// Use this for initialization void Start() { m_animator = GetComponent <Animator>(); m_rigidBody = GetComponent <Rigidbody>(); m_collider = GetComponent <BoxCollider>(); m_sortingGroup = GetComponent <UnityEngine.Rendering.SortingGroup>(); }
static public int get_sortingLayerID(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.Rendering.SortingGroup self = (UnityEngine.Rendering.SortingGroup)checkSelf(l); pushValue(l, true); pushValue(l, self.sortingLayerID); 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 get_sortingOrder(IntPtr l) { try { UnityEngine.Rendering.SortingGroup self = (UnityEngine.Rendering.SortingGroup)checkSelf(l); pushValue(l, true); pushValue(l, self.sortingOrder); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.Rendering.SortingGroup o; o = new UnityEngine.Rendering.SortingGroup(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_sortingOrder(IntPtr l) { try { UnityEngine.Rendering.SortingGroup self = (UnityEngine.Rendering.SortingGroup)checkSelf(l); int v; checkType(l, 2, out v); self.sortingOrder = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static int get_sortingLayerID(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Rendering.SortingGroup obj = (UnityEngine.Rendering.SortingGroup)o; int ret = obj.sortingLayerID; LuaDLL.lua_pushinteger(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index sortingLayerID on a nil value")); } }
static int set_sortingOrder(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Rendering.SortingGroup obj = (UnityEngine.Rendering.SortingGroup)o; int arg0 = (int)LuaDLL.luaL_checknumber(L, 2); obj.sortingOrder = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index sortingOrder on a nil value")); } }
static int set_sortingLayerName(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Rendering.SortingGroup obj = (UnityEngine.Rendering.SortingGroup)o; string arg0 = ToLua.CheckString(L, 2); obj.sortingLayerName = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index sortingLayerName on a nil value")); } }
static int get_sortingGroup(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); DragonBones.UnityArmatureComponent obj = (DragonBones.UnityArmatureComponent)o; UnityEngine.Rendering.SortingGroup ret = obj.sortingGroup; ToLua.PushSealed(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index sortingGroup on a nil value")); } }
static int _CreateUnityEngine_Rendering_SortingGroup(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 0) { UnityEngine.Rendering.SortingGroup obj = new UnityEngine.Rendering.SortingGroup(); ToLua.PushSealed(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: UnityEngine.Rendering.SortingGroup.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public void OnEnable() { group = GetComponent <UnityEngine.Rendering.SortingGroup>(); }