SetColors() private method

private SetColors ( Color start, Color end ) : void
start Color
end Color
return void
コード例 #1
0
ファイル: LineLR.cs プロジェクト: roki512/FriendlyLines
        // Update is called once per frame
        void Update()
        {
            while (_lrVerticesCount < _vertices.Count)
            {
                _lineRenderer.SetVertexCount(_lrVerticesCount + 1);
                _lineRenderer.SetPosition(_lrVerticesCount, _vertices[_lrVerticesCount]);

                _lrVerticesCount++;
            }

            if (_size != _lrSize)
            {
                _lrSize = _size;
                _lineRenderer.SetWidth(_lrSize, _lrSize);
            }

            if (_lrColor != _color)
            {
                _lrColor = _color;
                _lineRenderer.SetColors(_color, _color);
            }

            if (_lrSortingLayer != _sortingLayer)
            {
                _lrSortingLayer = _sortingLayer;
                _lineRenderer.sortingLayerName = _lrSortingLayer;
            }
        }
コード例 #2
0
ファイル: Line.cs プロジェクト: CobaltBlack/Project-Hex
    IEnumerator EraseAlpha(LineRenderer target, float time)
    {
        Renderer renderer = target.GetComponent<Renderer>();

        float originalStartAlpha = 1f;
        float destinationStartAlpha = 0f;

        float originalEndAlpha = 1f;
        float destinationEndAlpha = 0f;

        float currentTime = 0.0f;

        Color startColor = Color.black;
        Color endColor = Color.black;

        do
        {
            startColor.a = Mathf.Lerp(originalStartAlpha, destinationStartAlpha, currentTime / time);
            endColor.a = Mathf.Lerp(originalEndAlpha, destinationEndAlpha, currentTime / time);

            target.SetColors(startColor, endColor);
            currentTime += Time.deltaTime;
            yield return null;
        }
        while (currentTime <= time);

        // destroy self after fading away
        Destroy(gameObject);
    }
コード例 #3
0
ファイル: Liner.cs プロジェクト: luhaixing2012/UFO
 // Use this for initialization
 void Start()
 {
     line_renderer = (LineRenderer)this.gameObject.GetComponent<LineRenderer>();
     line_renderer.SetWidth(1f, 3f);
     line_renderer.SetColors(Color.red, Color.green);
     line_renderer.SetVertexCount(2);
 }
コード例 #4
0
ファイル: LineToObject.cs プロジェクト: noa99kee/KinectUnity
	void Start () {
	    lineRenderer = gameObject.AddComponent<LineRenderer>();
        lineRenderer.SetColors(Color.red, Color.red);
        lineRenderer.material = mat;
        lineRenderer.SetWidth(0.1f, 0.1f);
        lineRenderer.SetVertexCount(2);
	}
コード例 #5
0
    //Variables End___________________________________________________________
    // Use this for initialization
    void Start()
    {
        if(networkView.isMine == true)
        {
            //Store a reference to these objects since we will need to reference
            //them frequently.

            myTransform = transform.parent;

            cameraHeadTransform = myTransform.FindChild("CameraHead");

            resourceScript = myTransform.GetComponent<PlayerResource>();

            changeScript = myTransform.GetComponent<ChangeWeapon>();

            //Attaching a LineRenderer component which will give a visual
            //effect for the block eraser. Only the player will be able to see it.

            lineRenderer = gameObject.AddComponent<LineRenderer>();

            lineRenderer.material = new Material(Shader.Find("Particles/Additive"));

            lineRenderer.SetColors(c1, c2);

            lineRenderer.SetWidth(0.04f, 0.01f);

            lineRenderer.SetVertexCount(2); //Start and end position.
        }

        else
        {
            enabled = false;
        }
    }
コード例 #6
0
    void Start()
    {
        left_index = SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Leftmost);
        right_index = SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Rightmost);

        right_linked = null;
        left_linked = null;
          //  old_left_parent = null;
           // old_right_parent = null;
        left_offset = Vector3.zero; // useless
        right_offset = Vector3.zero; // useless
        //old_left_local = Vector3.zero;
           // old_right_local = Vector3.zero;

        left_line_renderer = left_controller.gameObject.AddComponent<LineRenderer>();
        left_line_renderer.material = new Material(Shader.Find("Particles/Additive"));
        left_line_renderer.SetColors(Color.red, Color.red);
        left_line_renderer.SetWidth(0.02F, 0.02F);
        left_line_renderer.SetVertexCount(2);
        left_line_renderer.enabled = false;

        right_line_renderer = right_controller.gameObject.AddComponent<LineRenderer>();
        right_line_renderer.material = new Material(Shader.Find("Particles/Additive"));
        right_line_renderer.SetColors(Color.red, Color.red);
        right_line_renderer.SetWidth(0.02F, 0.02F);
        right_line_renderer.SetVertexCount(2);
        right_line_renderer.enabled = false;

        // TODO: haptic feedback
        // TODO: if it's pressed and it's not null, still grab the object
        // set local position under the parent to 0/0/0
    }
コード例 #7
0
    // Use this for initialization
    void Start()
    {
        lr = GetComponent<LineRenderer>();

        if (!customColor)
        {
            if (hit) col = new Color(0,1,1,0.35f);
            if (!hit) col = new Color(1,0.5f,0,0.35f);
        }

        lr.SetColors(col,col);

        float distance = Vector3.Distance(start,end);
        Vector3 direction = (end-start).normalized;

        int stepCount = Mathf.FloorToInt(distance / 0.5f);

        points = new Vector3[stepCount];
        moves = new Vector3[stepCount];
        for (int i=0; i<stepCount; i++){
            points[i] = start + (direction * i * 0.5f);
            points[i] += new Vector3(Random.Range(-Spread,Spread),Random.Range(-Spread,Spread),Random.Range(-Spread,Spread));
            moves[i] = new Vector3(Random.Range(-Spread,Spread),Random.Range(-Spread,Spread),Random.Range(-Spread,Spread));
        }

        lr.SetVertexCount(points.Length+1);
        for (int i=0; i<stepCount; i++){
            lr.SetPosition(i,points[i]);
        }
        lr.SetPosition(points.Length,end);
        //lr.SetPosition(0,start);
        //lr.SetPosition(1,end);
    }
コード例 #8
0
ファイル: DrawingScript.cs プロジェクト: rgerd/TunnelVision
 private void drawRayLine(LineRenderer lr, Vector3 pt1, Vector3 pt2)
 {
     lr.enabled = true;
     lr.SetColors(markerColor, markerColor);
     lr.SetPosition(0, pt1);
     lr.SetPosition(1, pt2);
 }
コード例 #9
0
	// Use this for initialization
	void SetupThrustTrails () {
		lineRenderer = gameObject.AddComponent<LineRenderer>();
		lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
		lineRenderer.SetColors(Color.yellow, Color.yellow);
		lineRenderer.SetWidth(0.2F, 0.2F);
		lineRenderer.useWorldSpace = false;
	}
コード例 #10
0
    // Use this for initialization
    void Start()
    {
        GameObject lockedCrosshairImage = new GameObject();
        Image crossHairImage = lockedCrosshairImage.AddComponent<Image>();

        crossHairImage.rectTransform.pivot = new Vector2(0.5f,0.5f);
        crossHairImage.rectTransform.anchorMax = Vector2.zero;
        crossHairImage.rectTransform.anchorMin = Vector2.zero;
        crossHairImage.rectTransform.sizeDelta = new Vector2(64,64);

        crossHairImage.raycastTarget = false;
        crossHairImage.sprite = trackingCrosshair;
        crossHairImage.color = Color.black;
        crossHairImage.type = Image.Type.Filled;
        crossHairImage.fillMethod = Image.FillMethod.Radial360;
        crossHairImage.fillAmount = 0;

        //TODO get reference to the correct canvas
        Canvas canvas = GameObject.Find("Canvas").GetComponent<Canvas>();

        crossHairImage.transform.SetParent(canvas.transform);
        crossHairImage.transform.SetAsFirstSibling();
        crossHairImage.transform.localScale = Vector3.one;

        myTrackingCrosshair = crossHairImage;

        myTargetingLine = myTrackingModule.gameObject.AddComponent<LineRenderer>();

        myTargetingLine.useWorldSpace = true;
        myTargetingLine.SetVertexCount(2);
        myTargetingLine.SetPositions(new Vector3[]{Vector3.zero,Vector3.zero});
        myTargetingLine.SetWidth(0.5f,0.5f);
        myTargetingLine.SetColors(Color.red,Color.red);
        myTargetingLine.enabled = false;
    }
コード例 #11
0
 // Use this for initialization
 void Awake()
 {
     visualLine = GetComponent<LineRenderer> ();
     player = GameObject.FindGameObjectWithTag ("Player").transform;
     visualLine.SetColors (Color.red, Color.red);
     visualLine.SetWidth (0.01f, 0.01f);
 }
コード例 #12
0
ファイル: PlayerSlice.cs プロジェクト: wchaney98/Hero-Forever
    void Start()
    {
        // Link to LeanTouch events
        LeanTouch.OnFingerDown += OnFingerDown;
        LeanTouch.OnFingerUp += OnFingerUp;
        LeanTouch.OnSoloDrag += OnSoloDrag;
        LeanTouch.OnMultiDrag += OnMultiDrag;
        currFinger = null;

        // Initialize LineRenderer
        lineGameObject = new GameObject("SlashLine");
        lineGameObject.AddComponent<LineRenderer>();

        lineRenderer = lineGameObject.GetComponent<LineRenderer>();
        lineRenderer.material = new Material(Shader.Find("Mobile/Particles/Additive"));
        lineRenderer.SetColors(c0, c1);
        lineRenderer.SetWidth(0.1f, 0f);
        lineRenderer.SetVertexCount(0);

        // Initialize other variables
        i = 0;
        slashing = false;
        soloDragging = false;
        currSoloDragDelta = Vector2.zero;

        // Init GM ref
        GM = GameObject.Find("GameManager").GetComponent<GameManager>();
    }
コード例 #13
0
ファイル: Ship.cs プロジェクト: seanbraley/PocketCosmos
    // Use this for initialization
    void Start () {

		lRend = new GameObject().AddComponent<LineRenderer>() as LineRenderer;
		lRend.name = "Travel Path";
		lRend.gameObject.transform.parent = this.transform;
		dRend = new GameObject().AddComponent<LineRenderer>() as LineRenderer;
		dRend.name = "Destination Outline";
		dRend.gameObject.transform.parent = this.transform;


		Color c =  new Color (0.8f,0.1f,0.1f,0.5f);
		dRend.material = render;
		dRend.SetColors(c,c);
		lRend.material = render;
		lRend.SetColors(c,c);

		timeToDestination = Vector3.Distance(origin.transform.position,destination.transform.position) / 5;

		transform.position = Vector3.MoveTowards(origin.transform.position,
		                                         destination.transform.position,
		                                         (origin.transform.localScale.x/2) + (transform.localScale.z/2));
		Vector3 lookPos = destination.transform.position;
		lookPos = lookPos - transform.position;
		float angle = Mathf.Atan2(lookPos.y, lookPos.x) * Mathf.Rad2Deg;
		transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);

        timeToDestination = Vector3.Distance(destination.transform.position, origin.transform.position) / 2f;

		speed = Vector3.Distance (origin.transform.position, destination.transform.position) / timeToDestination;

		if (SceneManager.GetActiveScene().buildIndex == GameManager.SystemLevel) {
			transform.localScale = new Vector3(5,5,5);
		}

    }
コード例 #14
0
    void OnMouseDown()
    {
        float sizeValue = (2.0f * Mathf.PI) / theta_scale;
        size = (int)sizeValue;
        size++;
        lineRenderer = gameObject.AddComponent<LineRenderer>();
        //lineRenderer.material = new Material(Shader.Find("Materials/Menu"));
        lineRenderer.SetWidth(0.02f, 0.02f); //thickness of line
        lineRenderer.SetVertexCount(size);

        Vector3 pos;
        float theta = 0f;
        for (int i = 0; i < size; i++)
        {
            theta += (2.0f * Mathf.PI * theta_scale);
            float x = radius * Mathf.Cos(theta);
            float y = radius * Mathf.Sin(theta);
            x += canvasSheet.transform.position.x;
            y += canvasSheet.transform.position.y;
            float z = canvasSheet.transform.position.z - 0.1f;
            pos = new Vector3(x, y, z);
            lineRenderer.SetColors(c1, c1);
            lineRenderer.SetPosition(i, pos);
        }
    }
コード例 #15
0
ファイル: Overlord.cs プロジェクト: thyagobr/unity_studies
    void Start()
    {
        highlight_box = (GameObject) Instantiate(highlight_prefab, new Vector3(1000f, 1000f, 1000f), Quaternion.identity);
        movement_line = (LineRenderer) ((GameObject) Instantiate(new GameObject("movement_line"), new Vector3(0f, 0f, 0f), Quaternion.identity)).AddComponent<LineRenderer>();
        movement_line.SetColors(Color.cyan, Color.cyan);
        movement_line.SetWidth(.2f, .2f);
        movement_line.SetVertexCount(3);
        highlight_box.GetComponent<Renderer>().enabled = false;
        movement_line.enabled = false;

        for (int y = 0; y < map_size; y++)
        {
            List<Tile> row = new List<Tile>();
            for (int x = 0; x < map_size; x++)
            {
                Tile tile = ((GameObject)Instantiate(tile_prefab, new Vector3(x - Mathf.Floor(map_size / 2), 0f, y - Mathf.Floor(map_size / 2)), Quaternion.identity)).GetComponent<Tile>();
                tile.grid_position = new Vector2(x, y);
                row.Add(tile);
            }
            map.Add(row);
        }

        player = ((GameObject)Instantiate(player_prefab, new Vector3(7f, 1.2f, 7f), Quaternion.identity)).GetComponent<Player>();
        player.gameObject.tag = "Player";
        other_player = ((GameObject)Instantiate(player_prefab, new Vector3(7f, 1.2f, -7f), Quaternion.identity)).GetComponent<Player>();
        other_player.gameObject.AddComponent<QuestGiver>();
        other_player.gameObject.tag = "QuestGiver";
        players.Add(player);
        players.Add(other_player);
        current_player = players[current_player_index];
        destination = player.transform.position;
        current_player.start_turn();
    }
コード例 #16
0
ファイル: LineLR.cs プロジェクト: roki512/FriendlyLines
        // Use this for initialization
        void Start()
        {
            _lineRenderer = GetComponent <UnityEngine.LineRenderer>();

            _lineRenderer.SetColors(_color, _color);
            _lineRenderer.SetWidth(_size, _size);
        }
コード例 #17
0
ファイル: DrawObject.cs プロジェクト: MurrayIRC/scarf
    void Awake()
    {
        // Set up line renderer.
        child = new GameObject("Bird Renderer");
        child.transform.SetParent(transform);

        lineRenderer = child.AddComponent<LineRenderer>();
        lineRenderer.sharedMaterial = Resources.Load("Materials/Unlit") as Material;
        lineRenderer.useWorldSpace = false;
        lineRenderer.SetColors(color, color);
        lineRenderer.SetWidth(lineWidth, lineWidth);

        // Set up ship and use line renderer.
        drawPoints = new List<Vector3>();

        foreach (Vector2 point in shipPoints)
        {
            Vector3 pos = new Vector3(point.x, point.y, 0);
            drawPoints.Add(pos);
        }
        SetPoints(drawPoints);

        // Setup the polygon collider.
        //polyCollider = child.AddComponent<PolygonCollider2D>();
        //polyCollider.points = shipPoints;

        // Set up the circle collider.
        //circleCollider = child.AddComponent<CircleCollider2D>();
        //circleCollider.isTrigger = true;
    }
コード例 #18
0
	void Start () {
        
        lineRenderer = GetComponent<LineRenderer>();
        lineRenderer.SetVertexCount(0);
        lineRenderer.SetColors(Color.white, Color.white);
        float sevenTwo = 72 * Mathf.Deg2Rad;
        points = new List<GameObject>();
        clearedPoints = new List<Vector3>();
        for (int i = 0; i < 5; i++)
        {
            float ang = Mathf.PI * 3 / 2 + sevenTwo * i;
            Vector3 pos = new Vector3(Mathf.Cos(ang), Mathf.Sin(ang), 0) * radius;
            GameObject newPoint = GameObject.Instantiate(pentPoint);
            newPoint.transform.position = pos;
            newPoint.GetComponent<PentagramPointController>().controller = this;
            points.Add(newPoint);
        }

        for (int i = 0; i < 5; i++)
        {
            points[i].GetComponent<PentagramPointController>().pair = points[(i + 3) % 5].GetComponent<PentagramPointController>();
        }

        points[0].GetComponent<PentagramPointController>().select(true);
    }
コード例 #19
0
    // Use this for initialization
    void Start()
    {
        path = NewPath();
        iTween.PutOnPath(pfadPrefab, path, 1);
        pfadPrefab.SetActive (true);
        hash.Clear();
        hash.Add ("name", "moveOnRandom");
        hash.Add ("path", path);
        hash.Add ("time", time);
        hash.Add ("oncomplete", "Die");
        hash.Add ("easetype", iTween.EaseType.linear);

        pfadPrefab.SetActive (true);
        Move ();
        path.Initialize ();

        mittelpunkt = GameObject.FindGameObjectWithTag("mittelpunkt");

        lineSegmentCount = 1;

        line = gameObject.AddComponent("LineRenderer") as LineRenderer;
        line.SetWidth (0.1f, 0.1f);
        line.material = material;
        line.SetColors (Color.white, Color.white);
        line.SetVertexCount (lineSegmentCount);
        line.renderer.enabled = true;
        line.SetPosition(lineSegmentCount-1, mittelpunkt.transform.position);
    }
コード例 #20
0
ファイル: LineDragNDraw.cs プロジェクト: TAPeri/WordsMatter
    public void reset()
    {
        startPos.x = 0;
        startPos.y = 0;
        startPos.z = 0;

        endPos.x = 0;
        endPos.y = 0;
        endPos.z = 0;

        penDown = false;
        sessionStart = false;
        inSession = false;

        localLRend = this.transform.gameObject.GetComponent<LineRenderer>();
        localLRend.material = new Material(Shader.Find("Diffuse"));
        localLRend.material.color = Color.black;
        localLRend.castShadows = false;
        localLRend.receiveShadows = false;
        localLRend.SetVertexCount(2);
        localLRend.SetWidth(lineThickness,lineThickness);
        localLRend.SetColors(Color.black,Color.black);

        localLRend.SetPosition(0,Vector3.zero);
        localLRend.SetPosition(1,Vector3.zero);
        localLRend.enabled = false;
    }
コード例 #21
0
	void Start() {
		joint = gameObject.GetComponent<DistanceJoint2D>();
		lineRenderer = gameObject.AddComponent<LineRenderer>();
		lineRenderer.material.color = c1;
		lineRenderer.SetColors(c1, c1);
		lineRenderer.SetWidth(0.02F, 0.02F);
		lineRenderer.SetVertexCount(2);
	}
コード例 #22
0
	public override void Start() {

		debugLine = gameObject.GetComponent<LineRenderer>();
		debugLine.SetWidth(10f, 10f);
		debugLine.SetColors(Color.blue, Color.green);

		this.renderer.material.renderQueue = 4000;
	}
コード例 #23
0
ファイル: StringUp.cs プロジェクト: Schadek/SlingShooter
 void Start()
 {
     tr = transform;
     lineRen = GetComponent<LineRenderer>();
     lineRen.SetVertexCount(2);
     lineRen.SetColors(Color.white, Color.white);
     lineRen.SetWidth(0.5f, 0.5f);
 }
コード例 #24
0
 public void SetLight(float startWidth, float endWidth, Color color, Vector3 startPoint, Vector3 endPoint)
 {
     _lineRenderer = GetComponent<LineRenderer>();
     _lineRenderer.SetPosition(0, startPoint);
     _lineRenderer.SetPosition(1, endPoint);
     _lineRenderer.SetWidth(startWidth, endWidth);
     _lineRenderer.SetColors(color, color);
 }
コード例 #25
0
ファイル: BeamLine.cs プロジェクト: kkalina/TeknoKatz
	// Use this for initialization
	void Start () {
		line = GetComponent<LineRenderer>();
		line.SetColors(BeamColor,BeamColor);
		NowAnm = 0;
		NowLength = 0;
		bStop = false;
		LineFunc();
	}
コード例 #26
0
 void Awake()
 {
     gestureLineRenderer = gameObject.AddComponent<LineRenderer>();
     gestureLineRenderer.SetVertexCount(0);
     gestureLineRenderer.material = lineMaterial;
     gestureLineRenderer.SetColors(startColor, endColor);
     gestureLineRenderer.SetWidth(startThickness, endThickness);
 }
コード例 #27
0
	// Use this for initialization
	void Start () {
		GameObject go = new GameObject ();
		go.transform.parent = transform;
		markerLine = go.AddComponent<LineRenderer> ();
		markerLine.SetWidth (lineWidth,lineWidth);
		markerLine.material = lineMat;
		markerLine.SetColors (lineCol, lineCol);
	}
コード例 #28
0
ファイル: CurveRenderer.cs プロジェクト: Istanful/Ett-spel
 void Start()
 {
     lineRenderer = gameObject.AddComponent<LineRenderer>();
     lineRenderer.material = new Material(Shader.Find("Mobile/Particles/Additive"));
     lineRenderer.SetColors(c1, c2);
     lineRenderer.SetWidth(0.1F, 0.1F);
     lineRenderer = gameObject.GetComponent<LineRenderer>();
 }
コード例 #29
0
ファイル: Kepler.cs プロジェクト: pernengo/Prototype
	// Use this for initialization
	void Start () {
        
        gameObject.AddComponent(LR.GetType());
        LR = this.GetComponent<LineRenderer>();
        LR.SetColors(Color.red, Color.red);
        LR.SetVertexCount(360);
        LR.SetWidth(1f, 1f);
        LR.enabled = true;
	}
コード例 #30
0
 private void Init_ForceTrails()
 {
     // required for forcetrails
     lineRenderer = gameObject.AddComponent<LineRenderer>();
     lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
     lineRenderer.SetColors(Color.yellow, Color.yellow);
     lineRenderer.SetWidth(0.2F, 0.2F);
     lineRenderer.useWorldSpace = false;
 }
コード例 #31
0
	// Use this for initialization
	void Start () {
        Vector3 playerPos = transform.position + new Vector3(0, 1, 0);
        distance = Vector3.Distance(playerPos, Position);

        line = gameObject.AddComponent<LineRenderer>();
        line.SetWidth(0.05f, 0.05f);
        line.material = new Material(Shader.Find("Particles/Additive"));
        line.SetColors(Color.red, Color.red);
    }
コード例 #32
0
ファイル: PivotHandle.cs プロジェクト: gitunit/Space-Sketchr
	// Use this for initialization
	void Start () 
    {
        m_lines = gameObject.GetComponent<LineRenderer>();

        m_lines.material = new Material(Shader.Find("Particles/Additive"));
        m_lines.SetWidth(0.05f, 0.05f);
        m_lines.SetVertexCount(5);
        m_lines.SetColors(Color.red, Color.blue);
	}
コード例 #33
0
 static int SetColors(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 3);
         UnityEngine.LineRenderer obj  = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer));
         UnityEngine.Color        arg0 = ToLua.ToColor(L, 2);
         UnityEngine.Color        arg1 = ToLua.ToColor(L, 3);
         obj.SetColors(arg0, arg1);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
コード例 #34
0
 static public int SetColors(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         UnityEngine.Color        a1;
         checkType(l, 2, out a1);
         UnityEngine.Color a2;
         checkType(l, 3, out a2);
         self.SetColors(a1, a2);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #35
0
 static public int SetColors(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         UnityEngine.Color        a1;
         checkType(l, 2, out a1);
         UnityEngine.Color a2;
         checkType(l, 3, out a2);
         self.SetColors(a1, a2);
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }