GetPositions() private method

private GetPositions ( Vector3 positions ) : int
positions Vector3
return int
コード例 #1
0
 static public int GetPositions(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.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         UnityEngine.Vector3[]    a1;
         checkArray(l, 2, out a1);
         var ret = self.GetPositions(a1);
         pushValue(l, true);
         pushValue(l, ret);
         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
0
 static public int GetPositions(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         UnityEngine.Vector3[]    a1;
         checkType(l, 2, out a1);
         var ret = self.GetPositions(a1);
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #3
0
 static int GetPositions(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.LineRenderer obj  = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer));
         UnityEngine.Vector3[]    arg0 = ToLua.CheckObjectArray <UnityEngine.Vector3>(L, 2);
         int o = obj.GetPositions(arg0);
         LuaDLL.lua_pushinteger(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
コード例 #4
0
 public override void Write(object obj, ES2Writer writer)
 {
     UnityEngine.LineRenderer data = (UnityEngine.LineRenderer)obj;
     // Add your writer.Write calls here.
     writer.Write(data.startWidth);
     writer.Write(data.endWidth);
     writer.Write(data.widthMultiplier);
     writer.Write(data.startColor);
     writer.Write(data.endColor);
     writer.Write(data.colorGradient);
     writer.Write(data.positionCount);
     writer.Write(data.useWorldSpace);
     writer.Write(data.loop);
     writer.Write(data.numCornerVertices);
     writer.Write(data.numCapVertices);
     writer.Write(data.textureMode);
     writer.Write(data.alignment);
     writer.Write(data.enabled);
     writer.Write(data.shadowCastingMode);
     writer.Write(data.receiveShadows);
     writer.Write(data.material);
     writer.Write(data.sharedMaterial);
     writer.Write(data.materials);
     writer.Write(data.sharedMaterials);
     writer.Write(data.lightmapIndex);
     writer.Write(data.realtimeLightmapIndex);
     writer.Write(data.lightmapScaleOffset);
     writer.Write(data.motionVectorGenerationMode);
     writer.Write(data.realtimeLightmapScaleOffset);
     writer.Write(data.lightProbeUsage);
     writer.Write(data.lightProbeProxyVolumeOverride);
     writer.Write(data.probeAnchor);
     writer.Write(data.reflectionProbeUsage);
     writer.Write(data.sortingLayerName);
     writer.Write(data.sortingLayerID);
     writer.Write(data.sortingOrder);
     writer.Write(data.lightmapScaleOffset);
     writer.Write(data.probeAnchor);
     writer.Write(data.shadowCastingMode);
     writer.Write(data.lightProbeUsage);
     Vector3[] positions = new Vector3[data.positionCount];
     writer.Write(data.GetPositions(positions));
 }