Applies both force and torque to reduce both the linear and angular velocities to zero.
static public int get_maxTorque(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.FrictionJoint2D self = (UnityEngine.FrictionJoint2D)checkSelf(l); pushValue(l, true); pushValue(l, self.maxTorque); 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 constructor(IntPtr l) { try { UnityEngine.FrictionJoint2D o; o=new UnityEngine.FrictionJoint2D(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
static public int get_maxForce(IntPtr l) { try { UnityEngine.FrictionJoint2D self = (UnityEngine.FrictionJoint2D)checkSelf(l); pushValue(l, true); pushValue(l, self.maxForce); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.FrictionJoint2D o; o = new UnityEngine.FrictionJoint2D(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_maxTorque(IntPtr l) { try { UnityEngine.FrictionJoint2D self = (UnityEngine.FrictionJoint2D)checkSelf(l); float v; checkType(l, 2, out v); self.maxTorque = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static void FrictionJoint2D_maxTorque(JSVCall vc) { if (vc.bGet) { UnityEngine.FrictionJoint2D _this = (UnityEngine.FrictionJoint2D)vc.csObj; var result = _this.maxTorque; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); } else { System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg); UnityEngine.FrictionJoint2D _this = (UnityEngine.FrictionJoint2D)vc.csObj; _this.maxTorque = arg0; } }
/// <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.FrictionJoint2D frictionJoint2D = (UnityEngine.FrictionJoint2D)value; writer.WriteProperty("maxForce", frictionJoint2D.maxForce); writer.WriteProperty("maxTorque", frictionJoint2D.maxTorque); writer.WriteProperty("anchor", frictionJoint2D.anchor); writer.WriteProperty("connectedAnchor", frictionJoint2D.connectedAnchor); writer.WriteProperty("autoConfigureConnectedAnchor", frictionJoint2D.autoConfigureConnectedAnchor); writer.WriteProperty("connectedBody", frictionJoint2D.connectedBody); writer.WriteProperty("enableCollision", frictionJoint2D.enableCollision); writer.WriteProperty("breakForce", frictionJoint2D.breakForce); writer.WriteProperty("breakTorque", frictionJoint2D.breakTorque); writer.WriteProperty("enabled", frictionJoint2D.enabled); writer.WriteProperty("tag", frictionJoint2D.tag); writer.WriteProperty("name", frictionJoint2D.name); writer.WriteProperty("hideFlags", frictionJoint2D.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.FrictionJoint2D frictionJoint2D = (UnityEngine.FrictionJoint2D)value; foreach (string property in reader.Properties) { switch (property) { case "maxForce": frictionJoint2D.maxForce = reader.ReadProperty <System.Single> (); break; case "maxTorque": frictionJoint2D.maxTorque = reader.ReadProperty <System.Single> (); break; case "anchor": frictionJoint2D.anchor = reader.ReadProperty <UnityEngine.Vector2> (); break; case "connectedAnchor": frictionJoint2D.connectedAnchor = reader.ReadProperty <UnityEngine.Vector2> (); break; case "autoConfigureConnectedAnchor": frictionJoint2D.autoConfigureConnectedAnchor = reader.ReadProperty <System.Boolean> (); break; case "connectedBody": if (frictionJoint2D.connectedBody == null) { frictionJoint2D.connectedBody = reader.ReadProperty <UnityEngine.Rigidbody2D> (); } else { reader.ReadIntoProperty <UnityEngine.Rigidbody2D> (frictionJoint2D.connectedBody); } break; case "enableCollision": frictionJoint2D.enableCollision = reader.ReadProperty <System.Boolean> (); break; case "breakForce": frictionJoint2D.breakForce = reader.ReadProperty <System.Single> (); break; case "breakTorque": frictionJoint2D.breakTorque = reader.ReadProperty <System.Single> (); break; case "enabled": frictionJoint2D.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": frictionJoint2D.tag = reader.ReadProperty <System.String> (); break; case "name": frictionJoint2D.name = reader.ReadProperty <System.String> (); break; case "hideFlags": frictionJoint2D.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.FrictionJoint2D frictionJoint2D = SaveGameType.CreateComponent <UnityEngine.FrictionJoint2D> (); ReadInto(frictionJoint2D, reader); return(frictionJoint2D); }