static public int GetPhysicsShape(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.Sprite self = (UnityEngine.Sprite)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); System.Collections.Generic.List <UnityEngine.Vector2> a2; checkType(l, 3, out a2); var ret = self.GetPhysicsShape(a1, a2); pushValue(l, true); pushValue(l, ret); 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 GetPhysicsShape(IntPtr l) { try { UnityEngine.Sprite self = (UnityEngine.Sprite)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); System.Collections.Generic.List <UnityEngine.Vector2> a2; checkType(l, 3, out a2); var ret = self.GetPhysicsShape(a1, a2); pushValue(l, ret); return(1); } catch (Exception e) { return(error(l, e)); } }
static int QPYX_GetPhysicsShape_YXQP(IntPtr L_YXQP) { try { ToLua.CheckArgsCount(L_YXQP, 3); UnityEngine.Sprite QPYX_obj_YXQP = (UnityEngine.Sprite)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Sprite)); int QPYX_arg0_YXQP = (int)LuaDLL.luaL_checknumber(L_YXQP, 2); System.Collections.Generic.List <UnityEngine.Vector2> QPYX_arg1_YXQP = (System.Collections.Generic.List <UnityEngine.Vector2>)ToLua.CheckObject(L_YXQP, 3, typeof(System.Collections.Generic.List <UnityEngine.Vector2>)); int QPYX_o_YXQP = QPYX_obj_YXQP.GetPhysicsShape(QPYX_arg0_YXQP, QPYX_arg1_YXQP); LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP); return(1); } catch (Exception e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP)); } }
static int GetPhysicsShape(IntPtr L) { try { ToLua.CheckArgsCount(L, 3); UnityEngine.Sprite obj = (UnityEngine.Sprite)ToLua.CheckObject(L, 1, typeof(UnityEngine.Sprite)); int arg0 = (int)LuaDLL.luaL_checknumber(L, 2); System.Collections.Generic.List <UnityEngine.Vector2> arg1 = (System.Collections.Generic.List <UnityEngine.Vector2>)ToLua.CheckObject(L, 3, typeof(System.Collections.Generic.List <UnityEngine.Vector2>)); int o = obj.GetPhysicsShape(arg0, arg1); LuaDLL.lua_pushinteger(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
private void Generate() { polygons = new List <Polygon2>(); #if UNITY_2017_4_OR_NEWER int count = sprite.GetPhysicsShapeCount(); List <Vector2> points; Polygon2 newPolygon; for (int i = 0; i < count; i++) { points = new List <Vector2>(); sprite.GetPhysicsShape(i, points); newPolygon = new Polygon2(points.ToArray()); newPolygon.Normalize(); polygons.Add(newPolygon); } #endif }