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")); } }
//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; }
//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(); }