コード例 #1
0
 static public int GetPhysicsShape(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.Sprite self = (UnityEngine.Sprite)checkSelf(l);
         System.Int32       a1;
         checkType(l, 2, out a1);
         System.Collections.Generic.List <UnityEngine.Vector2> a2;
         checkType(l, 3, out a2);
         var ret = self.GetPhysicsShape(a1, a2);
         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 GetPhysicsShape(IntPtr l)
 {
     try {
         UnityEngine.Sprite self = (UnityEngine.Sprite)checkSelf(l);
         System.Int32       a1;
         checkType(l, 2, out a1);
         System.Collections.Generic.List <UnityEngine.Vector2> a2;
         checkType(l, 3, out a2);
         var ret = self.GetPhysicsShape(a1, a2);
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #3
0
 static int QPYX_GetPhysicsShape_YXQP(IntPtr L_YXQP)
 {
     try
     {
         ToLua.CheckArgsCount(L_YXQP, 3);
         UnityEngine.Sprite QPYX_obj_YXQP = (UnityEngine.Sprite)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Sprite));
         int QPYX_arg0_YXQP = (int)LuaDLL.luaL_checknumber(L_YXQP, 2);
         System.Collections.Generic.List <UnityEngine.Vector2> QPYX_arg1_YXQP = (System.Collections.Generic.List <UnityEngine.Vector2>)ToLua.CheckObject(L_YXQP, 3, typeof(System.Collections.Generic.List <UnityEngine.Vector2>));
         int QPYX_o_YXQP = QPYX_obj_YXQP.GetPhysicsShape(QPYX_arg0_YXQP, QPYX_arg1_YXQP);
         LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
         return(1);
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
コード例 #4
0
 static int GetPhysicsShape(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 3);
         UnityEngine.Sprite obj = (UnityEngine.Sprite)ToLua.CheckObject(L, 1, typeof(UnityEngine.Sprite));
         int arg0 = (int)LuaDLL.luaL_checknumber(L, 2);
         System.Collections.Generic.List <UnityEngine.Vector2> arg1 = (System.Collections.Generic.List <UnityEngine.Vector2>)ToLua.CheckObject(L, 3, typeof(System.Collections.Generic.List <UnityEngine.Vector2>));
         int o = obj.GetPhysicsShape(arg0, arg1);
         LuaDLL.lua_pushinteger(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
コード例 #5
0
        private void Generate()
        {
            polygons = new List <Polygon2>();

                        #if UNITY_2017_4_OR_NEWER
            int count = sprite.GetPhysicsShapeCount();

            List <Vector2> points;
            Polygon2       newPolygon;

            for (int i = 0; i < count; i++)
            {
                points = new List <Vector2>();
                sprite.GetPhysicsShape(i, points);

                newPolygon = new Polygon2(points.ToArray());
                newPolygon.Normalize();

                polygons.Add(newPolygon);
            }
                        #endif
        }