コード例 #1
0
        static StackObject *Ctor_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *__ret = ILIntepreter.Minus(__esp, 0);

            var result_of_this_method = new UnityEngine.BuoyancyEffector2D();

            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
コード例 #2
0
        static int _g_get_density(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.BuoyancyEffector2D gen_to_be_invoked = (UnityEngine.BuoyancyEffector2D)translator.FastGetCSObj(L, 1);
                LuaAPI.lua_pushnumber(L, gen_to_be_invoked.density);
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(1);
        }
コード例 #3
0
        static int _s_set_flowVariation(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.BuoyancyEffector2D gen_to_be_invoked = (UnityEngine.BuoyancyEffector2D)translator.FastGetCSObj(L, 1);
                gen_to_be_invoked.flowVariation = (float)LuaAPI.lua_tonumber(L, 2);
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(0);
        }
コード例 #4
0
        static int _g_get_surfaceLevel(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                UnityEngine.BuoyancyEffector2D __cl_gen_to_be_invoked = (UnityEngine.BuoyancyEffector2D)translator.FastGetCSObj(L, 1);
                LuaAPI.lua_pushnumber(L, __cl_gen_to_be_invoked.surfaceLevel);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(1);
        }
コード例 #5
0
        static int _s_set_angularDrag(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                UnityEngine.BuoyancyEffector2D __cl_gen_to_be_invoked = (UnityEngine.BuoyancyEffector2D)translator.FastGetCSObj(L, 1);
                __cl_gen_to_be_invoked.angularDrag = (float)LuaAPI.lua_tonumber(L, 2);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(0);
        }
コード例 #6
0
 public override void ReadFrom(object obj)
 {
     base.ReadFrom(obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.BuoyancyEffector2D o = (UnityEngine.BuoyancyEffector2D)obj;
     surfaceLevel  = o.surfaceLevel;
     density       = o.density;
     linearDrag    = o.linearDrag;
     angularDrag   = o.angularDrag;
     flowAngle     = o.flowAngle;
     flowMagnitude = o.flowMagnitude;
     flowVariation = o.flowVariation;
 }
コード例 #7
0
        static int __CreateInstance(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
                if (LuaAPI.lua_gettop(L) == 1)
                {
                    var gen_ret = new UnityEngine.BuoyancyEffector2D();
                    translator.Push(L, gen_ret);

                    return(1);
                }
            }
            catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.BuoyancyEffector2D constructor!"));
        }
コード例 #8
0
 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.BuoyancyEffector2D o = (UnityEngine.BuoyancyEffector2D)obj;
     o.surfaceLevel  = surfaceLevel;
     o.density       = density;
     o.linearDrag    = linearDrag;
     o.angularDrag   = angularDrag;
     o.flowAngle     = flowAngle;
     o.flowMagnitude = flowMagnitude;
     o.flowVariation = flowVariation;
     return(o);
 }