Wind Zones add realism to the trees you create by making them wave their branches and leaves as if blown by the wind.
static public int get_windMain(IntPtr l) { try { UnityEngine.WindZone self = (UnityEngine.WindZone)checkSelf(l); pushValue(l, true); pushValue(l, self.windMain); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_windMain(IntPtr l) { try { UnityEngine.WindZone self = (UnityEngine.WindZone)checkSelf(l); pushValue(l, self.windMain); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int get_mode(IntPtr l) { try { UnityEngine.WindZone self = (UnityEngine.WindZone)checkSelf(l); pushEnum(l, (int)self.mode); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int get_mode(IntPtr l) { try { UnityEngine.WindZone self = (UnityEngine.WindZone)checkSelf(l); pushValue(l, true); pushEnum(l, (int)self.mode); return(2); } catch (Exception e) { return(error(l, e)); } }
public static int constructor(IntPtr l) { try { UnityEngine.WindZone o; o=new UnityEngine.WindZone(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
static public int constructor(IntPtr l) { try { UnityEngine.WindZone o; o = new UnityEngine.WindZone(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.WindZone windZone = (UnityEngine.WindZone)value; writer.WriteProperty("mode", windZone.mode); writer.WriteProperty("radius", windZone.radius); writer.WriteProperty("windMain", windZone.windMain); writer.WriteProperty("windTurbulence", windZone.windTurbulence); writer.WriteProperty("windPulseMagnitude", windZone.windPulseMagnitude); writer.WriteProperty("windPulseFrequency", windZone.windPulseFrequency); writer.WriteProperty("tag", windZone.tag); writer.WriteProperty("name", windZone.name); writer.WriteProperty("hideFlags", windZone.hideFlags); }
public static int constructor(IntPtr l) { try { UnityEngine.WindZone o; o=new UnityEngine.WindZone(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
static public int constructor(IntPtr l) { try { UnityEngine.WindZone o; o = new UnityEngine.WindZone(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_windMain(IntPtr l) { try { UnityEngine.WindZone self = (UnityEngine.WindZone)checkSelf(l); float v; checkType(l, 2, out v); self.windMain = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_mode(IntPtr l) { try { UnityEngine.WindZone self = (UnityEngine.WindZone)checkSelf(l); UnityEngine.WindZoneMode v; checkEnum(l, 2, out v); self.mode = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_windMain(IntPtr l) { try { UnityEngine.WindZone self = (UnityEngine.WindZone)checkSelf(l); float v; checkType(l, 2, out v); self.windMain = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_mode(IntPtr l) { try { UnityEngine.WindZone self = (UnityEngine.WindZone)checkSelf(l); UnityEngine.WindZoneMode v; checkEnum(l, 2, out v); self.mode = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
// fields // properties static void WindZone_mode(JSVCall vc) { if (vc.bGet) { UnityEngine.WindZone _this = (UnityEngine.WindZone)vc.csObj; var result = _this.mode; JSApi.setEnum((int)JSApi.SetType.Rval, (int)result); } else { UnityEngine.WindZoneMode arg0 = (UnityEngine.WindZoneMode)JSApi.getEnum((int)JSApi.GetType.Arg); UnityEngine.WindZone _this = (UnityEngine.WindZone)vc.csObj; _this.mode = arg0; } }
static void WindZone_windTurbulence(JSVCall vc) { if (vc.bGet) { UnityEngine.WindZone _this = (UnityEngine.WindZone)vc.csObj; var result = _this.windTurbulence; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); } else { System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg); UnityEngine.WindZone _this = (UnityEngine.WindZone)vc.csObj; _this.windTurbulence = arg0; } }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.WindZone windZone = (UnityEngine.WindZone)value; foreach (string property in reader.Properties) { switch (property) { case "mode": windZone.mode = reader.ReadProperty <UnityEngine.WindZoneMode> (); break; case "radius": windZone.radius = reader.ReadProperty <System.Single> (); break; case "windMain": windZone.windMain = reader.ReadProperty <System.Single> (); break; case "windTurbulence": windZone.windTurbulence = reader.ReadProperty <System.Single> (); break; case "windPulseMagnitude": windZone.windPulseMagnitude = reader.ReadProperty <System.Single> (); break; case "windPulseFrequency": windZone.windPulseFrequency = reader.ReadProperty <System.Single> (); break; case "tag": windZone.tag = reader.ReadProperty <System.String> (); break; case "name": windZone.name = reader.ReadProperty <System.String> (); break; case "hideFlags": windZone.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.WindZone windZone = SaveGameType.CreateComponent <UnityEngine.WindZone> (); ReadInto(windZone, reader); return(windZone); }