Connects two Rigidbody2D together at their anchor points using a configurable spring.

Inheritance: AnchoredJoint2D
コード例 #1
0
 static public int get_frequency(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.FixedJoint2D self = (UnityEngine.FixedJoint2D)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.frequency);
         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
 }
コード例 #2
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    static void FixedJoint2D_referenceAngle(JSVCall vc)
    {
        UnityEngine.FixedJoint2D _this = (UnityEngine.FixedJoint2D)vc.csObj;
        var result = _this.referenceAngle;

        JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result));
    }
コード例 #3
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	static public int constructor(IntPtr l) {
		try {
			UnityEngine.FixedJoint2D o;
			o=new UnityEngine.FixedJoint2D();
			pushValue(l,true);
			pushValue(l,o);
			return 2;
		}
		catch(Exception e) {
			return error(l,e);
		}
	}
コード例 #4
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 static public int get_referenceAngle(IntPtr l)
 {
     try {
         UnityEngine.FixedJoint2D self = (UnityEngine.FixedJoint2D)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.referenceAngle);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #5
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 static public int get_dampingRatio(IntPtr l)
 {
     try {
         UnityEngine.FixedJoint2D self = (UnityEngine.FixedJoint2D)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.dampingRatio);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #6
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 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.FixedJoint2D o;
         o = new UnityEngine.FixedJoint2D();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #7
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 static public int set_frequency(IntPtr l)
 {
     try {
         UnityEngine.FixedJoint2D self = (UnityEngine.FixedJoint2D)checkSelf(l);
         float v;
         checkType(l, 2, out v);
         self.frequency = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #8
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 static void FixedJoint2D_frequency(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.FixedJoint2D _this = (UnityEngine.FixedJoint2D)vc.csObj;
         var result = _this.frequency;
         JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result));
     }
     else
     {
         System.Single            arg0  = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg);
         UnityEngine.FixedJoint2D _this = (UnityEngine.FixedJoint2D)vc.csObj;
         _this.frequency = arg0;
     }
 }
コード例 #9
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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.FixedJoint2D fixedJoint2D = (UnityEngine.FixedJoint2D)value;
     writer.WriteProperty("dampingRatio", fixedJoint2D.dampingRatio);
     writer.WriteProperty("frequency", fixedJoint2D.frequency);
     writer.WriteProperty("anchor", fixedJoint2D.anchor);
     writer.WriteProperty("connectedAnchor", fixedJoint2D.connectedAnchor);
     writer.WriteProperty("autoConfigureConnectedAnchor", fixedJoint2D.autoConfigureConnectedAnchor);
     writer.WriteProperty("connectedBody", fixedJoint2D.connectedBody);
     writer.WriteProperty("enableCollision", fixedJoint2D.enableCollision);
     writer.WriteProperty("breakForce", fixedJoint2D.breakForce);
     writer.WriteProperty("breakTorque", fixedJoint2D.breakTorque);
     writer.WriteProperty("enabled", fixedJoint2D.enabled);
     writer.WriteProperty("tag", fixedJoint2D.tag);
     writer.WriteProperty("name", fixedJoint2D.name);
     writer.WriteProperty("hideFlags", fixedJoint2D.hideFlags);
 }
コード例 #10
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ファイル: GuyAnimation.cs プロジェクト: TadCordle/MrGuyUnity
    // Use this for initialization
    void Awake()
    {
        transform = GetComponent<Transform>();
        anim = GetComponentInChildren<Animator>();
        joints = new List<Joint2D>();
        rigidbodies = new List<Rigidbody2D>();

        jnt_body = body.GetComponent<FixedJoint2D>();

        joints.Add(jnt_head = head.GetComponent<HingeJoint2D>());
        joints.Add(jnt_armLeftTop = armLeftTop.GetComponent<HingeJoint2D>());
        joints.Add(jnt_armLeftBottom = armLeftBottom.GetComponent<HingeJoint2D>());
        joints.Add(jnt_handLeft = handLeft.GetComponent<HingeJoint2D>());
        joints.Add(jnt_armRightTop = armRightTop.GetComponent<HingeJoint2D>());
        joints.Add(jnt_armRightBottom = armRightBottom.GetComponent<HingeJoint2D>());
        joints.Add(jnt_handRight = handRight.GetComponent<HingeJoint2D>());
        joints.Add(jnt_legLeftTop = legLeftTop.GetComponent<HingeJoint2D>());
        joints.Add(jnt_legLeftBottom = legLeftBottom.GetComponent<HingeJoint2D>());
        joints.Add(jnt_footLeft = footLeft.GetComponent<HingeJoint2D>());
        joints.Add(jnt_legRightTop = legRightTop.GetComponent<HingeJoint2D>());
        joints.Add(jnt_legRightBottom = legRightBottom.GetComponent<HingeJoint2D>());
        joints.Add(jnt_footRight = footRight.GetComponent<HingeJoint2D>());

        rigidbodies.Add(rb_body = body.GetComponent<Rigidbody2D>());
        rigidbodies.Add(rb_head = head.GetComponent<Rigidbody2D>());
        rigidbodies.Add(rb_armLeftTop = armLeftTop.GetComponent<Rigidbody2D>());
        rigidbodies.Add(rb_armLeftBottom = armLeftBottom.GetComponent<Rigidbody2D>());
        rigidbodies.Add(rb_handLeft = handLeft.GetComponent<Rigidbody2D>());
        rigidbodies.Add(rb_armRightTop = armRightTop.GetComponent<Rigidbody2D>());
        rigidbodies.Add(rb_armRightBottom = armRightBottom.GetComponent<Rigidbody2D>());
        rigidbodies.Add(rb_handRight = handRight.GetComponent<Rigidbody2D>());
        rigidbodies.Add(rb_legLeftTop = legLeftTop.GetComponent<Rigidbody2D>());
        rigidbodies.Add(rb_legLeftBottom = legLeftBottom.GetComponent<Rigidbody2D>());
        rigidbodies.Add(rb_footLeft = footLeft.GetComponent<Rigidbody2D>());
        rigidbodies.Add(rb_legRightTop = legRightTop.GetComponent<Rigidbody2D>());
        rigidbodies.Add(rb_legRightBottom = legRightBottom.GetComponent<Rigidbody2D>());
        rigidbodies.Add(rb_footRight = footRight.GetComponent<Rigidbody2D>());
    }
コード例 #11
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        /// <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.FixedJoint2D fixedJoint2D = (UnityEngine.FixedJoint2D)value;
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "dampingRatio":
                    fixedJoint2D.dampingRatio = reader.ReadProperty <System.Single> ();
                    break;

                case "frequency":
                    fixedJoint2D.frequency = reader.ReadProperty <System.Single> ();
                    break;

                case "anchor":
                    fixedJoint2D.anchor = reader.ReadProperty <UnityEngine.Vector2> ();
                    break;

                case "connectedAnchor":
                    fixedJoint2D.connectedAnchor = reader.ReadProperty <UnityEngine.Vector2> ();
                    break;

                case "autoConfigureConnectedAnchor":
                    fixedJoint2D.autoConfigureConnectedAnchor = reader.ReadProperty <System.Boolean> ();
                    break;

                case "connectedBody":
                    if (fixedJoint2D.connectedBody == null)
                    {
                        fixedJoint2D.connectedBody = reader.ReadProperty <UnityEngine.Rigidbody2D> ();
                    }
                    else
                    {
                        reader.ReadIntoProperty <UnityEngine.Rigidbody2D> (fixedJoint2D.connectedBody);
                    }
                    break;

                case "enableCollision":
                    fixedJoint2D.enableCollision = reader.ReadProperty <System.Boolean> ();
                    break;

                case "breakForce":
                    fixedJoint2D.breakForce = reader.ReadProperty <System.Single> ();
                    break;

                case "breakTorque":
                    fixedJoint2D.breakTorque = reader.ReadProperty <System.Single> ();
                    break;

                case "enabled":
                    fixedJoint2D.enabled = reader.ReadProperty <System.Boolean> ();
                    break;

                case "tag":
                    fixedJoint2D.tag = reader.ReadProperty <System.String> ();
                    break;

                case "name":
                    fixedJoint2D.name = reader.ReadProperty <System.String> ();
                    break;

                case "hideFlags":
                    fixedJoint2D.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> ();
                    break;
                }
            }
        }
コード例 #12
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 /// <summary>
 /// Read the data using the reader.
 /// </summary>
 /// <param name="reader">Reader.</param>
 public override object Read(ISaveGameReader reader)
 {
     UnityEngine.FixedJoint2D fixedJoint2D = SaveGameType.CreateComponent <UnityEngine.FixedJoint2D> ();
     ReadInto(fixedJoint2D, reader);
     return(fixedJoint2D);
 }
コード例 #13
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		// METHODS

		public void Awake() {
			_rigidbody = GetComponent<Rigidbody2D>();
			_joint = GetComponent<FixedJoint2D>();

			_rigidbody.AddForce(transform.rotation * new Vector2(_forceAmount, 0), ForceMode2D.Impulse);
		}