static int _s_set_constrainInsideGraph(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Pathfinding.AIPath gen_to_be_invoked = (Pathfinding.AIPath)translator.FastGetCSObj(L, 1); gen_to_be_invoked.constrainInsideGraph = LuaAPI.lua_toboolean(L, 2); } catch (System.Exception gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + gen_e)); } return(0); }
static int _s_set_endReachedDistance(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Pathfinding.AIPath gen_to_be_invoked = (Pathfinding.AIPath)translator.FastGetCSObj(L, 1); gen_to_be_invoked.endReachedDistance = (float)LuaAPI.lua_tonumber(L, 2); } catch (System.Exception gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + gen_e)); } return(0); }
static int _g_get_slowWhenNotFacingTarget(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Pathfinding.AIPath gen_to_be_invoked = (Pathfinding.AIPath)translator.FastGetCSObj(L, 1); LuaAPI.lua_pushboolean(L, gen_to_be_invoked.slowWhenNotFacingTarget); } catch (System.Exception gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + gen_e)); } return(1); }
static int _g_get_whenCloseToDestination(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Pathfinding.AIPath gen_to_be_invoked = (Pathfinding.AIPath)translator.FastGetCSObj(L, 1); translator.PushPFCloseToDestinationMode(L, gen_to_be_invoked.whenCloseToDestination); } catch (System.Exception gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + gen_e)); } return(1); }
static int _g_get_pickNextWaypointDist(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Pathfinding.AIPath gen_to_be_invoked = (Pathfinding.AIPath)translator.FastGetCSObj(L, 1); LuaAPI.lua_pushnumber(L, gen_to_be_invoked.pickNextWaypointDist); } catch (System.Exception gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + gen_e)); } return(1); }
static int _g_get_steeringTarget(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Pathfinding.AIPath gen_to_be_invoked = (Pathfinding.AIPath)translator.FastGetCSObj(L, 1); translator.PushUnityEngineVector3(L, gen_to_be_invoked.steeringTarget); } catch (System.Exception gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + gen_e)); } return(1); }
static int _s_set_whenCloseToDestination(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Pathfinding.AIPath gen_to_be_invoked = (Pathfinding.AIPath)translator.FastGetCSObj(L, 1); PF.CloseToDestinationMode gen_value; translator.Get(L, 2, out gen_value); gen_to_be_invoked.whenCloseToDestination = gen_value; } catch (System.Exception gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + gen_e)); } return(0); }
static int __CreateInstance(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); if (LuaAPI.lua_gettop(L) == 1) { Pathfinding.AIPath gen_ret = new Pathfinding.AIPath(); translator.Push(L, gen_ret); return(1); } } catch (System.Exception gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + gen_e)); } return(LuaAPI.luaL_error(L, "invalid arguments to Pathfinding.AIPath constructor!")); }
// Start is called before the first frame update void Start() { cc = Camera_Controller.Instance; // camera instance playerController = Player_Controller_RPG.Instance; // player instance if (cc == null) { Debug.LogError("There is no camera controller in the scene!!"); } else { playerCam = cc.Cam_Obj.GetComponent <Camera>(); } if (playerCam == null) { Debug.LogError("There is no camera controller in camera controller!!"); } if (playerController == null) { Debug.LogError("There is no player controller in scene"); return; } // read player controller script attached object playerOBJ = playerController.gameObject; // looking for ai script pathRichAI = playerOBJ.GetComponent <Pathfinding.RichAI>(); pathAIPath = playerOBJ.GetComponent <Pathfinding.AIPath>(); pathAILerp = playerOBJ.GetComponent <Pathfinding.AILerp>(); // disable ai because in rpg mode it will conflict with the control aiOn = false; if (pathRichAI != null) { pathRichAI.enabled = false; } else if (pathAIPath != null) { pathAIPath.enabled = false; } else if (pathAILerp != null) { pathAILerp.enabled = false; } rightClickInfoType = RC_InfoType.None; }
static int _m_Teleport(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Pathfinding.AIPath gen_to_be_invoked = (Pathfinding.AIPath)translator.FastGetCSObj(L, 1); int gen_param_count = LuaAPI.lua_gettop(L); if (gen_param_count == 3 && translator.Assignable <UnityEngine.Vector3>(L, 2) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 3)) { UnityEngine.Vector3 _newPosition; translator.Get(L, 2, out _newPosition); bool _clearPath = LuaAPI.lua_toboolean(L, 3); gen_to_be_invoked.Teleport( _newPosition, _clearPath); return(0); } if (gen_param_count == 2 && translator.Assignable <UnityEngine.Vector3>(L, 2)) { UnityEngine.Vector3 _newPosition; translator.Get(L, 2, out _newPosition); gen_to_be_invoked.Teleport( _newPosition); return(0); } } catch (System.Exception gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + gen_e)); } return(LuaAPI.luaL_error(L, "invalid arguments to Pathfinding.AIPath.Teleport!")); }
static int _m_OnTargetReached(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Pathfinding.AIPath gen_to_be_invoked = (Pathfinding.AIPath)translator.FastGetCSObj(L, 1); { gen_to_be_invoked.OnTargetReached( ); return(0); } } catch (System.Exception gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + gen_e)); } }