Applies forces to simulate buoyancy, fluid-flow and fluid drag.
static public int get_density(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 UnityEngine.BuoyancyEffector2D self = (UnityEngine.BuoyancyEffector2D)checkSelf(l); pushValue(l, true); pushValue(l, self.density); 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 }
static public int get_linearDrag(IntPtr l) { try { UnityEngine.BuoyancyEffector2D self = (UnityEngine.BuoyancyEffector2D)checkSelf(l); pushValue(l, true); pushValue(l, self.linearDrag); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.BuoyancyEffector2D o; o = new UnityEngine.BuoyancyEffector2D(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_linearDrag(IntPtr l) { try { UnityEngine.BuoyancyEffector2D self = (UnityEngine.BuoyancyEffector2D)checkSelf(l); float v; checkType(l, 2, out v); self.linearDrag = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static void BuoyancyEffector2D_angularDrag(JSVCall vc) { if (vc.bGet) { UnityEngine.BuoyancyEffector2D _this = (UnityEngine.BuoyancyEffector2D)vc.csObj; var result = _this.angularDrag; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); } else { System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg); UnityEngine.BuoyancyEffector2D _this = (UnityEngine.BuoyancyEffector2D)vc.csObj; _this.angularDrag = arg0; } }
void Awake() { _buoyancyEffector2D = GetComponent<BuoyancyEffector2D>(); _surfaceLevel = _buoyancyEffector2D.surfaceLevel; _splashCache = new Water2DSplashFX[SplashFXPrecache]; var container = new GameObject("Splash Container").transform; for (var i = 0; i < _splashCache.Length; i++) { var splash = Instantiate(SplashFXPrefab); splash.transform.parent = container; _splashCache[i] = splash; } }
/// <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.BuoyancyEffector2D buoyancyEffector2D = (UnityEngine.BuoyancyEffector2D)value; writer.WriteProperty("surfaceLevel", buoyancyEffector2D.surfaceLevel); writer.WriteProperty("density", buoyancyEffector2D.density); writer.WriteProperty("linearDrag", buoyancyEffector2D.linearDrag); writer.WriteProperty("angularDrag", buoyancyEffector2D.angularDrag); writer.WriteProperty("flowAngle", buoyancyEffector2D.flowAngle); writer.WriteProperty("flowMagnitude", buoyancyEffector2D.flowMagnitude); writer.WriteProperty("flowVariation", buoyancyEffector2D.flowVariation); writer.WriteProperty("useColliderMask", buoyancyEffector2D.useColliderMask); writer.WriteProperty("colliderMask", buoyancyEffector2D.colliderMask); writer.WriteProperty("enabled", buoyancyEffector2D.enabled); writer.WriteProperty("tag", buoyancyEffector2D.tag); writer.WriteProperty("name", buoyancyEffector2D.name); writer.WriteProperty("hideFlags", buoyancyEffector2D.hideFlags); }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.BuoyancyEffector2D buoyancyEffector2D = (UnityEngine.BuoyancyEffector2D)value; foreach (string property in reader.Properties) { switch (property) { case "surfaceLevel": buoyancyEffector2D.surfaceLevel = reader.ReadProperty <System.Single> (); break; case "density": buoyancyEffector2D.density = reader.ReadProperty <System.Single> (); break; case "linearDrag": buoyancyEffector2D.linearDrag = reader.ReadProperty <System.Single> (); break; case "angularDrag": buoyancyEffector2D.angularDrag = reader.ReadProperty <System.Single> (); break; case "flowAngle": buoyancyEffector2D.flowAngle = reader.ReadProperty <System.Single> (); break; case "flowMagnitude": buoyancyEffector2D.flowMagnitude = reader.ReadProperty <System.Single> (); break; case "flowVariation": buoyancyEffector2D.flowVariation = reader.ReadProperty <System.Single> (); break; case "useColliderMask": buoyancyEffector2D.useColliderMask = reader.ReadProperty <System.Boolean> (); break; case "colliderMask": buoyancyEffector2D.colliderMask = reader.ReadProperty <System.Int32> (); break; case "enabled": buoyancyEffector2D.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": buoyancyEffector2D.tag = reader.ReadProperty <System.String> (); break; case "name": buoyancyEffector2D.name = reader.ReadProperty <System.String> (); break; case "hideFlags": buoyancyEffector2D.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.BuoyancyEffector2D buoyancyEffector2D = SaveGameType.CreateComponent <UnityEngine.BuoyancyEffector2D> (); ReadInto(buoyancyEffector2D, reader); return(buoyancyEffector2D); }