public place ( Transform transform, float ratio ) : void | ||
transform | Transform | |
ratio | float | |
리턴 | void |
static int place(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 3) { LTBezierPath obj = (LTBezierPath)ToLua.CheckObject <LTBezierPath>(L, 1); UnityEngine.Transform arg0 = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); obj.place(arg0, arg1); return(0); } else if (count == 4) { LTBezierPath obj = (LTBezierPath)ToLua.CheckObject <LTBezierPath>(L, 1); UnityEngine.Transform arg0 = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 4); obj.place(arg0, arg1, arg2); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: LTBezierPath.place")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static public int place(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 3) { LTBezierPath self = (LTBezierPath)checkSelf(l); UnityEngine.Transform a1; checkType(l, 2, out a1); System.Single a2; checkType(l, 3, out a2); self.place(a1, a2); return(0); } else if (argc == 4) { LTBezierPath self = (LTBezierPath)checkSelf(l); UnityEngine.Transform a1; checkType(l, 2, out a1); System.Single a2; checkType(l, 3, out a2); UnityEngine.Vector3 a3; checkType(l, 4, out a3); self.place(a1, a2, a3); return(0); } LuaDLL.luaL_error(l, "No matched override function to call"); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static int place(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(LTBezierPath), typeof(UnityEngine.Transform), typeof(float))) { LTBezierPath obj = (LTBezierPath)ToLua.ToObject(L, 1); UnityEngine.Transform arg0 = (UnityEngine.Transform)ToLua.ToObject(L, 2); float arg1 = (float)LuaDLL.lua_tonumber(L, 3); obj.place(arg0, arg1); return 0; } else if (count == 4 && TypeChecker.CheckTypes(L, 1, typeof(LTBezierPath), typeof(UnityEngine.Transform), typeof(float), typeof(UnityEngine.Vector3))) { LTBezierPath obj = (LTBezierPath)ToLua.ToObject(L, 1); UnityEngine.Transform arg0 = (UnityEngine.Transform)ToLua.ToObject(L, 2); float arg1 = (float)LuaDLL.lua_tonumber(L, 3); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 4); obj.place(arg0, arg1, arg2); return 0; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: LTBezierPath.place"); } } catch(Exception e) { return LuaDLL.toluaL_exception(L, e); } }
// Use this for initialization void Start () { Nuts = new Transform[numNuts]; // Get the leantween editor path path = GetComponent<LeanTweenPath>(); // Create a bezier path based on the path nutPath = new LTBezierPath(path.vec3); // Load up the prefab itemPrefab = Resources.Load("CrystalNutPrefab", typeof(GameObject)) as GameObject; // Fill up the array with nuts for (int i=0; i< Nuts.Length; i++) Nuts[i] = (Transform) Instantiate(itemPrefab).transform; float pct = 0.0f; //float portion = 1.0f/Nuts.Length + 0.1f; float portion = 1.0f / Nuts.Length; //print("portion:" + portion); for (int i = 0; i < Nuts.Length; i++) { //float pct = 0.1f * i * (10 / Nuts.Length); //print(pct); nutPath.place(Nuts[i], pct); pct += portion; } }
void Update() { ltBezierPath.place(transform, iter); iter += Time.deltaTime * 0.03f; if (iter > 1.0f) { iter = 0.0f; } }
static public int place(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 int argc = LuaDLL.lua_gettop(l); if (argc == 3) { LTBezierPath self = (LTBezierPath)checkSelf(l); UnityEngine.Transform a1; checkType(l, 2, out a1); System.Single a2; checkType(l, 3, out a2); self.place(a1, a2); pushValue(l, true); return(1); } else if (argc == 4) { LTBezierPath self = (LTBezierPath)checkSelf(l); UnityEngine.Transform a1; checkType(l, 2, out a1); System.Single a2; checkType(l, 3, out a2); UnityEngine.Vector3 a3; checkType(l, 4, out a3); self.place(a1, a2, a3); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function place to call"); 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 }
void Update() { IncrementProgress(); if (progressAvatar_1 > 1.0f || progressAvatar_2 > 1.0f || progressAvatar_3 > 1.0f) { ResetAvatarProgress(); //OnRaceFinished(); } path.place(avatar1.transform, progressAvatar_1); path.place(avatar2.transform, progressAvatar_2); path.place(avatar3.transform, progressAvatar_3); avatar1.transform.rotation = (Quaternion.identity); avatar2.transform.rotation = (Quaternion.identity); avatar3.transform.rotation = (Quaternion.identity); }
void Update() { //Or Update Manually //cr.place2d(sprite1.transform, iter); iter += Time.deltaTime * 0.07f; if (iter > 1.0f) { iter = 0.0f; } cr.place(avatar1.transform, iter); }
// Update is called once per frame void Update() { ltPath1.place(lt1.transform, iter1); lt2.transform.position = ltPath2.point(iter2); iter1 += Time.deltaTime * 0.1f; if (iter1 > 1.0f) { iter1 = 0.0f; } iter2 += Time.deltaTime * 0.1f; if (iter2 > 1.0f) { iter2 = 0.0f; } }
// Update is called once per frame void Update() { // Update avatar's position on correct track track.place(ObjectFollowing.transform, trackPosition); trackPosition += Time.deltaTime * speed; // * Input.GetAxis("Vertical"); // Uncomment to have the forward and backwards controlled by the directional arrows if (trackPosition < 0f) // We need to keep the ratio between 0-1 so after one we will loop back to the beginning of the track { trackPosition = 1f; } else if (trackPosition > 1f) { trackPosition = 0f; } }