static void ParticleCollisionEvent_colliderComponent(JSVCall vc)
    {
        UnityEngine.ParticleCollisionEvent _this = (UnityEngine.ParticleCollisionEvent)vc.csObj;
        var result = _this.colliderComponent;

        JSMgr.datax.setObject((int)JSApi.SetType.Rval, result);
    }
////////////////////// ParticlePhysicsExtensions ///////////////////////////////////////
// constructors

// fields

// properties

// methods

    static bool ParticlePhysicsExtensions_GetCollisionEvents__ParticleSystem__GameObject__ParticleCollisionEvent_Array(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 3)
        {
            UnityEngine.ParticleSystem           arg0 = (UnityEngine.ParticleSystem)JSMgr.datax.getObject((int)JSApi.GetType.Arg);
            UnityEngine.GameObject               arg1 = (UnityEngine.GameObject)JSMgr.datax.getObject((int)JSApi.GetType.Arg);
            UnityEngine.ParticleCollisionEvent[] arg2 = JSDataExchangeMgr.GetJSArg <UnityEngine.ParticleCollisionEvent[]>(() =>
            {
                int jsObjID = JSApi.getObject((int)JSApi.GetType.Arg);
                int length  = JSApi.getArrayLength(jsObjID);
                var ret     = new UnityEngine.ParticleCollisionEvent[length];
                for (var i = 0; i < length; i++)
                {
                    JSApi.getElement(jsObjID, i);
                    ret[i] = (UnityEngine.ParticleCollisionEvent)JSMgr.datax.getObject((int)JSApi.GetType.SaveAndRemove);
                }
                return(ret);
            });
            JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)(UnityEngine.ParticlePhysicsExtensions.GetCollisionEvents(arg0, arg1, arg2)));
        }

        return(true);
    }
    static void ParticleCollisionEvent_velocity(JSVCall vc)
    {
        UnityEngine.ParticleCollisionEvent _this = (UnityEngine.ParticleCollisionEvent)vc.csObj;
        var result = _this.velocity;

        JSApi.setVector3S((int)JSApi.SetType.Rval, result);
    }
Пример #4
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.ParticleCollisionEvent o;
         o = new UnityEngine.ParticleCollisionEvent();
         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
 }
Пример #5
0
 void OnParticleCollision(GameObject other)
 {
     ParticleSystem shuriken = other.GetComponent<ParticleSystem>();
     ParticleCollisionEvent[] ces = new ParticleCollisionEvent[shuriken.safeCollisionEventSize];
     int count = shuriken.GetCollisionEvents (gameObject, ces);
     foreach(ParticleCollisionEvent item in ces) {
         // action
         //Debug.Log (item.collider);
     }
 }
	static public int constructor(IntPtr l) {
		try {
			UnityEngine.ParticleCollisionEvent o;
			o=new UnityEngine.ParticleCollisionEvent();
			pushValue(l,true);
			pushValue(l,o);
			return 2;
		}
		catch(Exception e) {
			return error(l,e);
		}
	}
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.ParticleCollisionEvent o;
         o = new UnityEngine.ParticleCollisionEvent();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 public static int constructor(IntPtr l)
 {
     try {
         UnityEngine.ParticleCollisionEvent o;
         o=new UnityEngine.ParticleCollisionEvent();
         pushValue(l,o);
         return 1;
     }
     catch(Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return 0;
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.ParticleCollisionEvent o;
         o = new UnityEngine.ParticleCollisionEvent();
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Пример #10
0
	void OnParticleCollision(GameObject other){
		if (collisionEvents == null) {
			return;
		}

		if (other.tag == "Barrel") {
			for (int i = 0; i < collisionEvents.Length; i++) {
				collisionEvents[i] = new ParticleCollisionEvent[sprinklers[i].GetSafeCollisionEventSize()];
				sprinklers[i].GetCollisionEvents(gameObject, collisionEvents[i]);

				for (int j = 0; j < collisionEvents[i].Length; j++) {
					lid.AddForceAtPosition(Vector3.down*dropletForce, collisionEvents[i][j].intersection);
				}
			}
		}
	}
Пример #11
0
	void OnParticleCollision (GameObject other){
		if (other.tag == "FireBarrel") {
			for (int i = 0; i < collisionEvents.Length; i++) {
				collisionEvents[i] = new ParticleCollisionEvent[sprinklers[i].GetSafeCollisionEventSize()];
				sprinklers[i].GetCollisionEvents(gameObject, collisionEvents[i]);
				
				for (int j = 0; j < collisionEvents[i].Length; j++) {
					foreach (var ph in fire.particles) {
						if (ph.varyAlpha) {
							ph.DecreaseAlpha();
						}
						if (ph.varyEmission) {
							ph.DecreaseEmission ();
						}
						if (ph.varyIntensity) {
							ph.DecreaseIntensity ();
						}
						if (ph.varyRange) {
							ph.DecreaseRange ();
						}
					}					}
			}
		}
	}
 static int _CreateParticleCollisionEvent(IntPtr L)
 {
     LuaScriptMgr.CheckArgsCount(L, 0);
     ParticleCollisionEvent obj = new ParticleCollisionEvent();
     LuaScriptMgr.PushValue(L, obj);
     return 1;
 }
 internal static extern int GetCollisionEvents(ParticleSystem ps, GameObject go, ParticleCollisionEvent[] collisionEvents);
		public static int GetCollisionEvents(this ParticleSystem ps, GameObject go, ParticleCollisionEvent[] collisionEvents)
		{
			return ParticleSystemExtensionsImpl.GetCollisionEvents(ps, go, collisionEvents);
		}