private void Start() { rndValue = UnityEngine.Random.value * 100.0f; lightObject = GetComponent<Light>(); generate(); }
void Start() { startTime = Time.time; pEmitters = gameObject.GetComponentsInChildren<KSPParticleEmitter>(); foreach(KSPParticleEmitter pe in pEmitters) { pe.emit = true; pe.force = (4.49f * FlightGlobals.getGeeForceAtPosition(transform.position)); if(pe.maxEnergy > maxTime) { maxTime = pe.maxEnergy; } } lightFX = gameObject.AddComponent<Light>(); lightFX.color = Misc.ParseColor255("255,238,184,255"); lightFX.intensity = 8; lightFX.range = 50; exSound = GameDatabase.Instance.GetAudioClip("BDArmory/Sounds/explode1"); audioSource = gameObject.AddComponent<AudioSource>(); audioSource.minDistance = 20; audioSource.maxDistance = 1000; audioSource.volume = Mathf.Sqrt(GameSettings.SHIP_VOLUME); audioSource.PlayOneShot(exSound); }
void Start () { spotLight = spotRotater.GetComponent<Light>(); pixels = new Color[resolution * resolution]; // Generate color map. Texture2D colorMapTexture = new Texture2D(32, 1, TextureFormat.ARGB32, false); colorMapTexture.wrapMode = TextureWrapMode.Clamp; colorMapDiagram.Fill(pixels, 32, 1); colorMapTexture.SetPixels(pixels); colorMapTexture.Apply(); terrainTexture = new Texture2D(resolution, resolution, TextureFormat.ARGB32, false); terrainTexture.wrapMode = TextureWrapMode.Repeat; terrainTexture.name = "Dynamic Terrain"; terrainMesh.Generate(resolution); // Fetch materials, set textures, and read initial settings. terrainMaterial = terrainMesh.materials[0]; waterMaterial = terrainMesh.materials[1]; waterMaterial.mainTexture = terrainMaterial.mainTexture = terrainTexture; terrainMaterial.SetTexture("_ColorMap", colorMapTexture); morphValue = heightFieldDiagram.GetInputValue("Morph"); octavesValue = heightFieldDiagram.GetInputValue("Octaves"); persistenceValue = heightFieldDiagram.GetInputValue("Persistence"); secondary = heightFieldDiagram.GetInputValue("Secondary"); }
private MeshViewer() : base("Mesh Viewer", new Rect(512, 128, 512, 512), skin) { onDraw = DrawWindow; material = new Material(Shader.Find("Diffuse")); try { light = GameObject.Find("Directional Light").GetComponent<Light>(); } catch (Exception) { light = null; } meshViewerCamera = gameObject.AddComponent<Camera>(); meshViewerCamera.transform.position = new Vector3(-10000.0f, -10000.0f, -10000.0f); meshViewerCamera.fieldOfView = 20.0f; meshViewerCamera.backgroundColor = Color.grey; meshViewerCamera.nearClipPlane = 1.0f; meshViewerCamera.farClipPlane = 1000.0f; meshViewerCamera.enabled = false; targetRT = new RenderTexture(512, 512, 24, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear); meshViewerCamera.targetTexture = targetRT; }
private void ConvertUnityLightToBabylon(Light light, float progress) { if (!light.isActiveAndEnabled || light.alreadyLightmapped) { return; } ExporterWindow.ReportProgress(progress, "Exporting light: " + light.name); BabylonLight babylonLight = new BabylonLight { name = light.name, id = GetID(light.gameObject), parentId = GetParentID(light.transform) }; switch (light.type) { case LightType.Spot: babylonLight.type = 2; break; case LightType.Directional: babylonLight.type = 1; break; case LightType.Point: babylonLight.type = 0; babylonLight.range = light.range; break; case LightType.Area: // TODO break; } babylonLight.position = light.transform.localPosition.ToFloat(); var direction = new Vector3(0, 0, 1); var transformedDirection = light.transform.TransformDirection(direction); babylonLight.direction = transformedDirection.ToFloat(); babylonLight.diffuse = light.color.ToFloat(); babylonLight.intensity = light.intensity; babylonLight.angle = light.spotAngle * (float)Math.PI / 180; babylonLight.exponent = 1.0f; babylonScene.LightsList.Add(babylonLight); // Animations ExportAnimations(light.transform, babylonLight); // Shadows if (exportationOptions.ExportShadows) { if ((light.type == LightType.Directional || light.type == LightType.Spot) && light.shadows != LightShadows.None) { GenerateShadowsGenerator(light); } } }
void Start() { startTime = Time.time; pEmitters = gameObject.GetComponentsInChildren<KSPParticleEmitter>(); foreach(KSPParticleEmitter pe in pEmitters) { pe.emit = true; //if(pe.useWorldSpace) pe.force = (4.49f * FlightGlobals.getGeeForceAtPosition(transform.position)); if(pe.maxEnergy > maxTime) { maxTime = pe.maxEnergy; } } lightFX = gameObject.AddComponent<Light>(); lightFX.color = Misc.ParseColor255("255,238,184,255"); lightFX.intensity = 8; lightFX.range = range*3f; lightFX.shadows = LightShadows.None; audioSource.volume = BDArmorySettings.BDARMORY_WEAPONS_VOLUME; audioSource.PlayOneShot(exSound); }
private void OnEnable() { lightModes = new string[2]; lightModes[0] = @"UnLit"; lightModes[1] = @"BumpLit"; spriteRenderer = this.GetComponent<SpriteRenderer>(); sunLight = this.GetComponent<Light>(); hsbColor = new HSBColor(Color.white); hsbColor.s = 1.0f; if (GameObject.Find("FlareSpawner0") != null) { flareSpawners.Add(GameObject.Find("FlareSpawner0").GetComponent<Spawner>()); flareSpawners[0].enabled = false; } if (GameObject.Find("FlareSpawner1") != null) { flareSpawners.Add(GameObject.Find("FlareSpawner1").GetComponent<Spawner>()); flareSpawners[1].enabled = false; } if (GameObject.Find("FlareSpawner2") != null) { flareSpawners.Add(GameObject.Find("FlareSpawner2").GetComponent<Spawner>()); flareSpawners[2].enabled = false; } }
void ApplyAOLight(ref Color c, Light l, Vector3 pos, Vector3 n) { if (!l.isActiveAndEnabled) return; Vector3 dir; float intensity = l.intensity; if (l.type == LightType.Directional) { dir = -l.transform.forward; } else if (l.type == LightType.Point) { dir = (l.transform.position - pos).normalized; intensity *= Mathf.Clamp01((l.range - Vector3.Distance(l.transform.position, pos)) / l.range); } else { return; } intensity *= Mathf.Clamp01(Vector3.Dot(n, dir)); c.r += l.color.r * intensity; c.g += l.color.g * intensity; c.b += l.color.b * intensity; }
void SetColor(Transform _transform, Color _color) { mText = _transform.GetComponent<Text> (); if (mText != null){ mText.color = _color; } mLight = _transform.GetComponent<Light>(); if (mLight != null){ mLight.color = _color; } mImage = _transform.GetComponent<Image> (); if (mImage != null) { mImage.color = _color; } mSpriteRender = _transform.GetComponent<SpriteRenderer> (); if (mSpriteRender != null) { mSpriteRender.color = _color; } if (_transform.GetComponent<Renderer>() != null) { mMat = _transform.GetComponent<Renderer>().material; if (mMat != null) { mMat.color = _color; } } if (includeChilds) { for (int i = 0; i < _transform.childCount; ++i) { Transform child = _transform.GetChild(i); SetColor(child, _color); } } }
private void GenerateShadowsGenerator(Light light) { var generator = new BabylonShadowGenerator { lightId = GetID(light.gameObject), usePoissonSampling = light.shadows == LightShadows.Soft, mapSize = 256 + 256 * QualitySettings.GetQualityLevel(), bias = light.shadowBias / 10.0f }; var renderList = new List<string>(); foreach (var gameObject in gameObjects) { var meshFilter = gameObject.GetComponent<MeshFilter>(); var renderer = gameObject.GetComponent<Renderer>(); if (meshFilter != null && renderer != null && renderer.shadowCastingMode != ShadowCastingMode.Off) { renderList.Add(GetID(gameObject)); continue; } var skinnedMesh = gameObject.GetComponent<SkinnedMeshRenderer>(); if (skinnedMesh != null && renderer != null && renderer.shadowCastingMode != ShadowCastingMode.Off) { renderList.Add(GetID(gameObject)); } } generator.renderList = renderList.ToArray(); babylonScene.ShadowGeneratorsList.Add(generator); }
public UnityLight(GameObject obj) { light = obj.GetComponent<Light>(); if (null == light) { light = obj.AddComponent<Light>(); } }
// Use this for initialization void Start() { m_currentRange = MaxRange; m_stepSize = FlickerSpeed; m_currentLightCharge = LightCharge; if (LightPrefab) { SkinnedMeshRenderer mesh = GameObject.Find("Body_Lowpoly").GetComponent<SkinnedMeshRenderer>(); Transform parentTransform = mesh.bones[9].transform; parentTransform = parentTransform.transform.FindChild("Bip001 Spine2"); parentTransform = parentTransform.transform.FindChild("Bip001 Spine3"); parentTransform = parentTransform.transform.FindChild("Bone017"); parentTransform = parentTransform.transform.FindChild("Bone018"); parentTransform = parentTransform.transform.FindChild("connectBone001"); parentTransform = parentTransform.transform.FindChild("Bone030"); parentTransform = parentTransform.transform.FindChild("LightAttatchBone"); GameObject obj = (GameObject)Instantiate(LightPrefab, Vector3.zero, Quaternion.identity); m_light = obj.GetComponent<Light>().light; m_light.transform.parent = parentTransform; m_light.transform.localPosition = Vector3.zero; m_light.color = LightColor; m_light.range = MaxRange; m_light.intensity = MaxIntensity; } }
public void Awake() { this.light = GetComponentInChildren<Light>(); if (light == null) { throw new MissingComponentException("Light Component required for AmbientFire"); } }
public static void ExtinguishLight(Light light, float extinguishAfter, float timeToExtinguish) { DOTween.Sequence() .AppendInterval(extinguishAfter) .Append(light.DOIntensity(8, .00001f)) .Append(light.DOIntensity(0, timeToExtinguish) .SetEase(Ease.InBack)); }
public void Start() { _line = GetComponent<LineRenderer>(); _line.enabled = false; _light = GetComponent<Light>(); _light.enabled = false; _renderer = _line.GetComponent<Renderer>(); }
IEnumerator Flash(Light light) { for(int x = 0; x < 3; x++) { light.intensity = intensity; yield return new WaitForSeconds(0.05f); light.intensity = 0f; yield return new WaitForSeconds(0.05f); } }
public SSDDomeLight(Light light) : base(light) { LightAdapter adapter = light.GetComponent<LightAdapter>(); if (adapter) this.texture = adapter.texture; }
public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { light = currentGameObject.GetComponent<Light>(); prevGameObject = currentGameObject; } }
private void Start() { m_Rnd = Random.value; if(m_Rnd < 0.5f) m_Rnd = 0.5f; m_Rnd *= 25; m_Light = GetComponent<Light>(); }
public SSDSphereLight(Light light) : base(light) { LightAdapter adapter = light.GetComponent<LightAdapter>(); if (adapter) this.radius = adapter.radius; }
public UnityLight(IGameObject obj) : base(obj) { light = obj.GetComponent<Light>(); if (null == light) { throw new NullReferenceException("Object " + obj.Name + " expected to have Light but none was found"); } }
void Start() { this.player = SingletonNames.getPlayer().transform; this.currentLight = gameObject.GetComponent<Light>(); defaultIntensity = currentLight.intensity; deltaRange = disableRange - maxRange; }
void Awake() { shootableMask = LayerMask.GetMask ("Shootable"); gunParticles = GetComponent<ParticleSystem> (); gunLine = GetComponent <LineRenderer> (); gunAudio = GetComponent<AudioSource> (); gunLight = GetComponent<Light> (); timeBetweenBullets = 1f / shotsPerSecond; }
float effectsDisplayTime = 0.2f; // The proportion of the timeBetweenBullets that the effects will display for. void Awake () { // Set up the references. gunParticles = GetComponent<ParticleSystem> (); gunLine = GetComponent <LineRenderer> (); gunAudio = GetComponent<AudioSource> (); gunLight = GetComponent<Light> (); //faceLight = GetComponentInChildren<Light> (); }
float effectsDisplayTime = 0.2f; // The proportion of the timeBetweenBullets that the effects will display for. void Awake () { // Create a layer mask for the Shootable layer. shootableMask = LayerMask.GetMask ("Obstacles") | LayerMask.GetMask ("Unit"); // Set up the references. gunLine = GetComponent <LineRenderer> (); gunAudio = GetComponent<AudioSource> (); gunLight = GetComponent<Light> (); }
// Use this for initialization void Start() { light = GetComponent<Light>(); if (light == null) { Debug.Log("Flicker: no light attached to this script!"); gameObject.active = false; } originalIntensity = light.intensity; }
void Cache () { mCached = true; mMaskableGraphic = GetComponent<MaskableGraphic>(); Renderer ren = gameObject.GetComponent<Renderer>(); if (ren != null) mMat = ren.material; mLight = gameObject.GetComponent<Light>(); if (mMaskableGraphic == null && mMat == null && mLight == null) mMaskableGraphic = GetComponentInChildren<MaskableGraphic>(); }
void Awake() { // Create a layer mask for the Shootable layer. shootableMask = LayerMask.GetMask("Shootable"); // Set up the references. gunParticles = GetComponent<ParticleSystem>(); gunLine = GetComponent<LineRenderer>(); gunLight = GetComponent<Light>(); }
void Start() { // Get components myLight = GetComponent<Light>(); player = GameManager.Instance.PlayerObject; // Disable dungeon light shadows if (!DaggerfallUnity.Settings.DungeonLightShadows) myLight.shadows = LightShadows.None; }
public override void Awake() { _audio = GetComponent<AudioSource>(); _light = GetComponent<Light>(); _light.intensity = 0f; _renderer = GetComponent<Renderer>(); _collider = GetComponent<Collider>(); _collider.isTrigger = true; sounds = new RandList<AudioClip>(); sounds.AddRange(crystalSounds); }
static int set_color(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; UnityEngine.Color arg0 = ToLua.ToColor(L, 2); obj.color = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index color on a nil value")); } }
static int get_commandBufferCount(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; int ret = obj.commandBufferCount; LuaDLL.lua_pushinteger(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index commandBufferCount on a nil value")); } }
static int get_renderingLayerMask(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; int ret = obj.renderingLayerMask; LuaDLL.lua_pushinteger(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index renderingLayerMask on a nil value")); } }
static int get_shadowCustomResolution(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; int ret = obj.shadowCustomResolution; LuaDLL.lua_pushinteger(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index shadowCustomResolution on a nil value")); } }
static int set_layerShadowCullDistances(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; float[] arg0 = ToLua.CheckNumberArray <float>(L, 2); obj.layerShadowCullDistances = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index layerShadowCullDistances on a nil value")); } }
static int DOColor(IntPtr L) { try { ToLua.CheckArgsCount(L, 3); UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject(L, 1, typeof(UnityEngine.Light)); UnityEngine.Color arg0 = ToLua.ToColor(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); DG.Tweening.Tweener o = obj.DOColor(arg0, arg1); ToLua.PushObject(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int set_cullingMask(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; int arg0 = (int)LuaDLL.luaL_checknumber(L, 2); obj.cullingMask = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index cullingMask on a nil value")); } }
static int get_shadowMatrixOverride(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; UnityEngine.Matrix4x4 ret = obj.shadowMatrixOverride; ToLua.PushValue(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index shadowMatrixOverride on a nil value")); } }
static int set_lightShadowCasterMode(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; UnityEngine.LightShadowCasterMode arg0 = (UnityEngine.LightShadowCasterMode)ToLua.CheckObject(L, 2, typeof(UnityEngine.LightShadowCasterMode)); obj.lightShadowCasterMode = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index lightShadowCasterMode on a nil value")); } }
static int set_cookieSize(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); obj.cookieSize = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index cookieSize on a nil value" : e.Message)); } }
static int get_bakingOutput(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; UnityEngine.LightBakingOutput ret = obj.bakingOutput; ToLua.PushValue(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index bakingOutput 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")); } }
static int get_shadowResolution(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; UnityEngine.Rendering.LightShadowResolution ret = obj.shadowResolution; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index shadowResolution on a nil value")); } }
static int set_cookie(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; UnityEngine.Texture arg0 = (UnityEngine.Texture)ToLua.CheckObject <UnityEngine.Texture>(L, 2); obj.cookie = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index cookie on a nil value")); } }
static int get_cookieSize(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; float ret = obj.cookieSize; LuaDLL.lua_pushnumber(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index cookieSize on a nil value" : e.Message)); } }
static int set_alreadyLightmapped(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; bool arg0 = LuaDLL.luaL_checkboolean(L, 2); obj.alreadyLightmapped = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index alreadyLightmapped on a nil value" : e.Message)); } }
static int get_lightShadowCasterMode(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; UnityEngine.LightShadowCasterMode ret = obj.lightShadowCasterMode; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index lightShadowCasterMode on a nil value")); } }
static int set_useColorTemperature(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; bool arg0 = LuaDLL.luaL_checkboolean(L, 2); obj.useColorTemperature = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index useColorTemperature on a nil value")); } }
static int get_alreadyLightmapped(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; bool ret = obj.alreadyLightmapped; LuaDLL.lua_pushboolean(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index alreadyLightmapped on a nil value" : e.Message)); } }
static int get_color(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; UnityEngine.Color ret = obj.color; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index color on a nil value")); } }
static int set_shadowResolution(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; UnityEngine.Rendering.LightShadowResolution arg0 = (UnityEngine.Rendering.LightShadowResolution)ToLua.CheckObject(L, 2, typeof(UnityEngine.Rendering.LightShadowResolution)); obj.shadowResolution = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index shadowResolution on a nil value")); } }
static int get_renderMode(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; UnityEngine.LightRenderMode ret = obj.renderMode; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index renderMode on a nil value" : e.Message)); } }
static int RemoveAllCommandBuffers(IntPtr L) { #if UNITY_EDITOR ToluaProfiler.AddCallRecord("UnityEngine.Light.RemoveAllCommandBuffers"); #endif try { ToLua.CheckArgsCount(L, 1); UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject(L, 1, typeof(UnityEngine.Light)); obj.RemoveAllCommandBuffers(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int set_range(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); obj.range = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index range on a nil value")); } }
static int set_shadows(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; UnityEngine.LightShadows arg0 = (UnityEngine.LightShadows)ToLua.CheckObject(L, 2, typeof(UnityEngine.LightShadows)); obj.shadows = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index shadows on a nil value" : e.Message)); } }
static int get_layerShadowCullDistances(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; float[] ret = obj.layerShadowCullDistances; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index layerShadowCullDistances on a nil value")); } }
static int get_useShadowMatrixOverride(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; bool ret = obj.useShadowMatrixOverride; LuaDLL.lua_pushboolean(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index useShadowMatrixOverride on a nil value")); } }
static int get_cullingMask(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; int ret = obj.cullingMask; LuaDLL.lua_pushinteger(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index cullingMask on a nil value" : e.Message)); } }
static int get_range(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; float ret = obj.range; LuaDLL.lua_pushnumber(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index range on a nil value")); } }
static int set_renderMode(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Light obj = (UnityEngine.Light)o; UnityEngine.LightRenderMode arg0 = (UnityEngine.LightRenderMode)ToLua.CheckObject(L, 2, typeof(UnityEngine.LightRenderMode)); obj.renderMode = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index renderMode on a nil value" : e.Message)); } }