Wind Zones add realism to the trees you create by making them wave their branches and leaves as if blown by the wind.

Inheritance: Component
コード例 #1
0
 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));
     }
 }
コード例 #2
0
 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);
     }
 }
コード例 #3
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);
     }
 }
コード例 #4
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));
     }
 }
コード例 #5
0
 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;
     }
 }
コード例 #6
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);
     }
 }
コード例 #7
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);
 }
コード例 #8
0
 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);
     }
 }
コード例 #9
0
 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));
     }
 }
コード例 #10
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 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));
     }
 }
コード例 #11
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;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #12
0
 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);
     }
 }
コード例 #13
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);
     }
 }
コード例 #14
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;
        }
    }
コード例 #15
0
 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;
     }
 }
コード例 #16
0
        /// <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;
                }
            }
        }
コード例 #17
0
 /// <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);
 }