Exemplo n.º 1
0
 static public int constructor(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.ParticleSystem.ColorOverLifetimeModule o;
         o = new UnityEngine.ParticleSystem.ColorOverLifetimeModule();
         pushValue(l, true);
         pushValue(l, o);
         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
 }
 // Use this for initialization
 void Start () {
     playerHeart = GameObject.FindObjectOfType<PlayerHeart>();
     boomBitch = GetComponent<PointEffector2D>();
     fireAbilityParticle = GetComponent<ParticleSystem>();
     emission = fireAbilityParticle.emission;
     emission.enabled = false;
     boomBitch.enabled = false;
     firePlayer = GameObject.FindObjectOfType<Player>();
     fireBall = GameObject.FindObjectOfType<FireBall>();
     theGrad = fireAbilityParticle.colorOverLifetime;
     grads = GetComponent<FlickerGradients>();
 }
	static public int constructor(IntPtr l) {
		try {
			UnityEngine.ParticleSystem.ColorOverLifetimeModule o;
			o=new UnityEngine.ParticleSystem.ColorOverLifetimeModule();
			pushValue(l,true);
			pushValue(l,o);
			return 2;
		}
		catch(Exception e) {
			return error(l,e);
		}
	}
Exemplo n.º 4
0
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.ParticleSystem.ColorOverLifetimeModule o;
         o = new UnityEngine.ParticleSystem.ColorOverLifetimeModule();
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
    static int QPYX_get_colorOverLifetime_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.ColorOverLifetimeModule QPYX_ret_YXQP = QPYX_obj_YXQP.colorOverLifetime;
            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 colorOverLifetime on a nil value"));
        }
    }
 static void ColorOverLifetimeModule_color(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.ParticleSystem.ColorOverLifetimeModule _this = (UnityEngine.ParticleSystem.ColorOverLifetimeModule)vc.csObj;
         var result = _this.color;
         JSMgr.datax.setObject((int)JSApi.SetType.Rval, result);
     }
     else
     {
         UnityEngine.ParticleSystem.MinMaxGradient          arg0  = (UnityEngine.ParticleSystem.MinMaxGradient)JSMgr.datax.getObject((int)JSApi.GetType.Arg);
         UnityEngine.ParticleSystem.ColorOverLifetimeModule _this = (UnityEngine.ParticleSystem.ColorOverLifetimeModule)vc.csObj;
         _this.color = arg0;
         JSMgr.changeJSObj(vc.jsObjID, _this);
     }
 }
////////////////////// ColorOverLifetimeModule ///////////////////////////////////////
// constructors

// fields

// properties
    static void ColorOverLifetimeModule_enabled(JSVCall vc)
    {
        if (vc.bGet)
        {
            UnityEngine.ParticleSystem.ColorOverLifetimeModule _this = (UnityEngine.ParticleSystem.ColorOverLifetimeModule)vc.csObj;
            var result = _this.enabled;
            JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result));
        }
        else
        {
            System.Boolean arg0 = (System.Boolean)JSApi.getBooleanS((int)JSApi.GetType.Arg);
            UnityEngine.ParticleSystem.ColorOverLifetimeModule _this = (UnityEngine.ParticleSystem.ColorOverLifetimeModule)vc.csObj;
            _this.enabled = arg0;
            JSMgr.changeJSObj(vc.jsObjID, _this);
        }
    }
    static int get_colorOverLifetime(IntPtr L)
    {
        object o = null;

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

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)o;
            UnityEngine.ParticleSystem.ColorOverLifetimeModule ret = obj.colorOverLifetime;
            ToLua.PushValue(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index colorOverLifetime on a nil value"));
        }
    }
Exemplo n.º 10
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();   
    }