상속: Renderer
예제 #1
0
 // Use this for initialization
 void Start()
 {
     lineRenderer = GetComponent<LineRenderer>();
     lineRenderer.SetPosition(0, origin.position);
     lineRenderer.SetPosition(1, origin.position + (destination.position - origin.position) * 0);
     distance = Vector3.Distance(origin.position, destination.position);
 }
예제 #2
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	//add chain into chains list
	public void AddChain(Transform chain)
	{
		//if chains list isn't created, create it
		if(chains == null)
			chains = new List<Transform>();

		//if linerenderer isn't added, add it
		if(lineRend == null)
		{
			lineRend = GetComponent<LineRenderer>();

			if(!lineRend)
			{
				lineRend = gameObject.AddComponent<LineRenderer>();
				lineRend.material = ropeMaterial;
			}
		}

		chains.Add (chain);	//add chain into chains list

		//fill LineRenderer component's positions
		lineRend.SetVertexCount (chains.Count);
		lineRend.SetPosition (chains.Count - 1, chains[chains.Count - 1].position);

		startChainCount = chains.Count;
	}
 void Awake()
 {
     S = this;
     line = GetComponent<LineRenderer> ();
     line.enabled = false;
     points = new List<Vector3>();
 }
예제 #4
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    private Ray shootRay; // A ray from the gun end forwards

    #endregion Fields

    #region Methods

    protected override void Start()
    {
        base.Start();

        shootableMask = LayerMask.GetMask("Enemy");
        gunLine = GetComponent<LineRenderer>();
    }
	// Use this for initialization
	void Awake () {
        ignoreCollisionList = new List<Collider2D>();

        rigid = GetComponent<Rigidbody2D>();

        ball = this.gameObject.AddComponent<PolygonCollider2D>();
        ball.sharedMaterial = ballPhysicsMat;

        rend = GetComponent<LineRenderer>();

        Vector2[] points = new Vector2[2 * (numSides + 1)];
        rend.SetVertexCount(numSides + 1);

        float visualRadius = (outerRadius + innerRadius) / 2;
        rend.SetWidth(outerRadius - innerRadius, outerRadius - innerRadius);

        // inner points
        for (int i = 0; i <= numSides; i++)
        {
            float angle = TwoPI * i / numSides;
            Vector2 direction = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
            points[i] = innerRadius * direction;
            rend.SetPosition(i, visualRadius * direction);

        }

        // outer points
        for (int i = numSides + 1; i < points.Length; i++)
        {
            float angle = TwoPI * i / numSides;
            points[i] = new Vector2(outerRadius * Mathf.Cos(angle), outerRadius * Mathf.Sin(angle));
        }

        ball.points = points;
	}
예제 #6
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 // Use this for initialization
 void Start()
 {
     lineRend = GetComponent<LineRenderer>();
     endPositionExtended = endPos.localPosition;
     var audios = GetComponents<AudioSource>();
     audio = audios [0];
 }
예제 #7
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    // Use this for initialization
    void Start()
    {
        path = NewPath();
        iTween.PutOnPath(pfadPrefab, path, 1);
        pfadPrefab.SetActive (true);
        hash.Clear();
        hash.Add ("name", "moveOnRandom");
        hash.Add ("path", path);
        hash.Add ("time", time);
        hash.Add ("oncomplete", "Die");
        hash.Add ("easetype", iTween.EaseType.linear);

        pfadPrefab.SetActive (true);
        Move ();
        path.Initialize ();

        mittelpunkt = GameObject.FindGameObjectWithTag("mittelpunkt");

        lineSegmentCount = 1;

        line = gameObject.AddComponent("LineRenderer") as LineRenderer;
        line.SetWidth (0.1f, 0.1f);
        line.material = material;
        line.SetColors (Color.white, Color.white);
        line.SetVertexCount (lineSegmentCount);
        line.renderer.enabled = true;
        line.SetPosition(lineSegmentCount-1, mittelpunkt.transform.position);
    }
	void Start ()
	{
		isActive = false;

		spaceCraftHelper = new GameObject[numOfHelpers];
		planetHelper = new GameObject[numOfHelpers];

		for (int i = 0; i < numOfHelpers; i++) {
			spaceCraftHelper [i] = Instantiate (Resources.Load ("Prefabs/Helper") as GameObject) as GameObject;
			spaceCraftHelper [i].transform.localScale = new Vector3 (helperSize, helperSize, helperSize);
			spaceCraftHelper [i].SetActive (isActive);
		}
		for (int i = 0; i < numOfHelpers; i++) {
			planetHelper [i] = Instantiate (Resources.Load ("Prefabs/Helper") as GameObject) as GameObject;
			planetHelper [i].transform.localScale = new Vector3 (helperSize, helperSize, helperSize);
			planetHelper [i].SetActive (isActive);
		}

		earth = GameObject.Find ("Earth");
		poEarth = earth.GetComponent<PlanetaryOrbit> ();

		lineRendererLength = 40;
		line = gameObject.GetComponent<LineRenderer> () as LineRenderer;
		line.material = Resources.Load ("Materials/LineAux") as Material;
		line.SetWidth (5f, 5f);
		line.SetVertexCount (lineRendererLength);
	}
예제 #9
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    // Use this for initialization
    void Start()
    {
        lineRenderer = gameObject.GetComponent<LineRenderer>();

        movePlane = transform.parent.GetComponent<MovePlaneOverlay>();
        unitManager = GameObject.FindGameObjectWithTag("PlayerUnitManager").GetComponent<UnitManager>();
    }
예제 #10
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 void Awake()
 {
     towerReloader = transform.parent.GetComponent<TowerReloaderClient>();
     laserPointer = transform.parent.Find("Laser").GetComponent<LineRenderer>();
     laserPointer.SetPosition(0,laserPointer.transform.position);
     laserPointer.SetPosition(1,laserPointer.transform.position);
 }
예제 #11
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 void Start()
 {
     line = GetComponent<LineRenderer>();
     line.SetVertexCount(2);
     line.GetComponent<LineRenderer>().material = lineMaterial;
     line.SetWidth(0.1f, 0.1f);
 }
예제 #12
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 // Use this for initialization
 void Start()
 {
     pointer = GameObject.Find("PointerRoot").transform;
     pointer_stick = GameObject.Find("Pointer_stick").gameObject;
     line = pointer_stick.GetComponent<LineRenderer>();
     pbox = GameObject.Find("Pointer").transform;
 }
    // Use this for initialization
    void Start()
    {
        lineRenderer = GetComponent<LineRenderer>();

        lineRenderer.SetVertexCount(trailResolution);

        lineSegmentPositions = new Vector3[trailResolution];
        lineSegmentVelocities = new Vector3[trailResolution];

        facingDirection = GetDirection();

        // Initialize our positions
        for (int i = 0; i < lineSegmentPositions.Length; i++)
        {
            lineSegmentPositions[i] = new Vector3();
            lineSegmentVelocities[i] = new Vector3();

            if (i == 0)
            {
                // Set the first position to be at the base of the transform
                lineSegmentPositions[i] = transform.position;
            }
            else
            {
                // All subsequent positions would be an offset of the original position.
                lineSegmentPositions[i] = transform.position + (facingDirection * (offset * i));
            }
        }
    }
예제 #14
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 void Awake()
 {
     m_linerenderer = GetComponent<LineRenderer>();
     m_points = new List<Vector3>();
     m_camera = Camera.main;
     m_toCommence = true;
 }
예제 #15
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 void UpdateRenderer()
 {
     if(lr==null)lr = GetComponent<LineRenderer>();
     if(targetMode==TargetMode.Transform){
         targetPoint = targetTransform.position;
     }
     lr.SetVertexCount(numPoints+1);
     delta = Vector3.Distance(trans.position,targetPoint)/((float)numPoints);
     lr.SetPosition(0,trans.position);
     forward = Vector3.Normalize(targetPoint-trans.position)*delta;
     curPos = trans.position;
     for(int i = 1; i<=numPoints;i++){
         percent = ((float)i)/((float)numPoints+1);
         curPos+=forward;
         forward2 = forward;
         firstAxis = Vector3.Normalize(Vector3.Cross(forward2,Vector3.up));
         secondAxis = Vector3.Normalize(Vector3.Cross (firstAxis,forward2));
         firstAxis*=Random.Range(-1f,1f);
         firstAxis*=curve.Evaluate(percent);
         secondAxis*=Random.Range (-1f,1f);
         secondAxis*=curve.Evaluate(percent);
     #if UNITY_EDITOR
         curPosA[i] = curPos;
         firstAxisA[i] = firstAxis;
         secondAxisA[i] = secondAxis;
     #endif
         thisPos = curPos+firstAxis+secondAxis;
         lr.SetPosition(i,thisPos);
         if(i==numPoints){
             lr.SetPosition(i,targetPoint);
         }
     }
 }
예제 #16
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    // Update is called once per frame
    void Update()
    {
        lineRenderer = GetComponent<LineRenderer>();

        //Vector3 pos = new Vector3(mob.Health/maxHealth,0,0);
        //lineRenderer.SetPosition(0, pos);
    }
예제 #17
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    void Awake()
    {
        // TODO:
        foreach (LineRenderer lr in transform.GetComponentsInChildren<LineRenderer>()){
            if (elr1 == null)elr1 = lr;
            else if (elr2 == null) elr2 = lr;
        }
        elr1 = transform.GetChild(0).GetComponent<LineRenderer>();
        //elr = GetComponent<LineRenderer>();
        if (elr1 == null)
            Debug.Log("Null Pointer ! => LineRenderer");

        // AngleCalculation
        courseAngle = new float[courseData.Length];
        courseProduct = new Vector3[courseData.Length];
        courseMinus = new Vector3[courseData.Length];
        courseInVec = new Vector3[courseData.Length];
        courseOutVec = new Vector3[courseData.Length];
        courseCenter = new Vector3[courseData.Length];
        InitCalcCorner(0, courseData.Length - 1, 1);
        for (int i = 1; i < courseData.Length - 1; i++)
            InitCalcCorner(i, i - 1, i + 1);
        InitCalcCorner(courseData.Length-1, courseData.Length-2,0);

        SetLineRenderer();

        //dbgLineMat = Resources.Load("StandardMaterial") as Material;
    }
예제 #18
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		void Start()
		{
			startTime = Time.time;
			prevPosition = gameObject.transform.position;
			
			sourceOriginalV = sourceVessel.rigidbody.velocity;
			
			Light light = gameObject.AddComponent<Light>();
			light.type = LightType.Point;
			light.color = lightColor;
			light.range = 8;
			light.intensity = 1;
			
			bulletTrail = gameObject.AddComponent<LineRenderer>();
			bulletTrail.SetVertexCount(2);
			bulletTrail.SetPosition(0, transform.position);
			bulletTrail.SetPosition(1, transform.position);
			bulletTrail.SetWidth(tracerStartWidth, tracerEndWidth);
			bulletTrail.material = new Material(Shader.Find("KSP/Particles/Alpha Blended"));
			bulletTrail.material.mainTexture = GameDatabase.Instance.GetTexture("BDArmory/Textures/bullet", false);
			bulletTrail.material.SetColor("_TintColor", projectileColor);
			
			rigidbody.useGravity = false;
			
		}
 void Awake()
 {
     playerController = GameObject.FindGameObjectWithTag ("Player").GetComponent<PlayerController> ();
     ShotSpawnPos = GameObject.FindGameObjectWithTag("ShotSpawn");
     ShootableMask = LayerMask.GetMask ("Shootable"); // get a reference to the shootable mask
     ShotLine = ShotSpawnPos.GetComponent<LineRenderer> ();   // get reference to the line AKA bullet
 }
예제 #20
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파일: LaserCharge.cs 프로젝트: NoaAka/P6
    void Start () {
		input = GameObject.FindWithTag ("InputControl").GetComponent<InputControl> ();
		god = GameObject.FindWithTag ("GameController").GetComponent<God> ();
        intensityText = GameObject.Find("Intensity");
        line = gameObject.GetComponent<LineRenderer> ();
		line.enabled = false;
	}
예제 #21
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    public void reset()
    {
        startPos.x = 0;
        startPos.y = 0;
        startPos.z = 0;

        endPos.x = 0;
        endPos.y = 0;
        endPos.z = 0;

        penDown = false;
        sessionStart = false;
        inSession = false;

        localLRend = this.transform.gameObject.GetComponent<LineRenderer>();
        localLRend.material = new Material(Shader.Find("Diffuse"));
        localLRend.material.color = Color.black;
        localLRend.castShadows = false;
        localLRend.receiveShadows = false;
        localLRend.SetVertexCount(2);
        localLRend.SetWidth(lineThickness,lineThickness);
        localLRend.SetColors(Color.black,Color.black);

        localLRend.SetPosition(0,Vector3.zero);
        localLRend.SetPosition(1,Vector3.zero);
        localLRend.enabled = false;
    }
예제 #22
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    //Variables End___________________________________________________________
    // Use this for initialization
    void Start()
    {
        if(networkView.isMine == true)
        {
            //Store a reference to these objects since we will need to reference
            //them frequently.

            myTransform = transform.parent;

            cameraHeadTransform = myTransform.FindChild("CameraHead");

            resourceScript = myTransform.GetComponent<PlayerResource>();

            changeScript = myTransform.GetComponent<ChangeWeapon>();

            //Attaching a LineRenderer component which will give a visual
            //effect for the block eraser. Only the player will be able to see it.

            lineRenderer = gameObject.AddComponent<LineRenderer>();

            lineRenderer.material = new Material(Shader.Find("Particles/Additive"));

            lineRenderer.SetColors(c1, c2);

            lineRenderer.SetWidth(0.04f, 0.01f);

            lineRenderer.SetVertexCount(2); //Start and end position.
        }

        else
        {
            enabled = false;
        }
    }
예제 #23
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		void Start()
		{
			startTime = Time.time;
			prevPosition = gameObject.transform.position;
			
			Light light = gameObject.AddComponent<Light>();
			light.type = LightType.Point;
			light.range = 15;
			light.intensity = 8;
			
			audioSource = gameObject.AddComponent<AudioSource>();
			audioSource.minDistance = 0.1f;
			audioSource.maxDistance = 75;
			audioSource.clip = GameDatabase.Instance.GetAudioClip("BDArmory/Sounds/shellWhistle");
			audioSource.volume = Mathf.Sqrt(GameSettings.SHIP_VOLUME);// * 0.85f;
			audioSource.dopplerLevel = 0.02f;
			
			explosion = GameDatabase.Instance.GetModel("BDArmory/Models/explosion/explosion");
			explosion.SetActive(true);
			
			bulletTrail = gameObject.AddComponent<LineRenderer>();
			bulletTrail.SetVertexCount(2);
			bulletTrail.SetPosition(0, transform.position);
			bulletTrail.SetPosition(1, transform.position);
			bulletTrail.SetWidth(tracerStartWidth, tracerEndWidth);
			bulletTrail.material = new Material(Shader.Find("KSP/Particles/Additive"));
			bulletTrail.material.mainTexture = GameDatabase.Instance.GetTexture("BDArmory/Textures/bullet", false);
			bulletTrail.material.SetColor("_TintColor", projectileColor);
			
			
			rigidbody.useGravity = false;
			
		}
예제 #24
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 void Awake()
 {
     m_time = 0f;
     m_isFireing = false;
     m_particleSystem = GetComponent<ParticleSystem>();
     m_lineRenderer = GetComponent<LineRenderer>();
 }
예제 #25
0
 // Use this for initialization
 void Start()
 {
     line = GetComponent<LineRenderer>();
     SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>();
     line.sortingLayerID = spriteRenderer.sortingLayerID;
     line.sortingOrder = spriteRenderer.sortingOrder;
 }
예제 #26
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	// Use this for initialization
	void Start () {
        tongue = this.gameObject.GetComponent<LineRenderer>();
        tongueStart = GameObject.Find("tongueStart");
        lt = this.gameObject.GetComponent<Rigidbody>();
        lt.constraints = RigidbodyConstraints.FreezeAll;
	
	}
예제 #27
0
    void Start()
    {
        if ( !tr ) tr = transform;
        lRenderer = tr.GetComponent<LineRenderer>();

        ChoseNewAnimationTargetCoroutine();
    }
예제 #28
0
    // Use this for initialization
    void Start()
    {
        lineRenderer = GetComponent<LineRenderer>(); // grab reference to LineRenderer, since it's not assigned in inspector

        // call RecordPosition() every 2 seconds after an initial delay of 0 seconds
        InvokeRepeating("RecordPosition", 0f, recordFrequency);
    }
예제 #29
0
    void Awake()
    {
        //lane = 1;
        particles = transform.GetChild (0).gameObject.GetComponent<ParticleSystem> ();
        beam = transform.GetChild (1).gameObject.GetComponent<ParticleSystem> ();
        line = transform.GetChild (2).gameObject.GetComponent<LineRenderer> ();
        inLaserSequence = false;
        inSplitSequence = false;
        isActive = true;
        startFadeOut = false;
        startFadeIn = false;

        line.sortingLayerName = "Explosion/Fizz";
        transform.position += Vector3.up * -(lane - 2);
        if (Team == "Blue") {
            particles.transform.position = GameObject.FindGameObjectWithTag ("BlueBase").transform.position + Vector3.up * -(lane - 2);
        } else if (Team == "Red") {
            particles.transform.position = GameObject.FindGameObjectWithTag ("RedBase").transform.position + Vector3.up * -(lane - 2);
        }

        particles.Play ();
        Invoke ("beginBeam", 0.5f);
        Invoke ("drawLine", 1);
        Invoke ("setLooping", 2);
        Invoke ("setInactive", 1.5f);
        Invoke ("destroy", 3);
        Debug.Log (particles.gameObject.transform.position);
    }
예제 #30
0
 // Use this for initialization
 void Start()
 {
     ln = GetComponent<LineRenderer> ();
     aud = GetComponent<AudioSource> ();
     wave = new float[samples];
     ln.SetVertexCount (wave.Length);
 }
 static public int get_alignment(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         pushValue(l, true);
         pushEnum(l, (int)self.alignment);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_widthCurve(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.widthCurve);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_numCornerVertices(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.numCornerVertices);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_generateLightingData(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.generateLightingData);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer o;
         o = new UnityEngine.LineRenderer();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_alignment(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer  self = (UnityEngine.LineRenderer)checkSelf(l);
         UnityEngine.LineAlignment v;
         checkEnum(l, 2, out v);
         self.alignment = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_textureMode(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer    self = (UnityEngine.LineRenderer)checkSelf(l);
         UnityEngine.LineTextureMode v;
         checkEnum(l, 2, out v);
         self.textureMode = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_numCapVertices(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         int v;
         checkType(l, 2, out v);
         self.numCapVertices = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int SetPositions(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         UnityEngine.Vector3[]    a1;
         checkArray(l, 2, out a1);
         self.SetPositions(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_useWorldSpace(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         bool v;
         checkType(l, 2, out v);
         self.useWorldSpace = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_colorGradient(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         UnityEngine.Gradient     v;
         checkType(l, 2, out v);
         self.colorGradient = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_generateLightingData(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         bool v;
         checkType(l, 2, out v);
         self.generateLightingData = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_widthCurve(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer   self = (UnityEngine.LineRenderer)checkSelf(l);
         UnityEngine.AnimationCurve v;
         checkType(l, 2, out v);
         self.widthCurve = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int SetVertexCount(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         System.Int32             a1;
         checkType(l, 2, out a1);
         self.SetVertexCount(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_widthMultiplier(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         float v;
         checkType(l, 2, out v);
         self.widthMultiplier = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int Simplify(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         System.Single            a1;
         checkType(l, 2, out a1);
         self.Simplify(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #47
0
 static int SetVertexCount(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer));
         int arg0 = (int)LuaDLL.luaL_checknumber(L, 2);
         obj.SetVertexCount(arg0);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
 static int DOFlip(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer));
         int o = obj.DOFlip();
         LuaDLL.lua_pushinteger(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
예제 #49
0
 static int SetPositions(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.LineRenderer obj  = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer));
         UnityEngine.Vector3[]    arg0 = ToLua.CheckObjectArray <UnityEngine.Vector3>(L, 2);
         obj.SetPositions(arg0);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
 static public int GetPosition(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         System.Int32             a1;
         checkType(l, 2, out a1);
         var ret = self.GetPosition(a1);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #51
0
    static int BakeMesh(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 2)
            {
                UnityEngine.LineRenderer obj  = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer));
                UnityEngine.Mesh         arg0 = (UnityEngine.Mesh)ToLua.CheckObject(L, 2, typeof(UnityEngine.Mesh));
                obj.BakeMesh(arg0);
                return(0);
            }
            else if (count == 3 && TypeChecker.CheckTypes <bool>(L, 3))
            {
                UnityEngine.LineRenderer obj  = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer));
                UnityEngine.Mesh         arg0 = (UnityEngine.Mesh)ToLua.CheckObject(L, 2, typeof(UnityEngine.Mesh));
                bool arg1 = LuaDLL.lua_toboolean(L, 3);
                obj.BakeMesh(arg0, arg1);
                return(0);
            }
            else if (count == 3 && TypeChecker.CheckTypes <UnityEngine.Camera>(L, 3))
            {
                UnityEngine.LineRenderer obj  = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer));
                UnityEngine.Mesh         arg0 = (UnityEngine.Mesh)ToLua.CheckObject(L, 2, typeof(UnityEngine.Mesh));
                UnityEngine.Camera       arg1 = (UnityEngine.Camera)ToLua.ToObject(L, 3);
                obj.BakeMesh(arg0, arg1);
                return(0);
            }
            else if (count == 4)
            {
                UnityEngine.LineRenderer obj  = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer));
                UnityEngine.Mesh         arg0 = (UnityEngine.Mesh)ToLua.CheckObject(L, 2, typeof(UnityEngine.Mesh));
                UnityEngine.Camera       arg1 = (UnityEngine.Camera)ToLua.CheckObject(L, 3, typeof(UnityEngine.Camera));
                bool arg2 = LuaDLL.luaL_checkboolean(L, 4);
                obj.BakeMesh(arg0, arg1, arg2);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.LineRenderer.BakeMesh"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
예제 #52
0
 static int SetColors(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 3);
         UnityEngine.LineRenderer obj  = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer));
         UnityEngine.Color        arg0 = ToLua.ToColor(L, 2);
         UnityEngine.Color        arg1 = ToLua.ToColor(L, 3);
         obj.SetColors(arg0, arg1);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
예제 #53
0
 static int SetWidth(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 3);
         UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer));
         float arg0 = (float)LuaDLL.luaL_checknumber(L, 2);
         float arg1 = (float)LuaDLL.luaL_checknumber(L, 3);
         obj.SetWidth(arg0, arg1);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
 static int GetPosition(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer));
         int arg0 = (int)LuaDLL.luaL_checknumber(L, 2);
         UnityEngine.Vector3 o = obj.GetPosition(arg0);
         ToLua.Push(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
예제 #55
0
 static int GetPositions(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.LineRenderer obj  = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer));
         UnityEngine.Vector3[]    arg0 = ToLua.CheckStructArray <UnityEngine.Vector3>(L, 2);
         int o = obj.GetPositions(arg0);
         LuaDLL.lua_pushinteger(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
 static public int SetPosition(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         System.Int32             a1;
         checkType(l, 2, out a1);
         UnityEngine.Vector3 a2;
         checkType(l, 3, out a2);
         self.SetPosition(a1, a2);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #57
0
 static public int BakeMesh__Mesh__Boolean(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         UnityEngine.Mesh         a1;
         checkType(l, 2, out a1);
         System.Boolean a2;
         checkType(l, 3, out a2);
         self.BakeMesh(a1, a2);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int SetColors(IntPtr l)
 {
     try {
         UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l);
         UnityEngine.Color        a1;
         checkType(l, 2, out a1);
         UnityEngine.Color a2;
         checkType(l, 3, out a2);
         self.SetColors(a1, a2);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #59
0
    static int get_useWorldSpace(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)o;
            bool ret = obj.useWorldSpace;
            LuaDLL.lua_pushboolean(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index useWorldSpace on a nil value" : e.Message));
        }
    }
예제 #60
0
    static int set_useWorldSpace(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)o;
            bool arg0 = LuaDLL.luaL_checkboolean(L, 2);
            obj.useWorldSpace = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index useWorldSpace on a nil value" : e.Message));
        }
    }