static StackObject *Ctor_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *__ret = ILIntepreter.Minus(__esp, 0);

            var result_of_this_method = new UnityEngine.MeshRenderer();

            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
Пример #2
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 protected override void GetDependencies(System.Collections.Generic.Dictionary <long, UnityEngine.Object> dependencies, object obj)
 {
     base.GetDependencies(dependencies, obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.MeshRenderer o = (UnityEngine.MeshRenderer)obj;
     AddDependency(o.additionalVertexStreams, dependencies);
 }
Пример #3
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 public override void ReadFrom(object obj)
 {
     base.ReadFrom(obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.MeshRenderer o = (UnityEngine.MeshRenderer)obj;
     additionalVertexStreams = o.additionalVertexStreams.GetMappedInstanceID();
 }
Пример #4
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    void Start()
    {
        UnityEngine.BoxCollider boxCollider = gameObject.AddComponent <UnityEngine.BoxCollider>();
        boxCollider.size   = new UnityEngine.Vector3(width, 1.0f, height);
        boxCollider.center = new UnityEngine.Vector3(0.0f, -0.5f, 0.0f);

        //UnityEngine.MeshCollider meshCollider = gameObject.AddComponent<UnityEngine.MeshCollider>();
        UnityEngine.MeshRenderer meshRenderer = gameObject.AddComponent <UnityEngine.MeshRenderer>();
        meshRenderer.sharedMaterial             = new UnityEngine.Material(UnityEngine.Shader.Find("Standard"));
        meshRenderer.sharedMaterial.mainTexture = UnityEngine.Resources.Load("texture/grid", typeof(UnityEngine.Texture2D)) as UnityEngine.Texture2D;

        UnityEngine.MeshFilter meshFilter = gameObject.AddComponent <UnityEngine.MeshFilter>();

        UnityEngine.Mesh mesh = new UnityEngine.Mesh();

        UnityEngine.Vector3[] vertices = new UnityEngine.Vector3[4]
        {
            new UnityEngine.Vector3(-(width * 0.5f), 0, -(height * 0.5f)),
            new UnityEngine.Vector3((width * 0.5f), 0, -(height * 0.5f)),
            new UnityEngine.Vector3(-(width * 0.5f), 0, (height * 0.5f)),
            new UnityEngine.Vector3((width * 0.5f), 0, (height * 0.5f))
        };
        mesh.vertices = vertices;

        int[] tris = new int[6]
        {
            // lower left triangle
            0, 2, 1,
            // upper right triangle
            2, 3, 1
        };
        mesh.triangles = tris;

        UnityEngine.Vector3[] normals = new UnityEngine.Vector3[4]
        {
            new UnityEngine.Vector3(0, 1.0f, 0),
            new UnityEngine.Vector3(0, 1.0f, 0),
            new UnityEngine.Vector3(0, 1.0f, 0),
            new UnityEngine.Vector3(0, 1.0f, 0)
        };
        mesh.normals = normals;

        UnityEngine.Vector2[] uv = new UnityEngine.Vector2[4]
        {
            new UnityEngine.Vector2(-(width * 0.5f), -(height * 0.5f)),
            new UnityEngine.Vector2((width * 0.5f), -(height * 0.5f)),
            new UnityEngine.Vector2(-(width * 0.5f), (height * 0.5f)),
            new UnityEngine.Vector2((width * 0.5f), (height * 0.5f))
        };
        mesh.uv = uv;

        meshFilter.mesh = mesh;
        //meshCollider.mesh = mesh;
    }
Пример #5
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.MeshRenderer o = (UnityEngine.MeshRenderer)obj;
     o.additionalVertexStreams = (UnityEngine.Mesh)objects.Get(additionalVertexStreams);
     return(o);
 }
Пример #6
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        static int _g_get_subMeshStartIndex(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.MeshRenderer gen_to_be_invoked = (UnityEngine.MeshRenderer)translator.FastGetCSObj(L, 1);
                LuaAPI.xlua_pushinteger(L, gen_to_be_invoked.subMeshStartIndex);
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(1);
        }
Пример #7
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        static int _g_get_enlightenVertexStream(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.MeshRenderer gen_to_be_invoked = (UnityEngine.MeshRenderer)translator.FastGetCSObj(L, 1);
                translator.Push(L, gen_to_be_invoked.enlightenVertexStream);
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(1);
        }
Пример #8
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        static int _s_set_additionalVertexStreams(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.MeshRenderer gen_to_be_invoked = (UnityEngine.MeshRenderer)translator.FastGetCSObj(L, 1);
                gen_to_be_invoked.additionalVertexStreams = (UnityEngine.Mesh)translator.GetObject(L, 2, typeof(UnityEngine.Mesh));
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(0);
        }
        static int _g_get_additionalVertexStreams(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                UnityEngine.MeshRenderer __cl_gen_to_be_invoked = (UnityEngine.MeshRenderer)translator.FastGetCSObj(L, 1);
                translator.Push(L, __cl_gen_to_be_invoked.additionalVertexStreams);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(1);
        }
Пример #10
0
        static int _s_set_receiveGI(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                UnityEngine.MeshRenderer gen_to_be_invoked = (UnityEngine.MeshRenderer)translator.FastGetCSObj(L, 1);
                UnityEngine.ReceiveGI    gen_value; translator.Get(L, 2, out gen_value);
                gen_to_be_invoked.receiveGI = gen_value;
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(0);
        }
        static StackObject *get_additionalVertexStreams_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.MeshRenderer instance_of_this_method = (UnityEngine.MeshRenderer) typeof(UnityEngine.MeshRenderer).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = instance_of_this_method.additionalVertexStreams;

            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
        static StackObject *get_subMeshStartIndex_2(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.MeshRenderer instance_of_this_method = (UnityEngine.MeshRenderer) typeof(UnityEngine.MeshRenderer).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = instance_of_this_method.subMeshStartIndex;

            __ret->ObjectType = ObjectTypes.Integer;
            __ret->Value      = result_of_this_method;
            return(__ret + 1);
        }
Пример #13
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        static int __CreateInstance(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
                if (LuaAPI.lua_gettop(L) == 1)
                {
                    UnityEngine.MeshRenderer gen_ret = new UnityEngine.MeshRenderer();
                    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 UnityEngine.MeshRenderer constructor!"));
        }
        static StackObject *set_receiveGI_4(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.ReceiveGI @value = (UnityEngine.ReceiveGI) typeof(UnityEngine.ReceiveGI).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.MeshRenderer instance_of_this_method = (UnityEngine.MeshRenderer) typeof(UnityEngine.MeshRenderer).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.receiveGI = value;

            return(__ret);
        }
Пример #15
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        static StackObject *set_additionalVertexStreams_1(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.Mesh @value = (UnityEngine.Mesh) typeof(UnityEngine.Mesh).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.MeshRenderer instance_of_this_method = (UnityEngine.MeshRenderer) typeof(UnityEngine.MeshRenderer).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.additionalVertexStreams = value;

            return(__ret);
        }
        private static IntPtr Constructor(IntPtr isolate, IntPtr info, int paramLen, long data)
        {
            try
            {
                {
                    {
                        var result = new UnityEngine.MeshRenderer();


                        return(Puerts.Utils.GetObjectPtr((int)data, typeof(UnityEngine.MeshRenderer), result));
                    }
                }
            }
            catch (Exception e)
            {
                Puerts.PuertsDLL.ThrowException(isolate, "c# exception:" + e.Message + ",stack:" + e.StackTrace);
            }
            return(IntPtr.Zero);
        }
Пример #17
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        public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
        {
            UnityEngine.MeshRenderer meshRenderer = this.Map.GetComponent <UnityEngine.MeshRenderer>();

            dstManager.AddComponentData(entity, new PhysicsCollider
            {
                Value = BoxCollider.Create
                        (
                    CollisionGeomeotrySingleton.Instance.CreateOrGetBoxGeometry(meshRenderer.bounds.size),
                    CollisionFilterSingleton.Instance.BelongsToNonTraversableFilter
                        )
            });

            Entity worldBoundsEntity = dstManager.CreateEntity(dstManager.CreateWorldBoundsArchetype());

            WorldBounds worldBounds = WorldBoundsStaticAccessor.WorldBounds;

            dstManager.SetComponentData(worldBoundsEntity, worldBounds);

            using (NativeArray <Entity> pathNodes = dstManager.CreateEntity(dstManager.CreatePathnodeArchetype(), worldBounds.XZGridSize.x * worldBounds.XZGridSize.y, Allocator.Temp))
            {
                for (int x = 0; x < worldBounds.XZGridSize.x; ++x)
                {
                    for (int y = 0; y < worldBounds.XZGridSize.y; ++y)
                    {
                        int index = AStarUtility.CalculateIndex(x, y, worldBounds.XZGridSize.x);

                        dstManager.SetComponentData(pathNodes[index], new PathNode
                        {
                            X                 = x,
                            Y                 = y,
                            Index             = index,
                            GCost             = int.MaxValue,
                            HCost             = int.MaxValue,
                            IsTraversable     = true, //Phyisics check in MonsterPathfindingGridSystem.cs but not in FindPath Method of AStar.cs saves performance!
                            PreviousNodeIndex = -1
                        });
                    }
                }
            }
        }
Пример #18
0
            public Factory(Data d, GameObject gObj,
			float zOff = 0, float zR = 1, int rQOff = 0, bool uAC = false,
			Camera cam = null, string texturePrfx = "", string fontPrfx = "",
			TextureLoader textureLdr = null,
			TextureUnloader textureUnldr = null)
                : base(gObj, zOff, zR, rQOff, uAC,
			cam, texturePrfx, fontPrfx, textureLdr, textureUnldr)
            {
                data = d;
                mesh = new Mesh();
                mesh.name = "LWF/" + data.name;
                #if !UNITY_3_5
                mesh.MarkDynamic();
                #endif

                if (Application.isEditor) {
                meshFilter = gameObject.GetComponent<MeshFilter>();
                if (meshFilter == null)
                meshFilter = gameObject.AddComponent<MeshFilter>();
                } else {
                meshFilter = gameObject.AddComponent<MeshFilter>();
                }
                meshFilter.sharedMesh = mesh;

                if (Application.isEditor) {
                meshRenderer = gameObject.GetComponent<UnityEngine.MeshRenderer>();
                if (meshRenderer == null)
                meshRenderer =
                    gameObject.AddComponent<UnityEngine.MeshRenderer>();
                } else {
                meshRenderer = gameObject.AddComponent<UnityEngine.MeshRenderer>();
                }
                meshRenderer.castShadows = false;
                meshRenderer.receiveShadows = false;

                textureName = texturePrefix + data.textures[0].filename;
                meshRenderer.sharedMaterial =
                ResourceCache.SharedInstance().LoadTexture(
                data.name, textureName, data.textures[0].format, true,
                    useAdditionalColor, textureLoader, textureUnloader);
                if (renderQueueOffset != 0)
                meshRenderer.sharedMaterial.renderQueue += renderQueueOffset;

                premultipliedAlpha = (data.textures[0].format ==
                (int)Format.Constant.TEXTUREFORMAT_PREMULTIPLIEDALPHA);

                buffer = new CombinedMeshBuffer();

                CreateBitmapContexts(data);
            }
Пример #19
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            public void Init(Factory factory)
            {
                renderers = new List<IMeshRenderer>();

                mesh = new Mesh();
                mesh.name = "LWF/" + factory.data.name;
                mesh.MarkDynamic();

                meshFilter = gameObject.AddComponent<MeshFilter>();
                meshFilter.sharedMesh = mesh;

                meshRenderer = gameObject.AddComponent<UnityEngine.MeshRenderer>();
                if (!string.IsNullOrEmpty(factory.sortingLayerName))
                meshRenderer.sortingLayerName = factory.sortingLayerName;
                meshRenderer.sortingOrder = factory.sortingOrder;
                meshRenderer.castShadows = false;
                meshRenderer.receiveShadows = false;

                buffer = new CombinedMeshBuffer();
            }
Пример #20
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 public static MeshRendererPointer Allocate(this UnityEngine.MeshRenderer obj)
 {
     return(new MeshRendererPointer(GCHandle.Alloc(obj, GCHandleType.Normal)));
 }
Пример #21
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            public void Init(Factory factory)
            {
                renderers = new List<IMeshRenderer>();

                mesh = new Mesh();
                mesh.name = "LWF/" + factory.data.name;
                mesh.MarkDynamic();

                meshFilter = gameObject.AddComponent<MeshFilter>();
                meshFilter.sharedMesh = mesh;

                meshRenderer = gameObject.AddComponent<UnityEngine.MeshRenderer>();
                #if UNITY_4_6
                meshRenderer.castShadows = false;
                #else
                meshRenderer.shadowCastingMode =
                UnityEngine.Rendering.ShadowCastingMode.Off;
                #endif
                meshRenderer.receiveShadows = false;
                UpdateSortingLayerAndOrder(factory);
                UpdateLayer(factory);

                if (factory.useAdditionalColor) {
                additionalColor = UnityEngine.Color.clear;
                property = new MaterialPropertyBlock();
                additionalColorId = Shader.PropertyToID("_AdditionalColor");
                }

                buffer = new CombinedMeshBuffer();
            }
Пример #22
0
 public void ReplaceGrassMeshRender(UnityEngine.MeshRenderer newMeshRenderer) {
     var index = GameComponentsLookup.GrassMeshRender;
     var component = CreateComponent<GrassMeshRenderComponent>(index);
     component.meshRenderer = newMeshRenderer;
     ReplaceComponent(index, component);
 }