static public int constructor(IntPtr l) {
		try {
			UnityEngine.ParticleSystem.ShapeModule o;
			o=new UnityEngine.ParticleSystem.ShapeModule();
			pushValue(l,true);
			pushValue(l,o);
			return 2;
		}
		catch(Exception e) {
			return error(l,e);
		}
	}
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.ParticleSystem.ShapeModule o;
         o = new UnityEngine.ParticleSystem.ShapeModule();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
    static int QPYX_get_shape_YXQP(IntPtr L_YXQP)
    {
        object QPYX_o_YXQP = null;

        try
        {
            QPYX_o_YXQP = ToLua.ToObject(L_YXQP, 1);                        UnityEngine.ParticleSystem QPYX_obj_YXQP = (UnityEngine.ParticleSystem)QPYX_o_YXQP;
            UnityEngine.ParticleSystem.ShapeModule QPYX_ret_YXQP = QPYX_obj_YXQP.shape;
            ToLua.PushValue(L_YXQP, QPYX_ret_YXQP);
            return(1);
        }
        catch (Exception QPYX_e_YXQP)            {
            return(LuaDLL.toluaL_exception(L_YXQP, QPYX_e_YXQP, QPYX_o_YXQP, "attempt to index shape on a nil value"));
        }
    }
 static void ShapeModule_angle(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.ParticleSystem.ShapeModule _this = (UnityEngine.ParticleSystem.ShapeModule)vc.csObj;
         var result = _this.angle;
         JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result));
     }
     else
     {
         System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg);
         UnityEngine.ParticleSystem.ShapeModule _this = (UnityEngine.ParticleSystem.ShapeModule)vc.csObj;
         _this.angle = arg0;
         JSMgr.changeJSObj(vc.jsObjID, _this);
     }
 }
 static void ShapeModule_randomDirection(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.ParticleSystem.ShapeModule _this = (UnityEngine.ParticleSystem.ShapeModule)vc.csObj;
         var result = _this.randomDirection;
         JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result));
     }
     else
     {
         System.Boolean arg0 = (System.Boolean)JSApi.getBooleanS((int)JSApi.GetType.Arg);
         UnityEngine.ParticleSystem.ShapeModule _this = (UnityEngine.ParticleSystem.ShapeModule)vc.csObj;
         _this.randomDirection = arg0;
         JSMgr.changeJSObj(vc.jsObjID, _this);
     }
 }
 static void ShapeModule_shapeType(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.ParticleSystem.ShapeModule _this = (UnityEngine.ParticleSystem.ShapeModule)vc.csObj;
         var result = _this.shapeType;
         JSApi.setEnum((int)JSApi.SetType.Rval, (int)result);
     }
     else
     {
         UnityEngine.ParticleSystemShapeType    arg0  = (UnityEngine.ParticleSystemShapeType)JSApi.getEnum((int)JSApi.GetType.Arg);
         UnityEngine.ParticleSystem.ShapeModule _this = (UnityEngine.ParticleSystem.ShapeModule)vc.csObj;
         _this.shapeType = arg0;
         JSMgr.changeJSObj(vc.jsObjID, _this);
     }
 }
 static void ShapeModule_meshMaterialIndex(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.ParticleSystem.ShapeModule _this = (UnityEngine.ParticleSystem.ShapeModule)vc.csObj;
         var result = _this.meshMaterialIndex;
         JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)(result));
     }
     else
     {
         System.Int32 arg0 = (System.Int32)JSApi.getInt32((int)JSApi.GetType.Arg);
         UnityEngine.ParticleSystem.ShapeModule _this = (UnityEngine.ParticleSystem.ShapeModule)vc.csObj;
         _this.meshMaterialIndex = arg0;
         JSMgr.changeJSObj(vc.jsObjID, _this);
     }
 }
 static void ShapeModule_skinnedMeshRenderer(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.ParticleSystem.ShapeModule _this = (UnityEngine.ParticleSystem.ShapeModule)vc.csObj;
         var result = _this.skinnedMeshRenderer;
         JSMgr.datax.setObject((int)JSApi.SetType.Rval, result);
     }
     else
     {
         UnityEngine.SkinnedMeshRenderer        arg0  = (UnityEngine.SkinnedMeshRenderer)JSMgr.datax.getObject((int)JSApi.GetType.Arg);
         UnityEngine.ParticleSystem.ShapeModule _this = (UnityEngine.ParticleSystem.ShapeModule)vc.csObj;
         _this.skinnedMeshRenderer = arg0;
         JSMgr.changeJSObj(vc.jsObjID, _this);
     }
 }
 static void ShapeModule_box(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.ParticleSystem.ShapeModule _this = (UnityEngine.ParticleSystem.ShapeModule)vc.csObj;
         var result = _this.box;
         JSApi.setVector3S((int)JSApi.SetType.Rval, result);
     }
     else
     {
         UnityEngine.Vector3 arg0 = (UnityEngine.Vector3)JSApi.getVector3S((int)JSApi.GetType.Arg);
         UnityEngine.ParticleSystem.ShapeModule _this = (UnityEngine.ParticleSystem.ShapeModule)vc.csObj;
         _this.box = arg0;
         JSMgr.changeJSObj(vc.jsObjID, _this);
     }
 }
    static int get_shape(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.ParticleSystem             obj = (UnityEngine.ParticleSystem)o;
            UnityEngine.ParticleSystem.ShapeModule ret = obj.shape;
            ToLua.PushValue(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index shape on a nil value"));
        }
    }
    static int get_shape(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.ParticleSystem.shape");
#endif
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.ParticleSystem             obj = (UnityEngine.ParticleSystem)o;
            UnityEngine.ParticleSystem.ShapeModule ret = obj.shape;
            ToLua.PushValue(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index shape on a nil value"));
        }
    }
예제 #12
0
    //時間経過処理
    public void timeElapsedProcess()
    {
        //遅延時間の経過
        if (elapsedTime > delayTime)
        {
            //ここに追加したい処理を随時追加
            //shape/Radius
            if (shapeRadiusChange)
            {
                UnityEngine.ParticleSystem.ShapeModule shape = particleSystem.shape;
                shape.radius += (sCLastValue - sCDefaultValue) * (elapsedTime / executionTime);
            }

            //startSpeed
            if (shapeRadiusChange)
            {
                float startSpeed = particleSystem.startSpeed;
                startSpeed += (sCLastValue - sCDefaultValue) * (elapsedTime / executionTime);
                particleSystem.startSpeed = startSpeed;
            }
        }
    }
 void Start()
 {
     this.GetComponent<CircleCollider2D>().radius = rad;
     this.ps = this.gameObject.GetComponent<ParticleSystem>();
     this.shape = ps.shape;
 }
	// Use this for initialization
	void Start ()
	{
		shape = this.GetComponent<ParticleSystem>().shape;
	}
예제 #15
0
    //hmm...what's this for?
    void Start() {
        //when you reload a scene if you don't reset the particles sometimes they 
        //are added or not reset correctly, so...bam, fixed
        ParticleSystem[] pses = GetComponentsInChildren<ParticleSystem>();
        foreach(ParticleSystem ps in pses) {
            ps.Clear();
        }
        
        heartSystemScript = FindObjectOfType<PlayerHeart>();
        FIREUIScript = FindObjectOfType<FIRE>();

        sweetHeart = GameObject.Find("SweetHeartLife");
        canLight = false;
        fireTail = GameObject.Find("FireTail").GetComponent<ParticleSystem>();
        makeMeBig = GameObject.Find("IWannaBeBig").GetComponent<ParticleSystem>();
        makeMeSmall = GameObject.Find("IWannaBeSmall").GetComponent<ParticleSystem>();
        makeMeSmallIfForced = GameObject.Find("SmallForced").GetComponent<ParticleSystem>();
        teleportBam = GameObject.Find("TeleportBam").GetComponent<ParticleSystem>();
        fireStandard = GameObject.Find("FireAbilityStandard");

        flicker = GameObject.Find("Flicker");
        flickerGradient = flicker.GetComponent<ParticleSystem>().colorOverLifetime;
        flickerScript = flicker.GetComponent<FlickerGradients>();

        flickerHeart = GameObject.Find("FlickerHeart");
        flickerHeartGradient = flickerHeart.GetComponent<ParticleSystem>().colorOverLifetime;
        flickerHeartScript = flickerHeart.GetComponent<FlickerGradients>();

        torchGradient = fireTail.colorOverLifetime;
        torchScript = fireTail.GetComponent<FlickerGradients>();

        explosionGradient = makeMeBig.colorOverLifetime;
        explosionScript = makeMeBig.GetComponent<FlickerGradients>();

        fireEmission = fireTail.emission;
        fireShape = fireTail.shape;
        distanceGreatEnough = true;
        sexyBody = GetComponent<Rigidbody2D>();
        unkillAbleDest = true;

        beatLevelTime = int.MaxValue;

        hasJoystick = Input.GetJoystickNames().Length > 0;
        Debug.Log(hasJoystick);

        SizeFix();   
    }