static int _CreateLTBezier(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 5) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); float arg4 = (float)LuaDLL.luaL_checknumber(L, 5); LTBezier obj = new LTBezier(arg0, arg1, arg2, arg3, arg4); ToLua.PushObject(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: LTBezier.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public void setPoints(Vector3[] pts_) { if (pts_.Length < 4) { LeanTween.logError("LeanTween - When passing values for a vector path, you must pass four or more values!"); } if (pts_.Length % 4 != 0) { LeanTween.logError("LeanTween - When passing values for a vector path, they must be in sets of four: controlPoint1, controlPoint2, endPoint2, controlPoint2, controlPoint2..."); } pts = pts_; int num = 0; beziers = new LTBezier[pts.Length / 4]; lengthRatio = new float[beziers.Length]; length = 0f; for (int i = 0; i < pts.Length; i += 4) { beziers[num] = new LTBezier(pts[i], pts[i + 2], pts[i + 1], pts[i + 3], 0.05f); length += beziers[num].length; num++; } for (int i = 0; i < beziers.Length; i++) { lengthRatio[i] = beziers[i].length / length; } }
static public int get_length(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 LTBezier self = (LTBezier)checkSelf(l); pushValue(l, true); pushValue(l, self.length); 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 int _CreateLTBezier(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 5) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); float arg4 = (float)LuaDLL.luaL_checknumber(L, 5); LTBezier obj = new LTBezier(arg0, arg1, arg2, arg3, arg4); ToLua.PushObject(L, obj); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to ctor method: LTBezier.New"); } } catch(Exception e) { return LuaDLL.toluaL_exception(L, e); } }
static public int get_length(IntPtr l) { try { LTBezier self = (LTBezier)checkSelf(l); pushValue(l, self.length); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int get_length(IntPtr l) { try { LTBezier self = (LTBezier)checkSelf(l); pushValue(l, true); pushValue(l, self.length); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_length(IntPtr l) { try { LTBezier self = (LTBezier)checkSelf(l); System.Single v; checkType(l, 2, out v); self.length = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_length(IntPtr l) { try { LTBezier self = (LTBezier)checkSelf(l); System.Single v; checkType(l, 2, out v); self.length = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int point(IntPtr l) { try { LTBezier self = (LTBezier)checkSelf(l); System.Single a1; checkType(l, 2, out a1); var ret = self.point(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int point(IntPtr l) { try { LTBezier self = (LTBezier)checkSelf(l); System.Single a1; checkType(l, 2, out a1); var ret = self.point(a1); pushValue(l, ret); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static int point(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); LTBezier obj = (LTBezier)ToLua.CheckObject(L, 1, typeof(LTBezier)); float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Vector3 o = obj.point(arg0); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int get_length(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); LTBezier obj = (LTBezier)o; float ret = obj.length; LuaDLL.lua_pushnumber(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index length on a nil value" : e.Message)); } }
public void UpdateBezierPathEnd(Vector3 newPosition) { if (newPosition == P3) { return; } P3 = newPosition; P2 = P3 + ((P0 - P3).normalized * P2Magnitude); bezierPath = new LTBezier(P0, P1, P2, P3, 1f); for (int i = 0; i < steps; i++) { pointList[i] = bezierPath.point(stepList[i]); } }
static int set_length(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); LTBezier obj = (LTBezier)o; float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); obj.length = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index length on a nil value" : e.Message)); } }
public void UpdateBezierPathStart(Vector3 newPosition, Vector3 newForward) { if (newPosition == P0 && newForward == previousPathForward) { return; } P0 = newPosition; P1 = P0 + (newForward * P1Magnitude); bezierPath = new LTBezier(P0, P1, P2, P3, 1f); for (int i = 0; i < steps; i++) { pointList[i] = bezierPath.point(stepList[i]); } previousPathForward = newForward; }
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 LTBezier o; UnityEngine.Vector3 a1; checkType(l, 2, out a1); UnityEngine.Vector3 a2; checkType(l, 3, out a2); UnityEngine.Vector3 a3; checkType(l, 4, out a3); UnityEngine.Vector3 a4; checkType(l, 5, out a4); System.Single a5; checkType(l, 6, out a5); o = new LTBezier(a1, a2, a3, a4, a5); 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 }
public static int constructor(IntPtr l) { try { LTBezier o; UnityEngine.Vector3 a1; checkType(l,2,out a1); UnityEngine.Vector3 a2; checkType(l,3,out a2); UnityEngine.Vector3 a3; checkType(l,4,out a3); UnityEngine.Vector3 a4; checkType(l,5,out a4); System.Single a5; checkType(l,6,out a5); o=new LTBezier(a1,a2,a3,a4,a5); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
static public int constructor(IntPtr l) { try { LTBezier o; UnityEngine.Vector3 a1; checkType(l, 2, out a1); UnityEngine.Vector3 a2; checkType(l, 3, out a2); UnityEngine.Vector3 a3; checkType(l, 4, out a3); UnityEngine.Vector3 a4; checkType(l, 5, out a4); System.Single a5; checkType(l, 6, out a5); o = new LTBezier(a1, a2, a3, a4, a5); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
public void CreatePathToObject(GameObject to, float duration, float delay) { pointList = new Vector3[steps]; Vector3 start = transform.position; Vector3 end = to.transform.position; Vector3 forward = transform.up; previousPathForward = forward; P0 = start; P1 = P0 + (forward * P1Magnitude); P3 = end; P2 = P3 + ((P0 - P3).normalized * P2Magnitude); bezierPath = new LTBezier(P0, P1, P2, P3, 1f); for (int i = 0; i < steps; i++) { pointList[i] = bezierPath.point(stepList[i]); } StartCoroutine(ParticlePath(duration, delay)); }
public void setPoints( Vector3[] pts_ ) { if(pts_.Length<4) LeanTween.logError( "LeanTween - When passing values for a vector path, you must pass four or more values!" ); if(pts_.Length%4!=0) LeanTween.logError( "LeanTween - When passing values for a vector path, they must be in sets of four: controlPoint1, controlPoint2, endPoint2, controlPoint2, controlPoint2..." ); pts = pts_; int k = 0; beziers = new LTBezier[ pts.Length / 4 ]; lengthRatio = new float[ beziers.Length ]; int i; length = 0; for(i = 0; i < pts.Length; i+=4){ beziers[k] = new LTBezier(pts[i+0],pts[i+2],pts[i+1],pts[i+3],0.05f); length += beziers[k].length; k++; } // Debug.Log("beziers.Length:"+beziers.Length + " beziers:"+beziers); for(i = 0; i < beziers.Length; i++){ lengthRatio[i] = beziers[i].length / length; } }