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 }
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)); } }
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)); } }
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)); }