/// <description> /// Attach<paramref name="" /> bottomWindow to /// </description> /// <param name="bottomWindow"></param> /// <param name="topWindow"></param> public static void Attach(GuiWindowCtrl bottomWindow, GuiWindowCtrl topWindow) { InternalUnsafeMethods.Attach__Args _args = new InternalUnsafeMethods.Attach__Args() { bottomWindow = bottomWindow.ObjectPtr, topWindow = topWindow.ObjectPtr, }; InternalUnsafeMethods.Attach()(_args); }
/// <description> /// () Attaches the logger to the console and begins writing to file /// </description> /// <code> /// // Create the logger /// // Will automatically start writing to testLogging.txt with normal priority /// new ConsoleLogger(logger, "testLogging.txt", false); /// /// // Send something to the console, with the logger consumes and writes to file /// echo("This is logged to the file"); /// /// // Stop logging, but do not delete the logger /// logger.detach(); /// /// echo("This is not logged to the file"); /// /// // Attach the logger to the console again /// logger.attach(); /// /// // Logging has resumed /// echo("Logging has resumed"); /// </code> public bool Attach() { InternalUnsafeMethods.Attach__Args _args = new InternalUnsafeMethods.Attach__Args() { }; bool _engineResult = InternalUnsafeMethods.Attach()(ObjectPtr, _args); return(_engineResult); }
/// <summary>Push a line onto the back of the list.</summary> /// <description> /// /// </description> /// <param name="item">The GUI element being pushed into the control</param> /// <code> /// // All messages are stored in this HudMessageVector, the actual /// // MainChatHud only displays the contents of this vector. /// new MessageVector(HudMessageVector); /// /// // Attach the MessageVector to the chat control /// chatHud.attach(HudMessageVector); /// </code> /// <returns>Value</returns> public bool Attach(MessageVector item) { InternalUnsafeMethods.Attach__Args _args = new InternalUnsafeMethods.Attach__Args() { item = item.ObjectPtr, }; bool _engineResult = InternalUnsafeMethods.Attach()(ObjectPtr, _args); return(_engineResult); }
/// <summary>Attempts to associate the PhysicsForce with a PhysicsBody.</summary> /// <description> /// Performs a physics ray cast of the provided length and direction. The %PhysicsForce will attach itself to the first dynamic PhysicsBody the ray collides with. On every tick, the attached body will be attracted towards the position of the %PhysicsForce. /// /// A %PhysicsForce can only be attached to one body at a time. /// </description> /// <remarks> To determine if an %attach was successful, check isAttached() immediately after calling this function.n /// </remarks> public void Attach(Point3F start, Point3F direction, float maxDist) { start.Alloc(); direction.Alloc(); InternalUnsafeMethods.Attach__Args _args = new InternalUnsafeMethods.Attach__Args() { start = start.internalStructPtr, direction = direction.internalStructPtr, maxDist = maxDist, }; InternalUnsafeMethods.Attach()(ObjectPtr, _args); start.Free(); direction.Free(); }