBack.m_position.x    = oMotor.m_faceRight ? fOffsetX : fOffsetX + boxWidthX;
                        curRayBack.m_position.y    = curRayFront.m_position.y;
                        curRayBack.m_extraDistance = oMotor.m_autoBuilder.m_extraDistanceBack;
                        UpdateRayPenetrationOnMove(oMotor, curRayBack, rayTransform.TransformPoint(curRayBack.m_position), oMotor.m_faceRight ? direction.left : direction.right);

                        raysFront[i] = curRayFront;
                        raysBack[i]  = curRayBack;
                    }
                }

                oMotor.m_RaysUp     = raysUp;
                oMotor.m_RaysGround = raysDown;
                oMotor.m_RaysFront  = raysFront;
                oMotor.m_RaysBack   = raysBack;

                // mark object as dirty
                EditorUtility.SetDirty(oMotor);
            }
        }
    }
Esempio n. 59
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 public override object Read(ES2Reader reader)
 {
     UnityEngine.BoxCollider2D data = GetOrCreate <UnityEngine.BoxCollider2D>();
     Read(reader, data);
     return(data);
 }
Esempio n. 60
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 static public int get_size(IntPtr l)
 {
     UnityEngine.BoxCollider2D o = (UnityEngine.BoxCollider2D)checkSelf(l);
     pushValue(l, o.size);
     return(1);
 }