static public int CrossFadeQueued(IntPtr l) { try{ int argc = LuaDLL.lua_gettop(l); if (argc == 5) { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); System.Single a2; checkType(l, 3, out a2); UnityEngine.QueueMode a3; checkEnum(l, 4, out a3); UnityEngine.PlayMode a4; checkEnum(l, 5, out a4); UnityEngine.AnimationState ret = self.CrossFadeQueued(a1, a2, a3, a4); pushValue(l, ret); return(1); } else if (argc == 4) { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); System.Single a2; checkType(l, 3, out a2); UnityEngine.QueueMode a3; checkEnum(l, 4, out a3); UnityEngine.AnimationState ret = self.CrossFadeQueued(a1, a2, a3); pushValue(l, ret); return(1); } else if (argc == 3) { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); System.Single a2; checkType(l, 3, out a2); UnityEngine.AnimationState ret = self.CrossFadeQueued(a1, a2); pushValue(l, ret); return(1); } else if (argc == 2) { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); UnityEngine.AnimationState ret = self.CrossFadeQueued(a1); pushValue(l, ret); return(1); } 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 CrossFadeQueued(IntPtr L) { #if UNITY_EDITOR ToluaProfiler.AddCallRecord("UnityEngine.Animation.Register"); #endif try { int count = LuaDLL.lua_gettop(L); if (count == 2) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject(L, 1, typeof(UnityEngine.Animation)); string arg0 = ToLua.CheckString(L, 2); UnityEngine.AnimationState o = obj.CrossFadeQueued(arg0); ToLua.PushSealed(L, o); return(1); } else if (count == 3) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject(L, 1, typeof(UnityEngine.Animation)); string arg0 = ToLua.CheckString(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.AnimationState o = obj.CrossFadeQueued(arg0, arg1); ToLua.PushSealed(L, o); return(1); } else if (count == 4) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject(L, 1, typeof(UnityEngine.Animation)); string arg0 = ToLua.CheckString(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.QueueMode arg2 = (UnityEngine.QueueMode)ToLua.CheckObject(L, 4, typeof(UnityEngine.QueueMode)); UnityEngine.AnimationState o = obj.CrossFadeQueued(arg0, arg1, arg2); ToLua.PushSealed(L, o); return(1); } else if (count == 5) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject(L, 1, typeof(UnityEngine.Animation)); string arg0 = ToLua.CheckString(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.QueueMode arg2 = (UnityEngine.QueueMode)ToLua.CheckObject(L, 4, typeof(UnityEngine.QueueMode)); UnityEngine.PlayMode arg3 = (UnityEngine.PlayMode)ToLua.CheckObject(L, 5, typeof(UnityEngine.PlayMode)); UnityEngine.AnimationState o = obj.CrossFadeQueued(arg0, arg1, arg2, arg3); ToLua.PushSealed(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Animation.CrossFadeQueued")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int CrossFadeQueued(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject <UnityEngine.Animation>(L, 1); string arg0 = ToLua.CheckString(L, 2); UnityEngine.AnimationState o = obj.CrossFadeQueued(arg0); ToLua.PushSealed(L, o); return(1); } else if (count == 3) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject <UnityEngine.Animation>(L, 1); string arg0 = ToLua.CheckString(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.AnimationState o = obj.CrossFadeQueued(arg0, arg1); ToLua.PushSealed(L, o); return(1); } else if (count == 4) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject <UnityEngine.Animation>(L, 1); string arg0 = ToLua.CheckString(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.QueueMode arg2 = (UnityEngine.QueueMode)ToLua.CheckObject(L, 4, TypeTraits <UnityEngine.QueueMode> .type); UnityEngine.AnimationState o = obj.CrossFadeQueued(arg0, arg1, arg2); ToLua.PushSealed(L, o); return(1); } else if (count == 5) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject <UnityEngine.Animation>(L, 1); string arg0 = ToLua.CheckString(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.QueueMode arg2 = (UnityEngine.QueueMode)ToLua.CheckObject(L, 4, TypeTraits <UnityEngine.QueueMode> .type); UnityEngine.PlayMode arg3 = (UnityEngine.PlayMode)ToLua.CheckObject(L, 5, TypeTraits <UnityEngine.PlayMode> .type); UnityEngine.AnimationState o = obj.CrossFadeQueued(arg0, arg1, arg2, arg3); ToLua.PushSealed(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Animation.CrossFadeQueued")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int CrossFadeQueued(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Animation), typeof(string))) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.ToObject(L, 1); string arg0 = ToLua.ToString(L, 2); UnityEngine.AnimationState o = obj.CrossFadeQueued(arg0); ToLua.Push(L, o); return(1); } else if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Animation), typeof(string), typeof(float))) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.ToObject(L, 1); string arg0 = ToLua.ToString(L, 2); float arg1 = (float)LuaDLL.lua_tonumber(L, 3); UnityEngine.AnimationState o = obj.CrossFadeQueued(arg0, arg1); ToLua.Push(L, o); return(1); } else if (count == 4 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Animation), typeof(string), typeof(float), typeof(UnityEngine.QueueMode))) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.ToObject(L, 1); string arg0 = ToLua.ToString(L, 2); float arg1 = (float)LuaDLL.lua_tonumber(L, 3); UnityEngine.QueueMode arg2 = (UnityEngine.QueueMode)ToLua.ToObject(L, 4); UnityEngine.AnimationState o = obj.CrossFadeQueued(arg0, arg1, arg2); ToLua.Push(L, o); return(1); } else if (count == 5 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Animation), typeof(string), typeof(float), typeof(UnityEngine.QueueMode), typeof(UnityEngine.PlayMode))) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.ToObject(L, 1); string arg0 = ToLua.ToString(L, 2); float arg1 = (float)LuaDLL.lua_tonumber(L, 3); UnityEngine.QueueMode arg2 = (UnityEngine.QueueMode)ToLua.ToObject(L, 4); UnityEngine.PlayMode arg3 = (UnityEngine.PlayMode)ToLua.ToObject(L, 5); UnityEngine.AnimationState o = obj.CrossFadeQueued(arg0, arg1, arg2, arg3); ToLua.Push(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Animation.CrossFadeQueued")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public AnimationState CrossFadeAnimQueued(AnimGroup group, AnimIndex anim, float duration, QueueMode queueMode, PlayMode playMode) { var animState = LoadAnim(group, anim); _curAnimGroup = AnimGroup = group; _curAnim = AnimIndex = anim; _anim.CrossFadeQueued(animState.name, duration, queueMode, playMode); return(animState); }
static int QPYX_CrossFadeQueued_YXQP(IntPtr L_YXQP) { try { int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP); if (QPYX_count_YXQP == 2) { UnityEngine.Animation QPYX_obj_YXQP = (UnityEngine.Animation)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Animation)); string QPYX_arg0_YXQP = ToLua.CheckString(L_YXQP, 2); UnityEngine.AnimationState QPYX_o_YXQP = QPYX_obj_YXQP.CrossFadeQueued(QPYX_arg0_YXQP); ToLua.PushSealed(L_YXQP, QPYX_o_YXQP); return(1); } else if (QPYX_count_YXQP == 3) { UnityEngine.Animation QPYX_obj_YXQP = (UnityEngine.Animation)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Animation)); string QPYX_arg0_YXQP = ToLua.CheckString(L_YXQP, 2); float QPYX_arg1_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 3); UnityEngine.AnimationState QPYX_o_YXQP = QPYX_obj_YXQP.CrossFadeQueued(QPYX_arg0_YXQP, QPYX_arg1_YXQP); ToLua.PushSealed(L_YXQP, QPYX_o_YXQP); return(1); } else if (QPYX_count_YXQP == 4) { UnityEngine.Animation QPYX_obj_YXQP = (UnityEngine.Animation)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Animation)); string QPYX_arg0_YXQP = ToLua.CheckString(L_YXQP, 2); float QPYX_arg1_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 3); UnityEngine.QueueMode QPYX_arg2_YXQP = (UnityEngine.QueueMode)ToLua.CheckObject(L_YXQP, 4, typeof(UnityEngine.QueueMode)); UnityEngine.AnimationState QPYX_o_YXQP = QPYX_obj_YXQP.CrossFadeQueued(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP); ToLua.PushSealed(L_YXQP, QPYX_o_YXQP); return(1); } else if (QPYX_count_YXQP == 5) { UnityEngine.Animation QPYX_obj_YXQP = (UnityEngine.Animation)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Animation)); string QPYX_arg0_YXQP = ToLua.CheckString(L_YXQP, 2); float QPYX_arg1_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 3); UnityEngine.QueueMode QPYX_arg2_YXQP = (UnityEngine.QueueMode)ToLua.CheckObject(L_YXQP, 4, typeof(UnityEngine.QueueMode)); UnityEngine.PlayMode QPYX_arg3_YXQP = (UnityEngine.PlayMode)ToLua.CheckObject(L_YXQP, 5, typeof(UnityEngine.PlayMode)); UnityEngine.AnimationState QPYX_o_YXQP = QPYX_obj_YXQP.CrossFadeQueued(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP, QPYX_arg3_YXQP); ToLua.PushSealed(L_YXQP, QPYX_o_YXQP); return(1); } else { return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.Animation.CrossFadeQueued")); } } catch (Exception e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP)); } }
static public int CrossFadeQueued__String(IntPtr l) { try { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); var ret = self.CrossFadeQueued(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
public static int CrossFadeQueued3_wrap(long L) { try { long nThisPtr = FCLibHelper.fc_get_inport_obj_ptr(L); UnityEngine.Animation obj = get_obj(nThisPtr); string arg0 = FCLibHelper.fc_get_string_a(L, 0); UnityEngine.AnimationState ret = obj.CrossFadeQueued(arg0); long ret_ptr = FCLibHelper.fc_get_return_ptr(L); long v = FCGetObj.PushObj(ret); FCLibHelper.fc_set_value_wrap_objptr(ret_ptr, v); } catch (Exception e) { Debug.LogException(e); } return(0); }
static public int CrossFadeQueued__String__Single__QueueMode(IntPtr l) { try { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); System.Single a2; checkType(l, 3, out a2); UnityEngine.QueueMode a3; checkEnum(l, 4, out a3); var ret = self.CrossFadeQueued(a1, a2, a3); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
public static int CrossFadeQueued1_wrap(long L) { try { long VM = FCLibHelper.fc_get_vm_ptr(L); long nThisPtr = FCLibHelper.fc_get_inport_obj_ptr(L); UnityEngine.Animation obj = get_obj(nThisPtr); string arg0 = FCLibHelper.fc_get_string_a(L, 0); float arg1 = FCLibHelper.fc_get_float(L, 1); UnityEngine.QueueMode arg2 = (UnityEngine.QueueMode)(FCLibHelper.fc_get_int(L, 2)); UnityEngine.AnimationState ret = obj.CrossFadeQueued(arg0, arg1, arg2); long ret_ptr = FCLibHelper.fc_get_return_ptr(L); long v = FCGetObj.PushObj(ret); FCLibHelper.fc_set_value_wrap_objptr(VM, ret_ptr, v); } catch (Exception e) { Debug.LogException(e); } return(0); }
static public int CrossFadeQueued(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 == 2) { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); var ret = self.CrossFadeQueued(a1); pushValue(l, true); pushValue(l, ret); return(2); } else if (argc == 3) { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); System.Single a2; checkType(l, 3, out a2); var ret = self.CrossFadeQueued(a1, a2); pushValue(l, true); pushValue(l, ret); return(2); } else if (argc == 4) { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); System.Single a2; checkType(l, 3, out a2); UnityEngine.QueueMode a3; a3 = (UnityEngine.QueueMode)LuaDLL.luaL_checkinteger(l, 4); var ret = self.CrossFadeQueued(a1, a2, a3); pushValue(l, true); pushValue(l, ret); return(2); } else if (argc == 5) { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); System.Single a2; checkType(l, 3, out a2); UnityEngine.QueueMode a3; a3 = (UnityEngine.QueueMode)LuaDLL.luaL_checkinteger(l, 4); UnityEngine.PlayMode a4; a4 = (UnityEngine.PlayMode)LuaDLL.luaL_checkinteger(l, 5); var ret = self.CrossFadeQueued(a1, a2, a3, a4); pushValue(l, true); pushValue(l, ret); return(2); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function CrossFadeQueued 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 }
private bool PlayAnimation(Animation animation, string name) { bool b = false; if(animation != null && name != "" && animation[name] != null) { if(this.show) animation[name].layer = this.min; if(this.playOptions[this.number] == "Play") { animation.Play(name, this.playMode); } else if(this.playOptions[this.number] == "CrossFade") { animation.CrossFade(name, this.time, this.playMode); } else if(this.playOptions[this.number] == "Blend") { animation.Blend(name, this.speed, this.time); } else if(this.playOptions[this.number] == "PlayQueued") { animation.PlayQueued(name, this.queueMode, this.playMode); } else if(this.playOptions[this.number] == "CrossFadeQueued") { animation.CrossFadeQueued(name, this.time, this.queueMode, this.playMode); } b = true; } return b; }
public static int metcrossfadetransitionanimation(Transform varpcharacter, string varpdestinationanimname, float varptransitiontime, Transform varpcontroller = null, string varpstateanimationname = "", bool varpgokinematic = true, string varpnewanimname = "transition", Animation varpanimationsystem = null, SkinnedMeshRenderer varprenderer = null, clsurganimationstatesmanager varpstatesmanager = null) { if (varpcharacter == null) { return -1; } if (varptransitiontime == 0f) { return -2; } if (varpanimationsystem == null) { varpanimationsystem = varpcharacter.root.GetComponentInChildren<Animation>(); if (varpanimationsystem == null) { return -3; } varpanimationsystem.Stop(); } if (varprenderer == null) { varprenderer = varpcharacter.root.GetComponentInChildren<SkinnedMeshRenderer>(); if (varprenderer == null) { return -4; } } if (varpgokinematic) { clsurgutils.metgodriven(varpcharacter, true); } Vector3 localPosition = default(Vector3); if (varpcontroller != null) { Vector3 position = varpcharacter.position; varpcontroller.position = position; varpcharacter.localPosition = localPosition; } AnimationClip animationClip = clsurgutils.metcreatetransitionanimation(varpcharacter, varpdestinationanimname, varptransitiontime, varpnewanimname, ref localPosition, varpstatesmanager, false); if (animationClip != null) { varpanimationsystem.Stop(); AnimationState animationState = varpanimationsystem[varpdestinationanimname]; if (animationState != null && animationState.name != varpdestinationanimname) { varpanimationsystem.RemoveClip(varpnewanimname); } varpanimationsystem.AddClip(animationClip, varpnewanimname); if (varpstateanimationname != string.Empty) { varpanimationsystem[varpnewanimname].wrapMode = WrapMode.Once; varpanimationsystem.CrossFade(varpnewanimname); varpanimationsystem.CrossFadeQueued(varpstateanimationname); } else { varpanimationsystem.CrossFade(varpnewanimname); } return 1; } Debug.LogError("Could not create transition"); return -5; }