static void InteractiveCloth_isTeared(JSVCall vc) { UnityEngine.InteractiveCloth _this = (UnityEngine.InteractiveCloth)vc.csObj; var result = _this.isTeared; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result)); }
static public int constructor(IntPtr l) { UnityEngine.InteractiveCloth o; o = new UnityEngine.InteractiveCloth(); pushObject(l, o); return(1); }
static public int set_mesh(IntPtr l) { UnityEngine.InteractiveCloth o = (UnityEngine.InteractiveCloth)checkSelf(l); UnityEngine.Mesh v; checkType(l, 2, out v); o.mesh = v; return(0); }
static public int set_pressure(IntPtr l) { UnityEngine.InteractiveCloth o = (UnityEngine.InteractiveCloth)checkSelf(l); float v; checkType(l, 2, out v); o.pressure = v; return(0); }
static public int set_tearFactor(IntPtr l) { UnityEngine.InteractiveCloth o = (UnityEngine.InteractiveCloth)checkSelf(l); float v; checkType(l, 2, out v); o.tearFactor = v; return(0); }
static public int set_attachmentResponse(IntPtr l) { UnityEngine.InteractiveCloth o = (UnityEngine.InteractiveCloth)checkSelf(l); float v; checkType(l, 2, out v); o.attachmentResponse = v; return(0); }
static public int get_isTeared(IntPtr l) { try { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); pushValue(l, self.isTeared); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int constructor(IntPtr l) { try { UnityEngine.InteractiveCloth o; o = new UnityEngine.InteractiveCloth(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.InteractiveCloth o; if (matchType(l, 1)) { o = new UnityEngine.InteractiveCloth(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
static public int set_attachmentResponse(IntPtr l) { try { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); float v; checkType(l, 2, out v); self.attachmentResponse = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_mesh(IntPtr l) { try { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); UnityEngine.Mesh v; checkType(l, 2, out v); self.mesh = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int DetachFromCollider(IntPtr l) { try{ UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); UnityEngine.Collider a1; checkType(l, 2, out a1); self.DetachFromCollider(a1); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static void InteractiveCloth_pressure(JSVCall vc) { if (vc.bGet) { UnityEngine.InteractiveCloth _this = (UnityEngine.InteractiveCloth)vc.csObj; var result = _this.pressure; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); } else { System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg); UnityEngine.InteractiveCloth _this = (UnityEngine.InteractiveCloth)vc.csObj; _this.pressure = arg0; } }
// fields // properties static void InteractiveCloth_mesh(JSVCall vc) { if (vc.bGet) { UnityEngine.InteractiveCloth _this = (UnityEngine.InteractiveCloth)vc.csObj; var result = _this.mesh; JSMgr.datax.setObject((int)JSApi.SetType.Rval, result); } else { UnityEngine.Mesh arg0 = (UnityEngine.Mesh)JSMgr.datax.getObject((int)JSApi.GetType.Arg); UnityEngine.InteractiveCloth _this = (UnityEngine.InteractiveCloth)vc.csObj; _this.mesh = arg0; } }
static public int AttachToCollider(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 2) { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); UnityEngine.Collider a1; checkType(l, 2, out a1); self.AttachToCollider(a1); return(0); } else if (argc == 3) { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); UnityEngine.Collider a1; checkType(l, 2, out a1); System.Boolean a2; checkType(l, 3, out a2); self.AttachToCollider(a1, a2); return(0); } else if (argc == 4) { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); UnityEngine.Collider a1; checkType(l, 2, out a1); System.Boolean a2; checkType(l, 3, out a2); System.Boolean a3; checkType(l, 4, out a3); self.AttachToCollider(a1, a2, a3); return(0); } LuaDLL.luaL_error(l, "No matched override function to call"); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int AddForceAtPosition(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 4) { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); UnityEngine.Vector3 a1; checkType(l, 2, out a1); UnityEngine.Vector3 a2; checkType(l, 3, out a2); System.Single a3; checkType(l, 4, out a3); self.AddForceAtPosition(a1, a2, a3); return(0); } else if (argc == 5) { UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l); UnityEngine.Vector3 a1; checkType(l, 2, out a1); UnityEngine.Vector3 a2; checkType(l, 3, out a2); System.Single a3; checkType(l, 4, out a3); UnityEngine.ForceMode a4; checkEnum(l, 5, out a4); self.AddForceAtPosition(a1, a2, a3, a4); return(0); } LuaDLL.luaL_error(l, "No matched override function to call"); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
public void OnInitializeMesh() { rope.GenerateJointObjects(); if (tube == null) tube = new RopeTubeRenderer(gameObject, true); mRender = gameObject.GetComponent<ClothRenderer>(); if (mRender == null) mRender = gameObject.AddComponent<ClothRenderer>(); mFilter = gameObject.GetComponent<InteractiveCloth>(); if (mFilter == null) mFilter = gameObject.AddComponent<InteractiveCloth>(); GenerateMesh(); //if (useAutoTextureTiling) // gameObject.GetComponent<ClothRenderer>().sharedMaterial.mainTextureScale = new Vector2(rope.Joints.Count / 2f, 1); if (gameObject.GetComponent<ClothRenderer>().sharedMaterial == null) gameObject.GetComponent<ClothRenderer>().sharedMaterial = (Material)Resources.Load("Materials/Rope", typeof(Material)); }
// Use this for initialization void Start() { ic = GetComponent<InteractiveCloth>() as InteractiveCloth; }
// CharacterController charControl; // Use this for initialization void Start() { speed = 5.0f; jumpSpeed = 50f;//25000f; clothManip = GetComponent<InteractiveCloth>(); clothRenderer = GetComponent<ClothRenderer>(); embers = GetComponent<ParticleSystem>(); charControl = GetComponent<CharacterController>(); embers.Stop (); curTime = 0f; lavaMaxTime = 10f; center = transform.position; Vector3 centerPlane = transform.position + new Vector3 (0, 0, transform.localScale [2]/2.0f); grounded = isOnLava = true; // float radius = vertices [0]. // int i = 0; // for (i = 0; i < vertices.Length; i ++) // if (vertices [i].x == center.x) //// if (vertices [i].y == center.y) // break; // Vector3 centerPlane = center; // centerPlane.x = vertices [i].x; r = center - centerPlane; glow = transform.Find ("Glow").GetComponent<Light>(); originalColour = glow.color; // center = GetComponent<MeshFilter>().mesh. }
public ClothState( AmplifyMotionCamera owner, AmplifyMotionObjectBase obj ) : base( owner, obj ) { m_cloth = m_obj.GetComponent<InteractiveCloth>(); }
static public int get_isTeared(IntPtr l) { UnityEngine.InteractiveCloth o = (UnityEngine.InteractiveCloth)checkSelf(l); pushValue(l, o.isTeared); return(1); }
public static int constructor(IntPtr l) { try { UnityEngine.InteractiveCloth o; o=new UnityEngine.InteractiveCloth(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
static public int get_friction(IntPtr l) { UnityEngine.InteractiveCloth o = (UnityEngine.InteractiveCloth)checkSelf(l); pushValue(l, o.friction); return(1); }
static public int get_tearFactor(IntPtr l) { UnityEngine.InteractiveCloth o = (UnityEngine.InteractiveCloth)checkSelf(l); pushValue(l, o.tearFactor); return(1); }
static public int get_collisionResponse(IntPtr l) { UnityEngine.InteractiveCloth o = (UnityEngine.InteractiveCloth)checkSelf(l); pushValue(l, o.collisionResponse); return(1); }
static public int get_pressure(IntPtr l) { UnityEngine.InteractiveCloth o = (UnityEngine.InteractiveCloth)checkSelf(l); pushValue(l, o.pressure); return(1); }
// Use this for initialization void Start() { cloth = GetComponent<InteractiveCloth> (); }
static public int get_attachmentResponse(IntPtr l) { UnityEngine.InteractiveCloth o = (UnityEngine.InteractiveCloth)checkSelf(l); pushValue(l, o.attachmentResponse); return(1); }
static public int get_density(IntPtr l) { UnityEngine.InteractiveCloth o = (UnityEngine.InteractiveCloth)checkSelf(l); pushValue(l, o.density); return(1); }
public void EnableRope(bool enable) { if (cloth != null) Destroy(cloth.gameObject); enabled = enable; rigidbody.isKinematic = false; attached = false; rigidbody.useGravity = enable; rigidbody.velocity = Vector3.zero; if (enable) { cloth = ((GameObject)Instantiate(clothPrefab, pl.pos, Quaternion.identity)); Cloth = cloth.GetComponentInChildren<InteractiveCloth>(); oldpos = pos = cloth.transform.Find("s2").position; Cloth.AttachToCollider(pl.RopeColl,false,false); Cloth.AttachToCollider(this.collider, false, true); } }