상속: UnityEngine.Component
 static public int set_activated(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.AI.OffMeshLink self = (UnityEngine.AI.OffMeshLink)checkSelf(l);
         bool v;
         checkType(l, 2, out v);
         self.activated = v;
         pushValue(l, true);
         return(1);
     }
     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
 }
 static public int get_startTransform(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.AI.OffMeshLink self = (UnityEngine.AI.OffMeshLink)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.startTransform);
         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
 }
 static public int UpdatePositions(IntPtr l)
 {
     try {
         UnityEngine.AI.OffMeshLink self = (UnityEngine.AI.OffMeshLink)checkSelf(l);
         self.UpdatePositions();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_costOverride(IntPtr l)
 {
     try {
         UnityEngine.AI.OffMeshLink self = (UnityEngine.AI.OffMeshLink)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.costOverride);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #5
0
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.AI.OffMeshLink o;
         o = new UnityEngine.AI.OffMeshLink();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_costOverride(IntPtr l)
 {
     try {
         UnityEngine.AI.OffMeshLink self = (UnityEngine.AI.OffMeshLink)checkSelf(l);
         float v;
         checkType(l, 2, out v);
         self.costOverride = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_activated(IntPtr l)
 {
     try {
         UnityEngine.AI.OffMeshLink self = (UnityEngine.AI.OffMeshLink)checkSelf(l);
         bool v;
         checkType(l, 2, out v);
         self.activated = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_endTransform(IntPtr l)
 {
     try {
         UnityEngine.AI.OffMeshLink self = (UnityEngine.AI.OffMeshLink)checkSelf(l);
         UnityEngine.Transform      v;
         checkType(l, 2, out v);
         self.endTransform = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }