void hide(GameObject bt) { messageBox.gameObject.SetActive(false); blurPanel.gameObject.SetActive(false); info.show = false; isShow = false; }
public void Create(GameObject item, List<LoadItemInfo> list, float size) { foreach (var t in list) { var go = Instantiate(item); var rect = go.GetComponent<RectTransform>(); rect.SetParent(gameObject.transform); rect.anchoredPosition3D = new Vector3(0, 0, 0); rect.localScale = new Vector3(1.0f, 1.0f, 1.0f); var scrollItem = go.GetComponent<ScrollItem>(); scrollItem.Logo.sprite = t.Logo; scrollItem.Index.text = t.Index.ToString(); scrollItem.Name.text = t.Type.ToString(); scrollItem.Type = t.Type; Items.Add(scrollItem); } Size = 160; Shift = 0; var s = gameObject.GetComponent<RectTransform>().sizeDelta; s.y = size*list.Count; gameObject.GetComponent<RectTransform>().sizeDelta = s; }
// We have many independent requests on the ImportBehaviour so we can't take for granted it has been created yet. // However, if it has been created then use it. public static ImportBehaviour FindOrCreateImportBehaviour(string xmlPath) { string importName = Path.GetFileNameWithoutExtension(xmlPath); // Try to find foreach (var status in UnityEngine.Object.FindObjectsOfType<ImportBehaviour>()) { if (String.Compare(status.ImportName, importName, true) == 0) { return status; } } // Couldn't find, so create. Debug.LogFormat("Tiled2Unity import status create for file {0}", xmlPath); GameObject gameObject = new GameObject("__temp_tiled2unity_import"); gameObject.transform.SetAsFirstSibling(); var importStatus = gameObject.AddComponent<ImportBehaviour>(); importStatus.ImportName = Path.GetFileNameWithoutExtension(xmlPath); // Opening the XDocument itself can be expensive so start the progress bar just before we start importStatus.StartProgressBar(xmlPath); importStatus.XmlDocument = XDocument.Load(xmlPath); importStatus.numberOfElements = importStatus.XmlDocument.Element("Tiled2Unity").Elements().Count(); importStatus.IncrementProgressBar(xmlPath); return importStatus; }
private void DoGetFsmVector2() { if (this.storeValue == null) { return; } GameObject ownerDefaultTarget = base.Fsm.GetOwnerDefaultTarget(this.gameObject); if (ownerDefaultTarget == null) { return; } if (ownerDefaultTarget != this.goLastFrame) { this.goLastFrame = ownerDefaultTarget; this.fsm = ActionHelpers.GetGameObjectFsm(ownerDefaultTarget, this.fsmName.Value); } if (this.fsm == null) { return; } FsmVector2 fsmVector = this.fsm.FsmVariables.GetFsmVector2(this.variableName.Value); if (fsmVector == null) { return; } this.storeValue.Value = fsmVector.Value; }
public override void UpdateTime(GameObject Actor, float runningTime, float deltaTime) { Animation animation = Actor.GetComponent<Animation>(); if (!animation || animationClip == null) { return; } if (animation[animationClip.name] == null) { animation.AddClip(animationClip, animationClip.name); } AnimationState state = animation[animationClip.name]; if (!animation.IsPlaying(animationClip.name)) { animation.wrapMode = wrapMode; animation.Play(animationClip.name); } state.time = runningTime; state.enabled = true; animation.Sample(); state.enabled = false; }
public ISWeapon(int durability, int maxDurability, ISEquipmentSlot equipmentSlot, GameObject prefab) { _durability = durability; _maxDurability = maxDurability; _equipmentSlot = equipmentSlot; _prefab = prefab; }
//assign edilen objeler statik olmali public override void loadResources() { staticTowerObject = (GameObject)Resources.Load("3Ds/Towers/Physics/BallistaTower/TowerObject"); staticTowerIcon = (Texture2D)Resources.Load("3Ds/Towers/Physics/BallistaTower/GUI/towerIcon"); staticCreateSound = (AudioClip)Resources.Load("Sound/tower_build"); staticRangeProjector = ((GameObject)Resources.Load ("3Ds/Scenes/Game/RangeProjector")).GetComponent<Projector>(); }
public void SubmitLap(GameObject car, int team) { switch (team) { case 1: if (m_LapTimeTeamOne >= 60.0f) { m_LapsTeamOne += 1; m_LapTimeTeamOne = 0.0f; } break; case 2: if (m_LapTimeTeamTwo >= 60.0f) { m_LapsTeamTwo += 1; m_LapTimeTeamTwo = 0.0f; } break; } if (m_LapsTeamOne >= 2) { instance.SubmitGameResults(m_TeamOneWon); } if (m_LapsTeamTwo >= 2) { instance.SubmitGameResults(m_TeamTwoWon); } }
//private PlayerScript controller; public PlayState2 (StateManager managerRef) { //Constructor manager = managerRef; Debug.Log ("Constructing PlayState2"); manager.darkState = false; "Stage2".LoadScene (); //if (Application.loadedLevelName != "Stage2") // Application.LoadLevel ("Stage2"); StaticMethods.SetOneActive ("Following Camera", manager.gameDataRef.cameras); //Camera that follows the Player, setOneActive method player = GameObject.FindGameObjectWithTag ("Player"); //the Player GameObject is now active and can be found player.GetComponent<Rigidbody2D> ().isKinematic = false; //Player is now affected by physics player.transform.SetPositionXY (-6.0f, -0.4f); //set starting position for Player skin = Resources.Load ("GUISkin") as GUISkin; //darkness = GameObject.FindGameObjectWithTag ("Darkness"); //dark.a += 0f; //darkness.GetComponent<Renderer>().material.color = dark; //darkness.GetComponent<Renderer>().material.color.a; //Color dark = darkness.renderer.material.color; //dark.a -= 0; //darkness.renderer.material.color = color; }
public static void CreatePattern(MenuCommand menuCommand) { var pattern = new GameObject("Pattern", typeof(Pattern)); GameObjectUtility.SetParentAndAlign(pattern, menuCommand.context as GameObject); Undo.RegisterCreatedObjectUndo(pattern, "Create " + pattern.name); Selection.activeGameObject = pattern; }
void DoSmoothLookAt() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null) { return; } var goTarget = targetObject.Value; if (goTarget == null && targetPosition.IsNone) { return; } // re-initialize if game object has changed if (previousGo != go) { lastRotation = go.transform.rotation; desiredRotation = lastRotation; previousGo = go; } // desired look at position Vector3 lookAtPos; if (goTarget != null) { lookAtPos = !targetPosition.IsNone ? goTarget.transform.TransformPoint(targetPosition.Value) : goTarget.transform.position; } else { lookAtPos = targetPosition.Value; } if (keepVertical.Value) { lookAtPos.y = go.transform.position.y; } // smooth look at var diff = lookAtPos - go.transform.position; if (diff.sqrMagnitude > 0) { desiredRotation = Quaternion.LookRotation(diff, upVector.IsNone ? Vector3.up : upVector.Value); } lastRotation = Quaternion.Slerp(lastRotation, desiredRotation, speed.Value * Time.deltaTime); go.transform.rotation = lastRotation; // debug line to target if (debug.Value) { Debug.DrawLine(go.transform.position, lookAtPos, Color.grey); } }
/// Create a new instance with a new timer component public AnimationHandler() { timerComponent = new GameObject(); timerComponent.transform.name = "Animation Timer"; var tc = timerComponent.AddComponent<AnimationTimerComponent>(); tc.handler = this; }
void DoSetFsmGameObject() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null) { return; } if (go != goLastFrame) { goLastFrame = go; // only get the fsm component if go has changed fsm = ActionHelpers.GetGameObjectFsm(go, fsmName.Value); } if (fsm == null) { return; } var fsmGameObject = fsm.FsmVariables.GetFsmGameObject(variableName.Value); if (fsmGameObject != null) { fsmGameObject.Value = setValue == null ? null : setValue.Value; } }
void Awake() { player = GameObject.FindGameObjectWithTag ("Player"); pHealth = player.GetComponent<PlayerHealth> (); eHealth = GetComponent<EnemyHealth> (); eMove = GetComponent<EnemyMovement> (); }
void DoAddComponent(GameObject go) { addedComponent = go.AddComponent(script.Value); if (addedComponent == null) ActionHelpers.RuntimeError(this, "Can't add script: " + script.Value); }
private void Update() { if(_isGameStarted && mGameSessionGameObject == null) mGameSessionGameObject = GameObject.Find("GameSession"); if(Math.Abs(Time.timeScale) < .25f) mMenuGameObject.SetActive(true); }
public static void Clear() { while ( spawnedObjects.Count > 0 ) { if ( spawnedObjects.First.Value.IsInPool ) throw new Exception("Object was Despawned incorrectly"); Despawn( spawnedObjects.First.Value ); } foreach ( var pCollection in poolCollection ) pCollection.Value.Clear(); foreach ( var prefabPoolRecord in poolableDict ) prefabPoolRecord.Value.CurrentAmount = 0; poolCollection.Clear(); poolableDict.Clear(); spawnedObjects.Clear(); GameObject.Destroy( gameObject ); gameObject = new GameObject(); gameObject.name = "Prefab pool"; GameObject.DontDestroyOnLoad(gameObject); }
public static int ComputeHull(GameObject gameObject, FracturedObject fracturedObject) { int nTotalTriangles = 0; if(ComputeHull(gameObject, fracturedObject.ConcaveColliderAlgorithm, fracturedObject.ConcaveColliderMaxHulls, fracturedObject.ConcaveColliderMaxHullVertices, fracturedObject.ConcaveColliderLegacySteps, fracturedObject.Verbose, out nTotalTriangles) == false) { if(fracturedObject.ConcaveColliderAlgorithm == FracturedObject.ECCAlgorithm.Fast) { // Fast failed. Try with normal. if(fracturedObject.Verbose) { Debug.Log(gameObject.name + ": Falling back to normal convex decomposition algorithm"); } if(ComputeHull(gameObject, FracturedObject.ECCAlgorithm.Normal, fracturedObject.ConcaveColliderMaxHulls, fracturedObject.ConcaveColliderMaxHullVertices, fracturedObject.ConcaveColliderLegacySteps, fracturedObject.Verbose, out nTotalTriangles) == false) { if(fracturedObject.Verbose) { Debug.Log(gameObject.name + ": Falling back to box collider"); } } } } return nTotalTriangles; }
public void Decorate(GameObject go, CustomSceneryV1 customScenery) { if (go.GetComponent<Deco>() != null) { go.GetComponent<Deco>().defaultGridSubdivision = customScenery.GridSubdivision; } }
void Start() { container = new GameObject("_ObjectPool"); if (prefabsToPool == null) return; // AUTOPOOL: Find all Destructible objects with DestroyedPrefabs in the scene that have Auto-Pool set to TRUE. Destructible[] destructibleObjectsInScene = FindObjectsOfType<Destructible>(); autoPooledObjects = new Dictionary<int, GameObject>(); AddDestructibleObjectsToPool(destructibleObjectsInScene); // Instantiate game objects from the PrefabsToPool list and add them to the Pool. Pool = new GameObject[prefabsToPool.Count][]; for (int i = 0; i < prefabsToPool.Count; i++) { PoolEntry poolEntry = prefabsToPool[i]; Pool[i] = new GameObject[poolEntry.Count]; for (int n=0; n<poolEntry.Count; n++) { if (poolEntry.Prefab == null) continue; var newObj = Instantiate(poolEntry.Prefab); newObj.name = poolEntry.Prefab.name; PoolObject(newObj); } } }
public static void CreatePulse(MenuCommand menuCommand) { var pulse = new GameObject("Pulse", typeof(Pulse)); GameObjectUtility.SetParentAndAlign(pulse, menuCommand.context as GameObject); Undo.RegisterCreatedObjectUndo(pulse, "Create " + pulse.name); Selection.activeGameObject = pulse; }
void Start(){ if(cursorIndicatorMode!=_CursorIndicatorMode.None){ if(indicatorBuildPoint!=null){ indicatorBuildPoint=(GameObject)Instantiate(indicatorBuildPoint); indicatorBuildPoint.transform.localScale=new Vector3(gridSize, 1, gridSize); indicatorBuildPoint.transform.parent=transform; indicatorBuildPoint.SetActive(false); indicatorCursor.name="TileIndicator_BuildPoint"; foreach(Transform child in indicatorBuildPoint.transform) indicatorBuildPointRen=child.GetComponent<Renderer>(); } if(indicatorCursor!=null){ indicatorCursor=(GameObject)Instantiate(indicatorCursor); indicatorCursor.transform.localScale=new Vector3(gridSize, 1, gridSize); indicatorCursor.transform.parent=transform; indicatorCursor.SetActive(false); indicatorCursor.name="TileIndicator_Cursor"; foreach(Transform child in indicatorCursor.transform) indicatorCursorRen=child.GetComponent<Renderer>(); } } InitiateSampleTowerList(); }
public void PickupCoin(GameObject coin) { this._pickupSound.Play(); Player.Instance.Points += 10; DestroyObject(coin); this.CreateNewCoin(); }
//property nodes //method nodes #pragma warning restore 414 //functions to refresh properties from entities void SyncUnityHooks( ) { SyncEventListeners( ); if ( null == local_3_UnityEngine_GameObject || false == m_RegisteredForEvents ) { local_3_UnityEngine_GameObject = GameObject.Find( "LeftHandTouch" ) as UnityEngine.GameObject; } //if our game object reference was changed then we need to reset event listeners if ( local_3_UnityEngine_GameObject_previous != local_3_UnityEngine_GameObject || false == m_RegisteredForEvents ) { //tear down old listeners local_3_UnityEngine_GameObject_previous = local_3_UnityEngine_GameObject; //setup new listeners } if ( null == local_4_UnityEngine_GameObject || false == m_RegisteredForEvents ) { local_4_UnityEngine_GameObject = GameObject.Find( "RightHandTouch" ) as UnityEngine.GameObject; } //if our game object reference was changed then we need to reset event listeners if ( local_4_UnityEngine_GameObject_previous != local_4_UnityEngine_GameObject || false == m_RegisteredForEvents ) { //tear down old listeners local_4_UnityEngine_GameObject_previous = local_4_UnityEngine_GameObject; //setup new listeners } }
void SpawnCloud() { if (BoilerLid.lidIsOpen) { spawnedCloud = Instantiate(cloudToSpawn, new Vector3(-5.02f, 18.8f, 5.03f), transform.rotation) as GameObject; } }
private void OnParticleCollision(GameObject other) { int safeLength = m_ParticleSystem.GetSafeCollisionEventSize(); if (m_CollisionEvents.Length < safeLength) { m_CollisionEvents = new ParticleCollisionEvent[safeLength]; } int numCollisionEvents = m_ParticleSystem.GetCollisionEvents(other, m_CollisionEvents); int i = 0; while (i < numCollisionEvents) { if (Time.time > lastSoundTime + 0.2f) { lastSoundTime = Time.time; } var col = m_CollisionEvents[i].collider; var attachedRigidbody = col.GetComponent<Rigidbody>(); if (attachedRigidbody != null) { Vector3 vel = m_CollisionEvents[i].velocity; attachedRigidbody.AddForce(vel*force, ForceMode.Impulse); } other.BroadcastMessage("Extinguish", SendMessageOptions.DontRequireReceiver); i++; } }
// crea un chunk nella posizione indicata internal static Chunk CreateChunkAt(Vector3 posChunk, GameObject chunckContainer, int sizeChunk) { GameObject newChunk = new GameObject("chunck " + posChunk.x + " " + posChunk.y + " " + posChunk.z); newChunk.transform.parent = chunckContainer.transform; return Chunk.CreateComponent(newChunk, posChunk, sizeChunk); }
void SetTag(GameObject parent) { if (parent == null) { return; } if (string.IsNullOrEmpty(filterByComponent.Value)) // do all children { foreach (Transform child in parent.transform) { child.gameObject.tag = tag.Value; } } else { UpdateComponentFilter(); if (componentFilter != null) // filter by component { var root = parent.GetComponentsInChildren(componentFilter); foreach (var child in root) { child.gameObject.tag = tag.Value; } } } Finish(); }
public bool GetActive(GameObject go){ #if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 return go.active; #else return go.activeInHierarchy; #endif }
public void SetActiveRecursively(GameObject go, bool isActive){ #if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 go.SetActiveRecursively(isActive); #else go.SetActive(isActive); #endif }
static int AddChild(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 1 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.GameObject))) { UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.ToObject(L, 1); UnityEngine.GameObject o = NGUITools.AddChild(arg0); ToLua.Push(L, o); return(1); } else if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.GameObject), typeof(UnityEngine.GameObject))) { UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.ToObject(L, 1); UnityEngine.GameObject arg1 = (UnityEngine.GameObject)ToLua.ToObject(L, 2); UnityEngine.GameObject o = NGUITools.AddChild(arg0, arg1); ToLua.Push(L, o); return(1); } else if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.GameObject), typeof(bool))) { UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.ToObject(L, 1); bool arg1 = LuaDLL.lua_toboolean(L, 2); UnityEngine.GameObject o = NGUITools.AddChild(arg0, arg1); ToLua.Push(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: NGUITools.AddChild")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int Move(IntPtr L) { try { ToLua.CheckArgsCount(L, 13); UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.CheckUnityObject(L, 1, typeof(UnityEngine.GameObject)); System.Nullable <UnityEngine.Vector3> arg1 = (System.Nullable <UnityEngine.Vector3>)ToLua.CheckVarObject(L, 2, typeof(System.Nullable <UnityEngine.Vector3>)); UnityEngine.Vector3 arg2 = (UnityEngine.Vector3)ToLua.CheckObject(L, 3, typeof(UnityEngine.Vector3)); float arg3 = (float)LuaDLL.luaL_checknumber(L, 4); float arg4 = (float)LuaDLL.luaL_checknumber(L, 5); bool arg5 = LuaDLL.luaL_checkboolean(L, 6); InterpType arg6 = (InterpType)ToLua.CheckObject(L, 7, typeof(InterpType)); bool arg7 = LuaDLL.luaL_checkboolean(L, 8); RepeatType arg8 = (RepeatType)ToLua.CheckObject(L, 9, typeof(RepeatType)); int arg9 = (int)LuaDLL.luaL_checknumber(L, 10); UnityEngine.Transform arg10 = (UnityEngine.Transform)ToLua.CheckUnityObject(L, 11, typeof(UnityEngine.Transform)); AnimCallBack arg11 = null; LuaTypes funcType12 = LuaDLL.lua_type(L, 12); if (funcType12 != LuaTypes.LUA_TFUNCTION) { arg11 = (AnimCallBack)ToLua.CheckObject(L, 12, typeof(AnimCallBack)); } else { LuaFunction func = ToLua.ToLuaFunction(L, 12); arg11 = DelegateFactory.CreateDelegate(typeof(AnimCallBack), func) as AnimCallBack; } object[] arg12 = ToLua.CheckObjectArray(L, 13); AnimData o = AnimSystem.Move(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); ToLua.PushObject(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
private System.Collections.IEnumerator follow(GO other, Dir moveDir) { bool isOtherOnLedge = false; if (moveDir != this.facing) { this.turn(moveDir); yield return(new UnityEngine.WaitForFixedUpdate()); while ((this.anim & Animation.Turn) != 0) { yield return(new UnityEngine.WaitForFixedUpdate()); } } this.issueEvent <OnLedgeDetector>( (x, y) => x.Check(out isOtherOnLedge), other); if (!isOtherOnLedge) { this.tryMoveForward(this.MoveDelay); } }
private void PlayUnLock(UnityEngine.GameObject button) { //for (int i = 0; i < buttons.Count; i++) { // TrialUnit unit = buttons[i].GetComponent<TrialUnit>(); // if (unit != null) { // if (unit.HasOpen) {//播放第一个为开放的(等级从大到小排的序) // unit.PlayUnLock(); // break; // } // } //} TrialUnit unit = button.GetComponent <TrialUnit>(); if (unit != null) { if (unit.HasOpen) {//播放第一个为开放的(等级从大到小排的序) //unit.PlayUnLock(); unit.UnLockFinish(); } } }
//plays an audio clip based on the options mentioned.// void playAudio(string name, string option) { //name and option verification.// name = name.Replace("\"", ""); int index = -1; for (int i = 0; i < Data.data.sounds.Length; i++) { if (Data.data.sounds[i].rcname == name) { index = i; break; } } if (index < 0) { UnityEngine.Debug.Log(name + " audio clip not found!!!"); return; } if (option != "once" && option != "repeat") { UnityEngine.Debug.Log("invalid option " + option + "!!!"); return; } //creating a gameobject to play audio and destroying after finished playing.// UnityEngine.GameObject audio = new UnityEngine.GameObject("audio player"); UnityEngine.AudioSource src = audio.AddComponent <UnityEngine.AudioSource>(); if (option == "once") { src.PlayOneShot(Data.data.sounds[index].clip); DestroyScript ds = audio.AddComponent <DestroyScript>(); ds.setTime(Data.data.sounds[index].clip.length + 5); } else { src.clip = Data.data.sounds[index].clip; src.Play(); src.loop = true; } }
// Use this for initialization void Start() { try { goEffect = ArkCrossEngine.ResourceSystem.GetSharedResource("UI/YesOrNot/Changjing") as UnityEngine.GameObject; object obj = null; obj = LogicSystem.EventChannelForGfx.Subscribe <string>("pve_boss_enter", "ui_effect", OnBossEnter); if (obj != null) { m_EventList.Add(obj); } obj = LogicSystem.EventChannelForGfx.Subscribe("ge_ui_unsubscribe", "ui", UnSubscribe); if (obj != null) { m_EventList.Add(obj); } obj = LogicSystem.EventChannelForGfx.Subscribe <string, int, int>("pve_checkpoint_begin", "ui_effect", OnSceneBegin); if (obj != null) { m_EventList.Add(obj); } obj = LogicSystem.EventChannelForGfx.Subscribe <int>("pve_area_clear", "ui_effect", OnAreaClear); if (obj != null) { m_EventList.Add(obj); } obj = LogicSystem.EventChannelForGfx.Subscribe <int>("pve_checkpoint_type", "ui_effect", OnCheckpointTypeEffect); if (obj != null) { m_EventList.Add(obj); } } catch (System.Exception ex) { ArkCrossEngine.LogicSystem.LogErrorFromGfx("Exception {0}\n{1}", ex.Message, ex.StackTrace); } }
static int AlphaTo(IntPtr L) { try { ToLua.CheckArgsCount(L, 12); UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.CheckUnityObject(L, 1, typeof(UnityEngine.GameObject)); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); float arg3 = (float)LuaDLL.luaL_checknumber(L, 4); float arg4 = (float)LuaDLL.luaL_checknumber(L, 5); InterpType arg5 = (InterpType)ToLua.CheckObject(L, 6, typeof(InterpType)); bool arg6 = LuaDLL.luaL_checkboolean(L, 7); RepeatType arg7 = (RepeatType)ToLua.CheckObject(L, 8, typeof(RepeatType)); int arg8 = (int)LuaDLL.luaL_checknumber(L, 9); bool arg9 = LuaDLL.luaL_checkboolean(L, 10); AnimCallBack arg10 = null; LuaTypes funcType11 = LuaDLL.lua_type(L, 11); if (funcType11 != LuaTypes.LUA_TFUNCTION) { arg10 = (AnimCallBack)ToLua.CheckObject(L, 11, typeof(AnimCallBack)); } else { LuaFunction func = ToLua.ToLuaFunction(L, 11); arg10 = DelegateFactory.CreateDelegate(typeof(AnimCallBack), func) as AnimCallBack; } object[] arg11 = ToLua.CheckObjectArray(L, 12); AnimData o = AnimSystem.AlphaTo(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11); ToLua.PushObject(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static public int constructor(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); UnityEngine.GameObject o; if (argc == 2) { System.String a1; checkType(l, 2, out a1); o = new UnityEngine.GameObject(a1); pushValue(l, true); pushValue(l, o); return(2); } else if (argc == 1) { o = new UnityEngine.GameObject(); pushValue(l, true); pushValue(l, o); return(2); } else if (argc == 3) { System.String a1; checkType(l, 2, out a1); System.Type[] a2; checkParams(l, 3, out a2); o = new UnityEngine.GameObject(a1, a2); pushValue(l, true); pushValue(l, o); return(2); } return(error(l, "New object failed.")); } catch (Exception e) { return(error(l, e)); } }
public void playGlobal(Vec3 position, Transform parent) { if (Global.Sfx.sfxVolume <= 0.0f) { return; } GO obj = new GO(); // Center in parent obj.transform.parent = parent; obj.transform.position = position; AudioSource player = obj.AddComponent <AudioSource>(); player.clip = this.src; player.spatialBlend = 1.0f; // full-3D player.minDistance = 0.5f; player.maxDistance = 10.0f; player.volume = Global.Sfx.sfxVolume; player.Play(); obj.AddComponent <DestroyOnAudioDone>(); }
static int Listen(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 5) { UIEventListener obj = (UIEventListener)ToLua.CheckObject <UIEventListener>(L, 1); UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.CheckObject(L, 2, typeof(UnityEngine.GameObject)); UnityEngine.EventSystems.EventTriggerType arg1 = (UnityEngine.EventSystems.EventTriggerType)ToLua.CheckObject(L, 3, typeof(UnityEngine.EventSystems.EventTriggerType)); object arg2 = ToLua.ToVarObject(L, 4); LuaFunction arg3 = ToLua.CheckLuaFunction(L, 5); obj.Listen(arg0, arg1, arg2, arg3); return(0); } else if (count == 6) { UIEventListener obj = (UIEventListener)ToLua.CheckObject <UIEventListener>(L, 1); UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.CheckObject(L, 2, typeof(UnityEngine.GameObject)); UnityEngine.EventSystems.EventTriggerType arg1 = (UnityEngine.EventSystems.EventTriggerType)ToLua.CheckObject(L, 3, typeof(UnityEngine.EventSystems.EventTriggerType)); object arg2 = ToLua.ToVarObject(L, 4); LuaFunction arg3 = ToLua.CheckLuaFunction(L, 5); object arg4 = ToLua.ToVarObject(L, 6); obj.Listen(arg0, arg1, arg2, arg3, arg4); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UIEventListener.Listen")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int _CreateUnityEngine_GameObject(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 0) { UnityEngine.GameObject obj = new UnityEngine.GameObject(); ToLua.PushSealed(L, obj); return(1); } else if (count == 1 && TypeChecker.CheckTypes <string>(L, 1)) { string arg0 = ToLua.ToString(L, 1); UnityEngine.GameObject obj = new UnityEngine.GameObject(arg0); ToLua.PushSealed(L, obj); return(1); } else if (TypeChecker.CheckTypes <string>(L, 1) && TypeChecker.CheckParamsType <System.Type>(L, 2, count - 1)) { string arg0 = ToLua.ToString(L, 1); System.Type[] arg1 = ToLua.ToParamsObject <System.Type>(L, 2, count - 1); UnityEngine.GameObject obj = new UnityEngine.GameObject(arg0, arg1); ToLua.PushSealed(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: UnityEngine.GameObject.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
/// <summary> /// Gets the next suitable inactive object in the pool. Instiates a new one if none is available. /// </summary> /// <returns>The next suitable inactive object from the pool.</returns> /// <param name="instance">Instance.</param> /// <param name="pool">Pool.</param> /// <param name="isElementSuitable">Predicate to determine if an inactive item in the pool is suitable.</param> /// <param name="prefab"> /// Prefab to instantiate if no candidate can be found. If null, then an empty GameObject with the component /// will be created and used. /// </param> /// <param name="parent">Parent.</param> /// <typeparam name="T">The type of object in the pool.</typeparam> public static T GetFromPool <T>( this UnityEngine.Object instance, List <T> pool, System.Predicate <T> isElementSuitable, T prefab, UnityEngine.Transform parent = null ) where T : UnityEngine.Component { T result; if (isElementSuitable != null) { result = pool.Find((item) => item.gameObject.activeSelf == false && isElementSuitable(item)); } else { result = pool.Find((item) => item != null && item.gameObject.activeSelf == false); } if (result == null) { if (prefab == null) { result = new UnityEngine.GameObject( string.Format("<{0} pooled {1} {2}>", instance.name, typeof(T).FullName, pool.Count), typeof(T) ).GetComponent <T>(); } else { result = UnityEngine.Object.Instantiate(prefab) as T; } result.transform.SetParent(parent, false); result.transform.SetAsLastSibling(); pool.Add(result); } result.gameObject.SetActive(true); return(result); }
static int GetComponentsInParent(IntPtr L) { #if UNITY_EDITOR ToluaProfiler.AddCallRecord("UnityEngine.GameObject.Register"); #endif try { int count = LuaDLL.lua_gettop(L); if (count == 2) { UnityEngine.GameObject obj = (UnityEngine.GameObject)ToLua.CheckObject(L, 1, typeof(UnityEngine.GameObject)); System.Type arg0 = ToLua.CheckMonoType(L, 2); UnityEngine.Component[] o = obj.GetComponentsInParent(arg0); ToLua.Push(L, o); return(1); } else if (count == 3) { UnityEngine.GameObject obj = (UnityEngine.GameObject)ToLua.CheckObject(L, 1, typeof(UnityEngine.GameObject)); System.Type arg0 = ToLua.CheckMonoType(L, 2); bool arg1 = LuaDLL.luaL_checkboolean(L, 3); UnityEngine.Component[] o = obj.GetComponentsInParent(arg0, arg1); ToLua.Push(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.GameObject.GetComponentsInParent")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int _CreateFairyGUI_Container(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 0) { FairyGUI.Container obj = new FairyGUI.Container(); ToLua.PushObject(L, obj); return(1); } else if (count == 1 && TypeChecker.CheckTypes <UnityEngine.GameObject>(L, 1)) { UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.ToObject(L, 1); FairyGUI.Container obj = new FairyGUI.Container(arg0); ToLua.PushObject(L, obj); return(1); } else if (count == 1 && TypeChecker.CheckTypes <string>(L, 1)) { string arg0 = ToLua.ToString(L, 1); FairyGUI.Container obj = new FairyGUI.Container(arg0); ToLua.PushObject(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: FairyGUI.Container.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int SendMessage(IntPtr L) { IntPtr L0 = LuaException.L; try { ++LuaException.SendMsgCount; LuaException.L = L; int count = LuaDLL.lua_gettop(L); if (count == 2 && TypeChecker.CheckTypes <string>(L, 2)) { UnityEngine.GameObject obj = (UnityEngine.GameObject)ToLua.CheckObject(L, 1, typeof(UnityEngine.GameObject)); string arg0 = ToLua.ToString(L, 2); obj.SendMessage(arg0); if (LuaDLL.lua_toboolean(L, LuaDLL.lua_upvalueindex(1))) { string error = LuaDLL.lua_tostring(L, -1); LuaDLL.lua_pop(L, 1); throw new LuaException(error, LuaException.GetLastError()); } --LuaException.SendMsgCount; LuaException.L = L0; return(0); } else if (count == 3 && TypeChecker.CheckTypes <string, UnityEngine.SendMessageOptions>(L, 2)) { UnityEngine.GameObject obj = (UnityEngine.GameObject)ToLua.CheckObject(L, 1, typeof(UnityEngine.GameObject)); string arg0 = ToLua.ToString(L, 2); UnityEngine.SendMessageOptions arg1 = (UnityEngine.SendMessageOptions)ToLua.ToObject(L, 3); obj.SendMessage(arg0, arg1); if (LuaDLL.lua_toboolean(L, LuaDLL.lua_upvalueindex(1))) { string error = LuaDLL.lua_tostring(L, -1); LuaDLL.lua_pop(L, 1); throw new LuaException(error, LuaException.GetLastError()); } --LuaException.SendMsgCount; LuaException.L = L0; return(0); } else if (count == 3 && TypeChecker.CheckTypes <string, object>(L, 2)) { UnityEngine.GameObject obj = (UnityEngine.GameObject)ToLua.CheckObject(L, 1, typeof(UnityEngine.GameObject)); string arg0 = ToLua.ToString(L, 2); object arg1 = ToLua.ToVarObject(L, 3); obj.SendMessage(arg0, arg1); if (LuaDLL.lua_toboolean(L, LuaDLL.lua_upvalueindex(1))) { string error = LuaDLL.lua_tostring(L, -1); LuaDLL.lua_pop(L, 1); throw new LuaException(error, LuaException.GetLastError()); } --LuaException.SendMsgCount; LuaException.L = L0; return(0); } else if (count == 4 && TypeChecker.CheckTypes <string, object, UnityEngine.SendMessageOptions>(L, 2)) { UnityEngine.GameObject obj = (UnityEngine.GameObject)ToLua.CheckObject(L, 1, typeof(UnityEngine.GameObject)); string arg0 = ToLua.ToString(L, 2); object arg1 = ToLua.ToVarObject(L, 3); UnityEngine.SendMessageOptions arg2 = (UnityEngine.SendMessageOptions)ToLua.ToObject(L, 4); obj.SendMessage(arg0, arg1, arg2); if (LuaDLL.lua_toboolean(L, LuaDLL.lua_upvalueindex(1))) { string error = LuaDLL.lua_tostring(L, -1); LuaDLL.lua_pop(L, 1); throw new LuaException(error, LuaException.GetLastError()); } --LuaException.SendMsgCount; LuaException.L = L0; return(0); } else { --LuaException.SendMsgCount; LuaException.L = L0; return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.GameObject.SendMessage")); } } catch (Exception e) { --LuaException.SendMsgCount; LuaException.L = L0; return(LuaDLL.toluaL_exception(L, e)); } }
/// <summary> /// The hash function used to convert a Unity Game Object into an AkGameObjectID used by the sound engine. /// </summary> public static ulong GetAkGameObjectID(UnityEngine.GameObject gameObject) { return(gameObjectHash(gameObject)); }
static public int BroadcastMessage(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 int argc = LuaDLL.lua_gettop(l); if (argc == 2) { UnityEngine.GameObject self = (UnityEngine.GameObject)checkSelf(l); System.String a1; checkType(l, 2, out a1); self.BroadcastMessage(a1); pushValue(l, true); return(1); } else if (matchType(l, argc, 2, typeof(string), typeof(UnityEngine.SendMessageOptions))) { UnityEngine.GameObject self = (UnityEngine.GameObject)checkSelf(l); System.String a1; checkType(l, 2, out a1); UnityEngine.SendMessageOptions a2; a2 = (UnityEngine.SendMessageOptions)LuaDLL.luaL_checkinteger(l, 3); self.BroadcastMessage(a1, a2); pushValue(l, true); return(1); } else if (matchType(l, argc, 2, typeof(string), typeof(System.Object))) { UnityEngine.GameObject self = (UnityEngine.GameObject)checkSelf(l); System.String a1; checkType(l, 2, out a1); System.Object a2; checkType(l, 3, out a2); self.BroadcastMessage(a1, a2); pushValue(l, true); return(1); } else if (argc == 4) { UnityEngine.GameObject self = (UnityEngine.GameObject)checkSelf(l); System.String a1; checkType(l, 2, out a1); System.Object a2; checkType(l, 3, out a2); UnityEngine.SendMessageOptions a3; a3 = (UnityEngine.SendMessageOptions)LuaDLL.luaL_checkinteger(l, 4); self.BroadcastMessage(a1, a2, a3); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function BroadcastMessage to call"); 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 }
public void Get(out GO player) { player = this.playerInstance; }
static public int AddChild(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (matchType(l, argc, 2)) { UnityEngine.GameObject self = (UnityEngine.GameObject)checkSelf(l); var ret = self.AddChild <UnityEngine.Component>(); pushValue(l, true); pushValue(l, ret); return(2); } else if (matchType(l, argc, 2)) { UnityEngine.GameObject self = (UnityEngine.GameObject)checkSelf(l); var ret = self.AddChild(); pushValue(l, true); pushValue(l, ret); return(2); } else if (matchType(l, argc, 2, typeof(UnityEngine.GameObject))) { UnityEngine.GameObject self = (UnityEngine.GameObject)checkSelf(l); UnityEngine.GameObject a2; checkType(l, 2, out a2); var ret = self.AddChild(a2); pushValue(l, true); pushValue(l, ret); return(2); } else if (matchType(l, argc, 2, typeof(bool))) { UnityEngine.GameObject self = (UnityEngine.GameObject)checkSelf(l); System.Boolean a2; checkType(l, 2, out a2); var ret = self.AddChild <UnityEngine.Component>(a2); pushValue(l, true); pushValue(l, ret); return(2); } else if (matchType(l, argc, 2, typeof(int))) { UnityEngine.GameObject self = (UnityEngine.GameObject)checkSelf(l); System.Int32 a2; checkType(l, 2, out a2); var ret = self.AddChild(a2); pushValue(l, true); pushValue(l, ret); return(2); } else if (matchType(l, argc, 2, typeof(bool))) { UnityEngine.GameObject self = (UnityEngine.GameObject)checkSelf(l); System.Boolean a2; checkType(l, 2, out a2); var ret = self.AddChild(a2); pushValue(l, true); pushValue(l, ret); return(2); } else if (matchType(l, argc, 2, typeof(bool), typeof(int))) { UnityEngine.GameObject self = (UnityEngine.GameObject)checkSelf(l); System.Boolean a2; checkType(l, 2, out a2); System.Int32 a3; checkType(l, 3, out a3); var ret = self.AddChild(a2, a3); pushValue(l, true); pushValue(l, ret); return(2); } else if (matchType(l, argc, 2, typeof(UnityEngine.GameObject), typeof(int))) { UnityEngine.GameObject self = (UnityEngine.GameObject)checkSelf(l); UnityEngine.GameObject a2; checkType(l, 2, out a2); System.Int32 a3; checkType(l, 3, out a3); var ret = self.AddChild(a2, a3); pushValue(l, true); pushValue(l, ret); return(2); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function AddChild to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
static int BezierMove(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 10 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.GameObject), typeof(UnityEngine.Vector3), typeof(float), typeof(InterpType), typeof(RepeatType), typeof(bool), typeof(PathType), typeof(UnityEngine.Vector3[]), typeof(AnimCallBack), typeof(object[]))) { UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.ToObject(L, 1); UnityEngine.Vector3 arg1 = (UnityEngine.Vector3)ToLua.ToObject(L, 2); float arg2 = (float)LuaDLL.lua_tonumber(L, 3); InterpType arg3 = (InterpType)ToLua.ToObject(L, 4); RepeatType arg4 = (RepeatType)ToLua.ToObject(L, 5); bool arg5 = LuaDLL.lua_toboolean(L, 6); PathType arg6 = (PathType)ToLua.ToObject(L, 7); UnityEngine.Vector3[] arg7 = ToLua.CheckObjectArray <UnityEngine.Vector3>(L, 8); AnimCallBack arg8 = null; LuaTypes funcType9 = LuaDLL.lua_type(L, 9); if (funcType9 != LuaTypes.LUA_TFUNCTION) { arg8 = (AnimCallBack)ToLua.ToObject(L, 9); } else { LuaFunction func = ToLua.ToLuaFunction(L, 9); arg8 = DelegateFactory.CreateDelegate(typeof(AnimCallBack), func) as AnimCallBack; } object[] arg9 = ToLua.CheckObjectArray(L, 10); AnimData o = AnimSystem.BezierMove(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9); ToLua.PushObject(L, o); return(1); } else if (count == 10 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.GameObject), typeof(UnityEngine.Vector3), typeof(UnityEngine.Vector3), typeof(float), typeof(InterpType), typeof(bool), typeof(PathType), typeof(UnityEngine.Vector3[]), typeof(AnimCallBack), typeof(object[]))) { UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.ToObject(L, 1); UnityEngine.Vector3 arg1 = (UnityEngine.Vector3)ToLua.ToObject(L, 2); UnityEngine.Vector3 arg2 = (UnityEngine.Vector3)ToLua.ToObject(L, 3); float arg3 = (float)LuaDLL.lua_tonumber(L, 4); InterpType arg4 = (InterpType)ToLua.ToObject(L, 5); bool arg5 = LuaDLL.lua_toboolean(L, 6); PathType arg6 = (PathType)ToLua.ToObject(L, 7); UnityEngine.Vector3[] arg7 = ToLua.CheckObjectArray <UnityEngine.Vector3>(L, 8); AnimCallBack arg8 = null; LuaTypes funcType9 = LuaDLL.lua_type(L, 9); if (funcType9 != LuaTypes.LUA_TFUNCTION) { arg8 = (AnimCallBack)ToLua.ToObject(L, 9); } else { LuaFunction func = ToLua.ToLuaFunction(L, 9); arg8 = DelegateFactory.CreateDelegate(typeof(AnimCallBack), func) as AnimCallBack; } object[] arg9 = ToLua.CheckObjectArray(L, 10); AnimData o = AnimSystem.BezierMove(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9); ToLua.PushObject(L, o); return(1); } else if (count == 11 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.GameObject), typeof(UnityEngine.Vector3), typeof(UnityEngine.Vector3), typeof(float), typeof(float), typeof(InterpType), typeof(bool), typeof(PathType), typeof(float[]), typeof(AnimCallBack), typeof(object[]))) { UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.ToObject(L, 1); UnityEngine.Vector3 arg1 = (UnityEngine.Vector3)ToLua.ToObject(L, 2); UnityEngine.Vector3 arg2 = (UnityEngine.Vector3)ToLua.ToObject(L, 3); float arg3 = (float)LuaDLL.lua_tonumber(L, 4); float arg4 = (float)LuaDLL.lua_tonumber(L, 5); InterpType arg5 = (InterpType)ToLua.ToObject(L, 6); bool arg6 = LuaDLL.lua_toboolean(L, 7); PathType arg7 = (PathType)ToLua.ToObject(L, 8); float[] arg8 = ToLua.CheckNumberArray <float>(L, 9); AnimCallBack arg9 = null; LuaTypes funcType10 = LuaDLL.lua_type(L, 10); if (funcType10 != LuaTypes.LUA_TFUNCTION) { arg9 = (AnimCallBack)ToLua.ToObject(L, 10); } else { LuaFunction func = ToLua.ToLuaFunction(L, 10); arg9 = DelegateFactory.CreateDelegate(typeof(AnimCallBack), func) as AnimCallBack; } object[] arg10 = ToLua.CheckObjectArray(L, 11); AnimData o = AnimSystem.BezierMove(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10); ToLua.PushObject(L, o); return(1); } else if (count == 11 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.GameObject), typeof(UnityEngine.Vector3), typeof(float), typeof(RepeatType), typeof(InterpType), typeof(float), typeof(bool), typeof(PathType), typeof(float[]), typeof(AnimCallBack), typeof(object[]))) { UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.ToObject(L, 1); UnityEngine.Vector3 arg1 = (UnityEngine.Vector3)ToLua.ToObject(L, 2); float arg2 = (float)LuaDLL.lua_tonumber(L, 3); RepeatType arg3 = (RepeatType)ToLua.ToObject(L, 4); InterpType arg4 = (InterpType)ToLua.ToObject(L, 5); float arg5 = (float)LuaDLL.lua_tonumber(L, 6); bool arg6 = LuaDLL.lua_toboolean(L, 7); PathType arg7 = (PathType)ToLua.ToObject(L, 8); float[] arg8 = ToLua.CheckNumberArray <float>(L, 9); AnimCallBack arg9 = null; LuaTypes funcType10 = LuaDLL.lua_type(L, 10); if (funcType10 != LuaTypes.LUA_TFUNCTION) { arg9 = (AnimCallBack)ToLua.ToObject(L, 10); } else { LuaFunction func = ToLua.ToLuaFunction(L, 10); arg9 = DelegateFactory.CreateDelegate(typeof(AnimCallBack), func) as AnimCallBack; } object[] arg10 = ToLua.CheckObjectArray(L, 11); AnimData o = AnimSystem.BezierMove(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10); ToLua.PushObject(L, o); return(1); } else if (count == 13 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.GameObject), typeof(UnityEngine.Vector3), typeof(UnityEngine.Vector3), typeof(float), typeof(float), typeof(RepeatType), typeof(int), typeof(InterpType), typeof(bool), typeof(PathType), typeof(UnityEngine.Vector3[]), typeof(AnimCallBack), typeof(object[]))) { UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.ToObject(L, 1); UnityEngine.Vector3 arg1 = (UnityEngine.Vector3)ToLua.ToObject(L, 2); UnityEngine.Vector3 arg2 = (UnityEngine.Vector3)ToLua.ToObject(L, 3); float arg3 = (float)LuaDLL.lua_tonumber(L, 4); float arg4 = (float)LuaDLL.lua_tonumber(L, 5); RepeatType arg5 = (RepeatType)ToLua.ToObject(L, 6); int arg6 = (int)LuaDLL.lua_tonumber(L, 7); InterpType arg7 = (InterpType)ToLua.ToObject(L, 8); bool arg8 = LuaDLL.lua_toboolean(L, 9); PathType arg9 = (PathType)ToLua.ToObject(L, 10); UnityEngine.Vector3[] arg10 = ToLua.CheckObjectArray <UnityEngine.Vector3>(L, 11); AnimCallBack arg11 = null; LuaTypes funcType12 = LuaDLL.lua_type(L, 12); if (funcType12 != LuaTypes.LUA_TFUNCTION) { arg11 = (AnimCallBack)ToLua.ToObject(L, 12); } else { LuaFunction func = ToLua.ToLuaFunction(L, 12); arg11 = DelegateFactory.CreateDelegate(typeof(AnimCallBack), func) as AnimCallBack; } object[] arg12 = ToLua.CheckObjectArray(L, 13); AnimData o = AnimSystem.BezierMove(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); ToLua.PushObject(L, o); return(1); } else if (count == 13 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.GameObject), typeof(UnityEngine.Vector3), typeof(UnityEngine.Vector3), typeof(float), typeof(RepeatType), typeof(int), typeof(float), typeof(InterpType), typeof(bool), typeof(PathType), typeof(float[]), typeof(AnimCallBack), typeof(object[]))) { UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.ToObject(L, 1); UnityEngine.Vector3 arg1 = (UnityEngine.Vector3)ToLua.ToObject(L, 2); UnityEngine.Vector3 arg2 = (UnityEngine.Vector3)ToLua.ToObject(L, 3); float arg3 = (float)LuaDLL.lua_tonumber(L, 4); RepeatType arg4 = (RepeatType)ToLua.ToObject(L, 5); int arg5 = (int)LuaDLL.lua_tonumber(L, 6); float arg6 = (float)LuaDLL.lua_tonumber(L, 7); InterpType arg7 = (InterpType)ToLua.ToObject(L, 8); bool arg8 = LuaDLL.lua_toboolean(L, 9); PathType arg9 = (PathType)ToLua.ToObject(L, 10); float[] arg10 = ToLua.CheckNumberArray <float>(L, 11); AnimCallBack arg11 = null; LuaTypes funcType12 = LuaDLL.lua_type(L, 12); if (funcType12 != LuaTypes.LUA_TFUNCTION) { arg11 = (AnimCallBack)ToLua.ToObject(L, 12); } else { LuaFunction func = ToLua.ToLuaFunction(L, 12); arg11 = DelegateFactory.CreateDelegate(typeof(AnimCallBack), func) as AnimCallBack; } object[] arg12 = ToLua.CheckObjectArray(L, 13); AnimData o = AnimSystem.BezierMove(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); ToLua.PushObject(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: AnimSystem.BezierMove")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
/// <summary> /// Called when this part modifiers is being initialized as the part game object is being created. /// </summary> /// <param name="partRootObject">The root game object that has been created for the part.</param> /// <returns>The created part modifier behaviour, or <c>null</c> if it was not created.</returns> public override Jundroo.SimplePlanes.ModTools.Parts.PartModifierBehaviour Initialize(UnityEngine.GameObject partRootObject) { // Attach the behaviour to the part's root object. var behaviour = partRootObject.AddComponent <TVC_v2Behaviour>(); return(behaviour); }
private void SyncMars(List <GowDataForMsg> marslist) { try { if (marslist != null) { int mlcount = marslist.Count; int glcount = golist.Count; UnityEngine.GameObject item = UIManager.Instance.GetWindowGoByName("Ranking"); UnityEngine.Transform tfr = item.transform.Find("ScrollView2/Grid"); if (tfr == null) { return; } for (int i = 0; i < mlcount; ++i) { if (i < glcount) { UnityEngine.GameObject go = golist[i]; if (go != null) { GowDataForMsg gdfm = marslist[i]; if (gdfm != null) { SetMarsCellInfo(go, gdfm, i); } } } else { UnityEngine.GameObject go = CrossObjectHelper.TryCastObject <UnityEngine.GameObject>(ArkCrossEngine.ResourceSystem.GetSharedResource("UI/Mars/MarsCell")); if (go != null) { go = NGUITools.AddChild(tfr.gameObject, go); if (go != null) { golist.Add(go); GowDataForMsg gdfm = marslist[i]; if (gdfm != null) { SetMarsCellInfo(go, gdfm, i); } } } } } if (glcount > mlcount) { for (int j = mlcount; j < glcount; ++j) { UnityEngine.GameObject go = golist[j]; if (go != null) { NGUITools.DestroyImmediate(go); } } golist.RemoveRange(mlcount, glcount - mlcount); } UIGrid ug = tfr.gameObject.GetComponent <UIGrid>(); if (ug != null) { ug.repositionNow = true; } } } catch (Exception ex) { ArkCrossEngine.LogicSystem.LogFromGfx("[Error]:Exception:{0}\n{1}", ex.Message, ex.StackTrace); } }
private void SetMarsCellInfo(UnityEngine.GameObject go, GowDataForMsg gdfm, int order) { if (go != null && gdfm != null) { UnityEngine.Transform tf = go.transform.Find("Label4/Sprite"); if (tf != null) { UISprite us = tf.gameObject.GetComponent <UISprite>(); if (us != null) { us.spriteName = "no" + (order + 1); } } tf = go.transform.Find("Head"); if (tf != null) { UISprite us = tf.gameObject.GetComponent <UISprite>(); if (us != null) { Data_PlayerConfig cg = PlayerConfigProvider.Instance.GetPlayerConfigById(gdfm.m_Heroid); us.spriteName = cg.m_PortraitForCell; } } tf = go.transform.Find("Label0"); if (tf != null) { UILabel ul = tf.gameObject.GetComponent <UILabel>(); if (ul != null) { ul.text = "Lv." + gdfm.m_Level; } } tf = go.transform.Find("Label1"); if (tf != null) { UILabel ul = tf.gameObject.GetComponent <UILabel>(); if (ul != null) { ul.text = gdfm.m_FightingScore.ToString(); } } tf = go.transform.Find("Label2"); if (tf != null) { UILabel ul = tf.gameObject.GetComponent <UILabel>(); if (ul != null) { ul.text = gdfm.m_GowElo.ToString(); } } tf = go.transform.Find("Label3"); if (tf != null) { UILabel ul = tf.gameObject.GetComponent <UILabel>(); if (ul != null) { ul.text = gdfm.m_Nick; } } tf = go.transform.Find("Label4"); if (tf != null) { UILabel ul = tf.gameObject.GetComponent <UILabel>(); if (ul != null) { if (order + 1 < 4) { ul.text = "NOD" + (char)('A' + order); } else { ul.text = (order + 1).ToString() + "ETH"; } } } } }
/// <summary> /// User hook called after UnregisterGameObj(). An example use could be to remove the id and gameObject from a /// dictionary upon AK_Success. /// </summary> /// <param name="result">The result from calling UnregisterGameObj() on gameObject.</param> /// <param name="gameObject">The GameObject that UnregisterGameObj() was called on.</param> /// <param name="id">The ulong returned from GameObjectHash that represents this GameObject in Wwise.</param> static partial void PostUnregisterGameObjUserHook(AKRESULT result, UnityEngine.GameObject gameObject, ulong id);
/// <summary> /// User hook called within all Wwise integration functions that receive GameObjects and do not perform /// (un)registration. This is called /// before values are sent to the native plugin code. An example use could be to register game objects that were not /// previously registered. /// </summary> /// <param name="gameObject">The GameObject being processed.</param> /// <param name="id">The ulong returned from GameObjectHash that represents this GameObject in Wwise.</param> static partial void PreGameObjectAPICallUserHook(UnityEngine.GameObject gameObject, ulong id);
public void JustDropped(GO other) { this.updateCrackedStateEnter(); }
//init里获得 view的各个组件 public abstract void Init(UnityEngine.GameObject go, int index);
private static ulong InternalGameObjectHash(UnityEngine.GameObject gameObject) { return(gameObject == null ? AK_INVALID_GAME_OBJECT : (ulong)gameObject.GetInstanceID()); }
public UnityEngine.GameObject createGameObject() { UnityEngine.GameObject go = new UnityEngine.GameObject(); go.name = "HC"; return(go); }
public static void PreGameObjectAPICall(UnityEngine.GameObject gameObject, ulong id) { PreGameObjectAPICallUserHook(gameObject, id); }