/// <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.Effector2D effector2D = (UnityEngine.Effector2D)value; foreach (string property in reader.Properties) { switch (property) { case "useColliderMask": effector2D.useColliderMask = reader.ReadProperty <System.Boolean> (); break; case "colliderMask": effector2D.colliderMask = reader.ReadProperty <System.Int32> (); break; case "enabled": effector2D.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": effector2D.tag = reader.ReadProperty <System.String> (); break; case "name": effector2D.name = reader.ReadProperty <System.String> (); break; case "hideFlags": effector2D.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
static public int get_colliderMask(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.Effector2D self = (UnityEngine.Effector2D)checkSelf(l); pushValue(l, true); pushValue(l, self.colliderMask); 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 }
/// <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.Effector2D effector2D = (UnityEngine.Effector2D)value; writer.WriteProperty("useColliderMask", effector2D.useColliderMask); writer.WriteProperty("colliderMask", effector2D.colliderMask); writer.WriteProperty("enabled", effector2D.enabled); writer.WriteProperty("tag", effector2D.tag); writer.WriteProperty("name", effector2D.name); writer.WriteProperty("hideFlags", effector2D.hideFlags); }
static public int get_colliderMask(IntPtr l) { try { UnityEngine.Effector2D self = (UnityEngine.Effector2D)checkSelf(l); pushValue(l, true); pushValue(l, self.colliderMask); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.Effector2D o; o=new UnityEngine.Effector2D(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
static public int get_colliderMask(IntPtr l) { try { UnityEngine.Effector2D self = (UnityEngine.Effector2D)checkSelf(l); pushValue(l, self.colliderMask); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int constructor(IntPtr l) { try { UnityEngine.Effector2D o; o = new UnityEngine.Effector2D(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
public static int constructor(IntPtr l) { try { UnityEngine.Effector2D o; o=new UnityEngine.Effector2D(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
static public int constructor(IntPtr l) { try { UnityEngine.Effector2D o; o = new UnityEngine.Effector2D(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_colliderMask(IntPtr l) { try { UnityEngine.Effector2D self = (UnityEngine.Effector2D)checkSelf(l); int v; checkType(l, 2, out v); self.colliderMask = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_colliderMask(IntPtr l) { try { UnityEngine.Effector2D self = (UnityEngine.Effector2D)checkSelf(l); int v; checkType(l, 2, out v); self.colliderMask = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static void Effector2D_colliderMask(JSVCall vc) { if (vc.bGet) { UnityEngine.Effector2D _this = (UnityEngine.Effector2D)vc.csObj; var result = _this.colliderMask; JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)(result)); } else { System.Int32 arg0 = (System.Int32)JSApi.getInt32((int)JSApi.GetType.Arg); UnityEngine.Effector2D _this = (UnityEngine.Effector2D)vc.csObj; _this.colliderMask = arg0; } }
// fields // properties static void Effector2D_useColliderMask(JSVCall vc) { if (vc.bGet) { UnityEngine.Effector2D _this = (UnityEngine.Effector2D)vc.csObj; var result = _this.useColliderMask; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result)); } else { System.Boolean arg0 = (System.Boolean)JSApi.getBooleanS((int)JSApi.GetType.Arg); UnityEngine.Effector2D _this = (UnityEngine.Effector2D)vc.csObj; _this.useColliderMask = arg0; } }
static int _CreateEffector2D(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { Effector2D obj = new Effector2D(); LuaScriptMgr.Push(L, obj); return 1; } else { LuaDLL.luaL_error(L, "invalid arguments to method: Effector2D.New"); } return 0; }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.Effector2D effector2D = SaveGameType.CreateComponent <UnityEngine.Effector2D> (); ReadInto(effector2D, reader); return(effector2D); }