static public int get_depth(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.EventSystems.PhysicsRaycaster self = (UnityEngine.EventSystems.PhysicsRaycaster)checkSelf(l); pushValue(l, true); pushValue(l, self.depth); 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 Raycast(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.EventSystems.PhysicsRaycaster self = (UnityEngine.EventSystems.PhysicsRaycaster)checkSelf(l); UnityEngine.EventSystems.PointerEventData a1; checkType(l, 2, out a1); System.Collections.Generic.List <UnityEngine.EventSystems.RaycastResult> a2; checkType(l, 3, out a2); self.Raycast(a1, a2); 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 }
public void goToShootMode() { Debug.Log("inside now spawn a new camera"); if (shootCameraObject == null) { shootCamera = CameraSpawn.AddComponent(typeof(Camera)) as Camera; shootCameraObject = shootCamera.gameObject; ShootCameraRayCaster = shootCameraObject.AddComponent(typeof(UnityEngine.EventSystems.PhysicsRaycaster)) as UnityEngine.EventSystems.PhysicsRaycaster; //GameObject Bloom = shootCameraObject.AddComponent<Bloom>(); } else { shootCameraObject.SetActive(true); } // i should also deactivate all other buttons (buttons in the shop) // instantiate more buttons and controllers that controll the camera and offer invoking shooting and a node function call to destroy this camera and then // go back to node and normal camera canvasChanger.activateShootingCanvas(this.gameObject); return; }
static public int set_eventMask(IntPtr l) { UnityEngine.EventSystems.PhysicsRaycaster o = (UnityEngine.EventSystems.PhysicsRaycaster)checkSelf(l); UnityEngine.LayerMask v; checkType(l, 2, out v); o.eventMask = v; return(0); }
/// <summary> /// Sets the depth of the camera /// </summary> public void SetCameraDepth(float depth) { if (m_Camera == null) { m_Camera = GetComponent<Camera>(); m_Raycaster = GetComponent<PhysicsRaycaster>(); } m_Camera.depth = depth; }
static public int get_maxRayIntersections(IntPtr l) { try { UnityEngine.EventSystems.PhysicsRaycaster self = (UnityEngine.EventSystems.PhysicsRaycaster)checkSelf(l); pushValue(l, self.maxRayIntersections); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_eventMask(IntPtr l) { try { UnityEngine.EventSystems.PhysicsRaycaster self = (UnityEngine.EventSystems.PhysicsRaycaster)checkSelf(l); pushValue(l, true); pushValue(l, self.eventMask); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_eventMask(IntPtr l) { try { UnityEngine.EventSystems.PhysicsRaycaster self = (UnityEngine.EventSystems.PhysicsRaycaster)checkSelf(l); pushValue(l, self.eventMask); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_eventMask(IntPtr l) { try { UnityEngine.EventSystems.PhysicsRaycaster self = (UnityEngine.EventSystems.PhysicsRaycaster)checkSelf(l); UnityEngine.LayerMask v; checkValueType(l, 2, out v); self.eventMask = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int set_maxRayIntersections(IntPtr l) { try { UnityEngine.EventSystems.PhysicsRaycaster self = (UnityEngine.EventSystems.PhysicsRaycaster)checkSelf(l); int v; checkType(l, 2, out v); self.maxRayIntersections = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int Raycast(IntPtr l) { try { UnityEngine.EventSystems.PhysicsRaycaster self = (UnityEngine.EventSystems.PhysicsRaycaster)checkSelf(l); UnityEngine.EventSystems.PointerEventData a1; checkType(l, 2, out a1); System.Collections.Generic.List <UnityEngine.EventSystems.RaycastResult> a2; checkType(l, 3, out a2); self.Raycast(a1, a2); return(0); } catch (Exception e) { return(error(l, e)); } }
static public int Raycast(IntPtr l) { try{ UnityEngine.EventSystems.PhysicsRaycaster self = (UnityEngine.EventSystems.PhysicsRaycaster)checkSelf(l); UnityEngine.EventSystems.PointerEventData a1; checkType(l, 2, out a1); List <UnityEngine.EventSystems.RaycastResult> a2; checkType(l, 3, out a2); self.Raycast(a1, a2); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
void Awake() { m_Camera = GetComponent<Camera>(); m_Raycaster = GetComponent<PhysicsRaycaster>(); }
static public int get_eventMask(IntPtr l) { UnityEngine.EventSystems.PhysicsRaycaster o = (UnityEngine.EventSystems.PhysicsRaycaster)checkSelf(l); pushValue(l, o.eventMask); return(1); }
void Awake() { cam = GetComponent<Camera>(); raycaster = GetComponent<PhysicsRaycaster>(); layermask = raycaster.eventMask; }