public static LayerMask LayerMaskField(string label, LayerMask layerMask) { List<string> layers = new List<string>(); List<int> layerNumbers = new List<int>(); for (int i = 0; i < 32; i++) { string layerName = LayerMask.LayerToName(i); if (layerName != "") { layers.Add(layerName); layerNumbers.Add(i); } } int maskWithoutEmpty = 0; for (int i = 0; i < layerNumbers.Count; i++) { if (((1 << layerNumbers[i]) & layerMask.value) > 0) maskWithoutEmpty |= (1 << i); } maskWithoutEmpty = EditorGUILayout.MaskField(label, maskWithoutEmpty, layers.ToArray()); int mask = 0; for (int i = 0; i < layerNumbers.Count; i++) { if ((maskWithoutEmpty & (1 << i)) > 0) mask |= (1 << layerNumbers[i]); } layerMask.value = mask; return layerMask; }
public void init(float angle) { colliders = entity == Entities.player ? player_owner_collide_layers : enemy_owner_collide_layers; this.angle = angle; RaycastHit2D hit = Physics2D.Raycast(transform.position, new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)), MAX_DISTANCE, colliders); float dist = hit.transform == null ? MAX_DISTANCE : hit.distance; float num_particles = dist / particle_seperation; Vector3 pos = transform.position; pos.z = -20; GameObject railgun_particle = (GameObject)Resources.Load("particles/railgun_lightning"); for (int n = 0; n < num_particles; ++n) { pos.x += Mathf.Cos(angle) * particle_seperation; pos.y += Mathf.Sin(angle) * particle_seperation; GameObject obj = (GameObject)Instantiate(railgun_particle, pos, Quaternion.identity); //check if any colliders are overlapping with a circle raycast Collider2D col = Physics2D.OverlapCircle(pos, particle_seperation, colliders); if (col) { //if the gameobject has a health component, deal damage to them GenericHealth health = col.gameObject.GetComponent<GenericHealth>(); if (health != null) health.take_damage(damage); } } }
/** Displays a LayerMask field. * \param label Label to display * \param showSpecial Use the Nothing and Everything selections * \param selected Current LayerMask * \note Unity 3.5 and up will use the EditorGUILayout.MaskField instead of a custom written one. */ public static LayerMask LayerMaskField(string label, LayerMask selected) { if (layers == null || (System.DateTime.UtcNow.Ticks - lastUpdateTick > 10000000L && Event.current.type == EventType.Layout)) { lastUpdateTick = System.DateTime.UtcNow.Ticks; if (layers == null) { layers = new List<string>(); layerNames = new string[4]; } else { layers.Clear (); } int emptyLayers = 0; for (int i=0;i<32;i++) { string layerName = LayerMask.LayerToName (i); if (layerName != "") { for (;emptyLayers>0;emptyLayers--) layers.Add ("Layer "+(i-emptyLayers)); layers.Add (layerName); } else { emptyLayers++; } } if (layerNames.Length != layers.Count) { layerNames = new string[layers.Count]; } for (int i=0;i<layerNames.Length;i++) layerNames[i] = layers[i]; } selected.value = EditorGUILayout.MaskField (label,selected.value,layerNames); return selected; }
// Cast a circle with the desired distance. Check each collider hit to see if it is within the field of view. Set objectFound // to the object that is most directly in front of the agent public static GameObject WithinSight2D(Transform transform, Vector3 positionOffset, float fieldOfViewAngle, float viewDistance, LayerMask objectLayerMask, Vector3 targetOffset, LayerMask ignoreLayerMask) { GameObject objectFound = null; var hitColliders = Physics2D.OverlapCircleAll(transform.position, viewDistance, objectLayerMask); if (hitColliders != null) { float minAngle = Mathf.Infinity; for (int i = 0; i < hitColliders.Length; ++i) { float angle; GameObject obj; // Call the 2D WithinSight function to determine if this specific object is within sight if ((obj = WithinSight(transform, positionOffset, fieldOfViewAngle, viewDistance, hitColliders[i].gameObject, targetOffset, true, out angle, ignoreLayerMask)) != null) { // This object is within sight. Set it to the objectFound GameObject if the angle is less than any of the other objects if (angle < minAngle) { minAngle = angle; objectFound = obj; } } } } return objectFound; }
private void Awake() { LayerOn = LayerMask.NameToLayer (KickStarter.settingsManager.hotspotLayer); LayerOff = LayerMask.NameToLayer (KickStarter.settingsManager.deactivatedLayer); _Awake (); }
private void Awake () { SettingsManager settingsManager = AdvGame.GetReferences ().settingsManager; LayerHotspot = LayerMask.NameToLayer (settingsManager.hotspotLayer); LayerOff = LayerMask.NameToLayer (settingsManager.deactivatedLayer); if (GameObject.FindWithTag (Tags.gameEngine) && GameObject.FindWithTag (Tags.gameEngine).GetComponent <ActionListManager>()) { actionListManager = GameObject.FindWithTag (Tags.gameEngine).GetComponent <ActionListManager>(); } // If asset-based, download actions if (source == ActionListSource.AssetFile) { actions.Clear (); if (assetFile != null && assetFile.actions.Count > 0) { foreach (AC.Action action in assetFile.actions) { actions.Add (action); } useParameters = assetFile.useParameters; parameters = assetFile.parameters; } } if (useParameters) { // Reset all parameters foreach (ActionParameter _parameter in parameters) { _parameter.Reset (); } } }
public override void Reset () { explosionPoint = new ConcreteVector3Var(); explosionPosition = new ConcreteGameObjectVar(this.self); explosionForce = new ConcreteFloatVar(); explosionRadius = new ConcreteFloatVar(); layers = -1; }
public void init(float angle, float damage, float max_distance, LayerMask colliders) { this.angle = angle; this.damage = damage; this.max_distance = max_distance; this.colliders = colliders; RaycastHit2D hit = Physics2D.Raycast(transform.position, new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)), max_distance, colliders); float dist = hit.transform == null ? max_distance : hit.distance; float num_particles = dist / PARTICLE_SEP; Vector3 pos = transform.position; pos.z = -20; GameObject railgun_particle = (GameObject)Resources.Load("particles/railgun_lightning"); for (int n = 0; n < num_particles; ++n) { pos.x += Mathf.Cos(angle) * PARTICLE_SEP; pos.y += Mathf.Sin(angle) * PARTICLE_SEP; GameObject obj = (GameObject)Instantiate(railgun_particle, pos, Quaternion.identity); //check if any colliders are overlapping with a circle raycast Collider2D col = Physics2D.OverlapCircle(pos, PARTICLE_SEP, colliders); if (col) { //if the gameobject has a health component, deal damage to them GenericHealth health = col.gameObject.GetComponent<GenericHealth>(); if (health != null) health.take_damage(damage); } } }
bool CheckGround(Transform groundCheck, LayerMask whatIsGround, float groundedRadius) { if(groundCheck!=null) return Physics2D.OverlapCircle (groundCheck.position, groundedRadius, whatIsGround); else return true; }
static LayerMask LayerMaskField(string label, LayerMask layerMask) { var layers = UnityEditorInternal.InternalEditorUtility.layers; _layerNumbers.Clear (); for (int i = 0; i < layers.Length; i++) { _layerNumbers.Add (LayerMask.NameToLayer (layers[i])); } var maskWithoutEmpty = 0; var count = _layerNumbers.Count; for (var i = 0; i < count; i++) { if (((1 << _layerNumbers[i]) & layerMask.value) != 0) { maskWithoutEmpty |= (1 << i); } } maskWithoutEmpty = EditorGUILayout.MaskField (label, maskWithoutEmpty, layers); var mask = 0; for (int i = 0; i < count; i++) { if ((maskWithoutEmpty & (1 << i)) != 0) { mask |= (1 << _layerNumbers[i]); } } layerMask.value = mask; return layerMask; }
public Inspector() { if( instance != null ) { Debug.LogError( "Creating extra instance of singleton Inspector" ); return; } instance = this; blockingLayers = LayerMask.NameToLayer( "Default" ); meshReference = null; showNetwork = true; showNode = true; showConnection = true; networkTags = false; nodeTags = false; connectionTags = false; bidirectionalConnect = false; blockingLayers = -1; connectionWidthNetwork = 1.0f; connectionWidthNode = 1.0f; instance = this; }
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.LayerMask o; o = new UnityEngine.LayerMask(); 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 LayerMask LayerMaskField(string label, LayerMask layerMask) { var layers = InternalEditorUtility.layers; layerNumbers.Clear(); for(int i = 0; i < layers.Length; i++) layerNumbers.Add(LayerMask.NameToLayer(layers[i])); int maskWithoutEmpty = 0; for(int i = 0; i < layerNumbers.Count; i++) { if(((1 << layerNumbers[i]) & layerMask.value) > 0) maskWithoutEmpty |= (1 << i); } maskWithoutEmpty = UnityEditor.EditorGUILayout.MaskField(label, maskWithoutEmpty, layers); int mask = 0; for(int i = 0; i < layerNumbers.Count; i++) { if((maskWithoutEmpty & (1 << i)) > 0) mask |= (1 << layerNumbers[i]); } layerMask.value = mask; return layerMask; }
public static bool checkType(IntPtr l, int p, out LayerMask lm) { int v; checkType(l, p, out v); lm = v; return true; }
public override void Start() { base.Start(); floorLayerMask = 1 << UniRPGGlobal.DB.floorLayerMask; if (UniRPGGlobal.Instance.state != UniRPGGlobal.State.InMainMenu) { if (clickMarkerPrefab) { clickMarker = (GameObject)GameObject.Instantiate(clickMarkerPrefab); clickMarker.SetActive(false); } selectionRing = new GameObject[UniRPGGlobal.DB.selectionRingPrefabs.Length]; for (int i = 0; i < UniRPGGlobal.DB.selectionRingPrefabs.Length; i++) { if (UniRPGGlobal.DB.selectionRingPrefabs[i]) { selectionRing[i] = (GameObject)GameObject.Instantiate(UniRPGGlobal.DB.selectionRingPrefabs[i]); selectionRing[i].AddComponent<SimpleFollow>(); selectionRing[i].AddComponent<SimpleAutoHide>(); selectionRing[i].SetActive(false); } else selectionRing[i] = null; } } }
/// <summary> /// Simple test for an object being visible. We test the field of view and the view distance. /// Future version will check for objects blocking the view. /// /// This version allows us to search for any object on a specific layer. If requested, we will /// return the closest one. /// </summary> /// <param name="rPosition"></param> /// <param name="rForward"></param> /// <param name="rFOV"></param> /// <param name="rDistance"></param> /// <param name="rTargetLayerMask"></param> /// <param name="rClosest"></param> /// <returns></returns> public static GameObject IsObjectVisible(Vector3 rPosition, Vector3 rForward, float rFOV, float rDistance, LayerMask rTargetLayerMask, bool rClosest) { GameObject lClosestObject = null; // Grab all the object in a sphere around the center Collider[] lColliders = UnityEngine.Physics.OverlapSphere(rPosition, rDistance, rTargetLayerMask); if (lColliders != null) { // If we don't carea bout the closest one, just return the first one if (!rClosest) { return lColliders[0].gameObject; } // Test each of the objects to find the closest (with in the field of view float lClosestDistance = float.MaxValue; for (int i = 0; i < lColliders.Length; ++i) { GameObject lTargetObject = lColliders[i].gameObject; if (lTargetObject != null) { // Test each object to ensure that it float lDistance = IsObjectVisible(rPosition, rForward, rFOV, rDistance, lTargetObject.transform); if (lDistance > 0f && lDistance < lClosestDistance) { lClosestDistance = lDistance; lClosestObject = lTargetObject; } } } } return lClosestObject; }
public static GridNode2D[,] BuildGrid(Rect bounds, float nodeSize, LayerMask layerMask, Dictionary<string, int> tagPenalties) { float xDistance = bounds.xMax - bounds.xMin; float yDistance = bounds.yMax - bounds.yMin; int gridX = (int) Mathf.Ceil(xDistance / nodeSize); int gridY = (int) Mathf.Ceil(yDistance / nodeSize); GridNode2D[,] returnVal = new GridNode2D[gridX, gridY]; int nodeY = 0; for (float y = bounds.yMax; y > bounds.yMin; y -= nodeSize) { // trace ray from left to right float distanceSet = 0; int nodeX = 0; while (distanceSet <= xDistance) { float distanceLeft = xDistance - distanceSet; Vector2 origin = new Vector2(bounds.xMin + distanceSet, y); RaycastHit2D rayCast = Physics2D.Raycast(origin, Vector2.right, distanceLeft, layerMask); // If it hits something then mark each entry up to that point as passable float hitPoint = Mathf.Floor(rayCast.distance / nodeSize) * nodeSize; if (rayCast.collider == null) { hitPoint = distanceLeft; } Debug.DrawRay(origin, Vector2.right * hitPoint); for (float i = 0; i < hitPoint; i += nodeSize) { returnVal[nodeX, nodeY] = new GridNode2D(new Point2D(origin.x + i, y)) { Passable = true, }; nodeX++; } // Mark the point it hit as impassable distanceSet += (hitPoint + nodeSize); if (distanceSet < xDistance && rayCast.collider != null) { nodeX++; bool passable = false; int penalty = 0; if (tagPenalties.ContainsKey(rayCast.collider.tag)) { penalty = tagPenalties[rayCast.collider.tag]; passable = true; } returnVal[nodeX, nodeY] = new GridNode2D(new Point2D(bounds.xMin + distanceSet, y)) { Passable = passable, Penalty = penalty }; } // Repeat until there is no distance to go } nodeY++; } return returnVal; }
public void init(float angle, int decay_in_ms = 4000) { colliders = entity == Entities.player ? player_owner_collide_layers : enemy_owner_collide_layers; add_logic<BulletLogicDecay>().init(decay_in_ms); this.angle = angle; }
public override void Reset () { startPoint = new ConcreteGameObjectVar(this.self); endPoint = new ConcreteGameObjectVar(this.self); layers = 0; storeGameObject = new ConcreteGameObjectVar(); storeFraction = new ConcreteFloatVar(); storePoint = new ConcreteVector3Var(); }
public override void Reset () { base.Reset (); distance = Mathf.Infinity; layerMask = -1; storeGameObject = new ConcreteGameObjectVar(); storePoint = new ConcreteVector3Var(); }
public override void OnReset() { originGameObject = null; originPosition = Vector3.zero; direction = Vector3.zero; distance = -1; layerMask = -1; space = Space.Self; }
public void init(float angle, int decay_in_ms = 4000) { colliders = entity == Entities.player ? player_owner_collide_layers : enemy_owner_collide_layers; add_logic<BulletLogicDecay>().init(decay_in_ms); this.angle = angle; transform.localEulerAngles = new Vector3(0, 0, UnityEngine.Random.Range(0, 360)); }
public override void Reset () { origin = new ConcreteGameObjectVar(this.self); direction = new ConcreteGameObjectVar(this.self); distance = new ConcreteFloatVar(); layers = 0; storeGameObject = new ConcreteGameObjectVar(); storeDistance = new ConcreteFloatVar(); storePoint = new ConcreteVector3Var(); }
public bool UpdateColliders(Vector2 topLeft, Vector2 bottomRight, LayerMask layerMask) { if (_updateOnFrame == Time.frameCount) { return collidersChangedOnLastUpdate; } collidersChangedOnLastUpdate = InnerUpdateColliders(topLeft, bottomRight, layerMask); return collidersChangedOnLastUpdate; }
public static void LoadEditorPrefs() { #if UNITY_EDITOR DEBUG_MODE = (VLSDebugMode)UnityEditor.EditorPrefs.GetInt("VLS_DEBUG_MODE", (int)VLSDebugMode.Geometry); DEFAULT_LIGHT_LAYER = UnityEditor.EditorPrefs.GetInt("DEFAULT_LIGHT_LAYER", 0); DEFAULT_LIGHT_SCALE = UnityEditor.EditorPrefs.GetFloat("DEFAULT_LIGHT_SCALE", 10); DEFAULT_LIGHT_SHADOW_LAYER = UnityEditor.EditorPrefs.GetInt("DEFAULT_LIGHT_SHADOW_LAYER", -1); #endif }
/** Check if this GameObject's renderer or any child renderer that matches `mask` * is currently visible on screen. */ public static bool IsAnyPartVisible(this GameObject go, LayerMask mask) { var renderers = from r in go.GetComponentsInChildren<Renderer> () where (mask & r.gameObject.layer) != 0 && r.isVisible select r; return renderers.Count () > 0; }
public TeleportBuilder(GameObject gameObject, InputActions input, string targetVariable, float timeout, LayerMask obstacles, float distance) { this.gameObject = gameObject; this.input = input; this.targetVariable = targetVariable; this.timeout = timeout; this.obstacles = obstacles; this.distance = distance; }
public override void Reset () { explosionPoint = new ConcreteVector3Var(); explosionPosition = new ConcreteGameObjectVar(this.self); explosionForce = new ConcreteFloatVar(); explosionRadius = new ConcreteFloatVar(); upwardsModifier = new ConcreteFloatVar(); mode = ForceMode.Force; layers = -1; }
private void Awake () { GetSettingsManager (); LayerOn = LayerMask.NameToLayer (settingsManager.hotspotLayer); LayerOff = LayerMask.NameToLayer (settingsManager.deactivatedLayer); navigationManager = GameObject.FindWithTag (Tags.gameEngine).GetComponent <NavigationManager>(); _Awake (); }
static public int set_value(IntPtr l) { UnityEngine.LayerMask o = (UnityEngine.LayerMask)checkSelf(l); int v; checkType(l, 2, out v); o.value = v; setBack(l, o); return(0); }
public override RaycastHit2D CastRay(Vector2 relativeRayOrigin, Vector2 direction, float rayLength, LayerMask layers, LayerMask blockingLayers = default(LayerMask)) { RaycastHit2D hit = base.CastRay(relativeRayOrigin, direction, rayLength, layers, blockingLayers); if (hit.collider && hit.GameObject().IsInLayerMask(_oneWayGeometryLayer)) { if (this.Constraints.FallThroughOneWayPlatforms || Mathf.Sign(direction.y) != -1) { // return empty hit instead of actual hit if we're allowed to go through the one way platform return new RaycastHit2D(); } } return hit; }
void Awake() { Physics.IgnoreLayerCollision(0, 8, true); whatIsGround = 1<<0 | 1 << 2; rigidBody = GetComponent<Rigidbody2D>(); GroundCheck = transform.Find("GroundCheck"); Anim = GetComponent<Animator>(); curCamera.cullingMask = 1 | 1<<2; }
static public int constructor(IntPtr l) { try { UnityEngine.LayerMask o; o = new UnityEngine.LayerMask(); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
void LayerMaskField_ValueChanged(object sender, EventArgs e) { if (Owner.IgnoreChanges) { return; } Value = new UnityEngine.LayerMask() { value = _Field.Layers }; Owner.SetDirty(); }
public void In( [FriendlyName("Existing Masks", "The existing layer masks.")] UnityEngine.LayerMask A, [FriendlyName("Masks to Remove", "The masks you want removed from the Existing Mask.")] UnityEngine.LayerMask B, [FriendlyName("Result", "The LayerMask result of the operation.")] out UnityEngine.LayerMask LayerMask ) { LayerMask = A & ~B; }
public void In( [FriendlyName("A", "The first layer mask.")] UnityEngine.LayerMask A, [FriendlyName("B", "The second layer mask.")] UnityEngine.LayerMask B, [FriendlyName("Result", "The LayerMask result of the operation.")] out UnityEngine.LayerMask LayerMask ) { LayerMask = A | B; }
static public int constructor(IntPtr l) { try { UnityEngine.LayerMask o; o = new UnityEngine.LayerMask(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
void OnServerInitialized() { serverInitialized = true; originalWallhack = new UnityEngine.GameObject("Anti Wallhack"); originalWallhack.AddComponent <MeshCollider>(); originalWallhack.AddComponent <TriggerBase>(); originalWallhack.gameObject.layer = UnityEngine.LayerMask.NameToLayer("Trigger"); var newlayermask = new UnityEngine.LayerMask(); newlayermask.value = 133120; originalWallhack.GetComponent <TriggerBase>().interestLayers = newlayermask; RefreshAllWalls(); RefreshPlayers(); }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.LayerMask layerMask = new UnityEngine.LayerMask(); foreach (string property in reader.Properties) { switch (property) { case "value": layerMask.value = reader.ReadProperty <System.Int32> (); break; } } return(layerMask); }
static public int op_Implicit__LayerMask__Int32_s(IntPtr l) { try { System.Int32 a1; checkType(l, 1, out a1); UnityEngine.LayerMask ret = a1; pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
// fields // properties static void LayerMask_value(JSVCall vc) { if (vc.bGet) { UnityEngine.LayerMask _this = (UnityEngine.LayerMask)vc.csObj; var result = _this.value; JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)(result)); } else { System.Int32 arg0 = (System.Int32)JSApi.getInt32((int)JSApi.GetType.Arg); UnityEngine.LayerMask _this = (UnityEngine.LayerMask)vc.csObj; _this.value = arg0; JSMgr.changeJSObj(vc.jsObjID, _this); } }
static void CollisionModule_collidesWith(JSVCall vc) { if (vc.bGet) { UnityEngine.ParticleSystem.CollisionModule _this = (UnityEngine.ParticleSystem.CollisionModule)vc.csObj; var result = _this.collidesWith; JSMgr.datax.setObject((int)JSApi.SetType.Rval, result); } else { UnityEngine.LayerMask arg0 = (UnityEngine.LayerMask)JSMgr.datax.getObject((int)JSApi.GetType.Arg); UnityEngine.ParticleSystem.CollisionModule _this = (UnityEngine.ParticleSystem.CollisionModule)vc.csObj; _this.collidesWith = arg0; JSMgr.changeJSObj(vc.jsObjID, _this); } }
static int set_blockingMask(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.UI.GraphicRaycaster obj = (UnityEngine.UI.GraphicRaycaster)o; UnityEngine.LayerMask arg0 = ToLua.ToLayerMask(L, 2); obj.blockingMask = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index blockingMask on a nil value")); } }
static int get_groundLayer(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); DummyBehavior obj = (DummyBehavior)o; UnityEngine.LayerMask ret = obj.groundLayer; ToLua.PushLayerMask(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index groundLayer on a nil value" : e.Message)); } }
public void SetInfo(ElevatorInfo info) { this.info = info; var cwaypoints = Interface.CallHook("GetWaypointsList", this.info.WaypointsName); if (cwaypoints == null) { Debug.Log(string.Format("{0} was destroyed, informations are invalid. Did you set waypoints? or a PrefabName?", info.Name)); GameObject.Destroy(this); return; } this.waypoints = new List <WaypointInfo>(); foreach (var cwaypoint in (List <object>)cwaypoints) { foreach (KeyValuePair <Vector3, float> pair in (Dictionary <Vector3, float>)cwaypoint) { this.waypoints.Add(new WaypointInfo(pair.Key, pair.Value)); } } if (this.waypoints.Count < 2) { Debug.Log(string.Format("{0} waypoints were detected for {1}. Needs at least 2 waypoints. Destroying.", this.waypoints.Count.ToString(), info.Name)); GameObject.Destroy(this); return; } this.rotation = new UnityEngine.Quaternion(Convert.ToSingle(info.rx), Convert.ToSingle(info.ry), Convert.ToSingle(info.rz), Convert.ToSingle(info.rw)); this.block = CreateBuildingBlock(this.info.PrefabName, this.waypoints[0].GetPosition(), this.rotation, Convert.ToInt32(this.info.Grade)); if (this.block == null) { Debug.Log(string.Format("Something went wrong, couldn't create the BuildingBlock for {0}", info.Name)); GameObject.Destroy(this); return; } protectedBlock.Add(this.block.GetComponent <BaseCombatEntity>()); trigger = block.GetComponentInChildren <MeshCollider>().gameObject.AddComponent <TriggerBase>(); trigger.gameObject.name = "Elevator"; var newlayermask = new UnityEngine.LayerMask(); newlayermask.value = 133120; trigger.interestLayers = newlayermask; trigger.gameObject.layer = UnityEngine.LayerMask.NameToLayer("Trigger"); spawnedElevators.Add(this); }
static public int get_value(IntPtr l) { UnityEngine.LayerMask o = (UnityEngine.LayerMask)checkSelf(l); pushValue(l, o.value); return(1); }
static bool LayerMask_op_Implicit__LayerMask_to_Int32(JSVCall vc, int argc) { UnityEngine.LayerMask arg0 = (UnityEngine.LayerMask)JSMgr.datax.getObject((int)JSApi.GetType.Arg); JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)((System.Int32)arg0)); return(true); }
public abstract void Attack(UnitTable.UnitStatus _UnitStatus, float _Talent, UnityEngine.Vector3 _Direction, UnityEngine.LayerMask _AttackerLayer);
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.LayerMask layerMask = (UnityEngine.LayerMask)value; writer.WriteProperty("value", layerMask.value); }