상속: Object
예제 #1
0
 static public int constructor(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.Flare o;
         o = new UnityEngine.Flare();
         pushValue(l, true);
         pushValue(l, o);
         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 constructor(IntPtr l) {
		try {
			UnityEngine.Flare o;
			o=new UnityEngine.Flare();
			pushValue(l,true);
			pushValue(l,o);
			return 2;
		}
		catch(Exception e) {
			return error(l,e);
		}
	}
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.Flare o;
         o = new UnityEngine.Flare();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #4
0
 public static int constructor(IntPtr l)
 {
     try {
         UnityEngine.Flare o;
         o=new UnityEngine.Flare();
         pushValue(l,o);
         return 1;
     }
     catch(Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return 0;
     }
 }
예제 #5
0
 static void Light_flare(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.Light _this = (UnityEngine.Light)vc.csObj;
         var result = _this.flare;
         JSMgr.datax.setObject((int)JSApi.SetType.Rval, result);
     }
     else
     {
         UnityEngine.Flare arg0  = (UnityEngine.Flare)JSMgr.datax.getObject((int)JSApi.GetType.Arg);
         UnityEngine.Light _this = (UnityEngine.Light)vc.csObj;
         _this.flare = arg0;
     }
 }
 public static int set_flare_wrap(long L)
 {
     try
     {
         long              nThisPtr = FCLibHelper.fc_get_inport_obj_ptr(L);
         Light             ret      = get_obj(nThisPtr);
         UnityEngine.Flare arg0     = FCGetObj.GetObj <UnityEngine.Flare>(FCLibHelper.fc_get_intptr(L, 0));
         ret.flare = arg0;
     }
     catch (Exception e)
     {
         Debug.LogException(e);
     }
     return(0);
 }
    static int set_flare(IntPtr L)
    {
        UnityEngine.Light obj  = (UnityEngine.Light)ToLua.ToObject(L, 1);
        UnityEngine.Flare arg0 = (UnityEngine.Flare)ToLua.CheckUnityObject(L, 2, typeof(UnityEngine.Flare));

        try
        {
            obj.flare = arg0;
        }
        catch (Exception e)
        {
            return(LuaDLL.luaL_error(L, obj == null ? "attempt to index flare on a nil value" : e.Message));
        }

        return(0);
    }
    static int get_flare(IntPtr L)
    {
        UnityEngine.Light obj = (UnityEngine.Light)ToLua.ToObject(L, 1);
        UnityEngine.Flare ret = null;

        try
        {
            ret = obj.flare;
        }
        catch (Exception e)
        {
            return(LuaDLL.luaL_error(L, obj == null ? "attempt to index flare on a nil value" : e.Message));
        }

        ToLua.Push(L, ret);
        return(1);
    }
예제 #9
0
        /// <summary>
        /// Read the data into the specified value.
        /// </summary>
        /// <param name="value">Value.</param>
        /// <param name="reader">Reader.</param>
        public override void ReadInto(object value, ISaveGameReader reader)
        {
            UnityEngine.Flare flare = (UnityEngine.Flare)value;
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "name":
                    flare.name = reader.ReadProperty <System.String> ();
                    break;

                case "hideFlags":
                    flare.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> ();
                    break;
                }
            }
        }
    static int set_flare(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.Light obj  = (UnityEngine.Light)o;
            UnityEngine.Flare arg0 = (UnityEngine.Flare)ToLua.CheckObject(L, 2, typeof(UnityEngine.Flare));
            obj.flare = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index flare on a nil value"));
        }
    }
    static int get_flare(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.Light obj = (UnityEngine.Light)o;
            UnityEngine.Flare ret = obj.flare;
            ToLua.PushSealed(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index flare on a nil value"));
        }
    }
예제 #12
0
    static int get_flare(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.Light.flare");
#endif
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.Light obj = (UnityEngine.Light)o;
            UnityEngine.Flare ret = obj.flare;
            ToLua.PushSealed(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index flare on a nil value"));
        }
    }
예제 #13
0
    static int set_flare(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.Light.flare");
#endif
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.Light obj  = (UnityEngine.Light)o;
            UnityEngine.Flare arg0 = (UnityEngine.Flare)ToLua.CheckObject(L, 2, typeof(UnityEngine.Flare));
            obj.flare = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index flare on a nil value"));
        }
    }
예제 #14
0
 /// <summary>
 /// Write the specified value using the writer.
 /// </summary>
 /// <param name="value">Value.</param>
 /// <param name="writer">Writer.</param>
 public override void Write(object value, ISaveGameWriter writer)
 {
     UnityEngine.Flare flare = (UnityEngine.Flare)value;
     writer.WriteProperty("name", flare.name);
     writer.WriteProperty("hideFlags", flare.hideFlags);
 }
예제 #15
0
 /// <summary>
 /// Read the data using the reader.
 /// </summary>
 /// <param name="reader">Reader.</param>
 public override object Read(ISaveGameReader reader)
 {
     UnityEngine.Flare flare = new UnityEngine.Flare();
     ReadInto(flare, reader);
     return(flare);
 }
 extern static void Internal_Create([Writable] Flare self);
예제 #17
0
		public override void Reset()
		{
			gameObject = null;
			lightFlare = null;
		}
예제 #18
0
 public Flare()
 {
     Flare.Internal_Create(this);
 }
예제 #19
0
 private static extern void Internal_Create([Writable] Flare self);