Pause() приватный Метод

private Pause ( ) : void
Результат void
Пример #1
0
        static int _m_Pause(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            UnityEngine.ParticleSystem __cl_gen_to_be_invoked = (UnityEngine.ParticleSystem)translator.FastGetCSObj(L, 1);


            int __gen_param_count = LuaAPI.lua_gettop(L);

            try {
                if (__gen_param_count == 1)
                {
                    __cl_gen_to_be_invoked.Pause(  );



                    return(0);
                }
                if (__gen_param_count == 2 && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 2))
                {
                    bool withChildren = LuaAPI.lua_toboolean(L, 2);

                    __cl_gen_to_be_invoked.Pause(withChildren);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.ParticleSystem.Pause!"));
        }
    static int Pause(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1)
            {
                UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.CheckObject(L, 1, typeof(UnityEngine.ParticleSystem));
                obj.Pause();
                return(0);
            }
            else if (count == 2)
            {
                UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.CheckObject(L, 1, typeof(UnityEngine.ParticleSystem));
                bool arg0 = LuaDLL.luaL_checkboolean(L, 2);
                obj.Pause(arg0);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.ParticleSystem.Pause"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
 static int QPYX_Pause_YXQP(IntPtr L_YXQP)
 {
     try
     {
         int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP);
         if (QPYX_count_YXQP == 1)
         {
             UnityEngine.ParticleSystem QPYX_obj_YXQP = (UnityEngine.ParticleSystem)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.ParticleSystem));
             QPYX_obj_YXQP.Pause();
             return(0);
         }
         else if (QPYX_count_YXQP == 2)
         {
             UnityEngine.ParticleSystem QPYX_obj_YXQP = (UnityEngine.ParticleSystem)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.ParticleSystem));
             bool QPYX_arg0_YXQP = LuaDLL.luaL_checkboolean(L_YXQP, 2);
             QPYX_obj_YXQP.Pause(QPYX_arg0_YXQP);
             return(0);
         }
         else
         {
             return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.ParticleSystem.Pause"));
         }
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
 static public int Pause(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 1)
         {
             UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l);
             self.Pause();
             return(0);
         }
         else if (argc == 2)
         {
             UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l);
             System.Boolean             a1;
             checkType(l, 2, out a1);
             self.Pause(a1);
             return(0);
         }
         LuaDLL.luaL_error(l, "No matched override function to call");
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Пример #5
0
    static int Pause(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1 && TypeChecker.CheckTypes <UnityEngine.ParticleSystem>(L, 1))
            {
                UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.ToObject(L, 1);
                obj.Pause();
                return(0);
            }
            else if (count == 2 && TypeChecker.CheckTypes <UnityEngine.ParticleSystem, bool>(L, 1))
            {
                UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.ToObject(L, 1);
                bool arg0 = LuaDLL.lua_toboolean(L, 2);
                obj.Pause(arg0);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.ParticleSystem.Pause"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
Пример #6
0
 static public int Pause(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 1)
         {
             UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l);
             self.Pause();
             pushValue(l, true);
             return(1);
         }
         else if (argc == 2)
         {
             UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l);
             System.Boolean             a1;
             checkType(l, 2, out a1);
             self.Pause(a1);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
    static int Pause(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.ParticleSystem.Register");
#endif
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1)
            {
                UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.CheckObject(L, 1, typeof(UnityEngine.ParticleSystem));
                obj.Pause();
                return(0);
            }
            else if (count == 2)
            {
                UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.CheckObject(L, 1, typeof(UnityEngine.ParticleSystem));
                bool arg0 = LuaDLL.luaL_checkboolean(L, 2);
                obj.Pause(arg0);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.ParticleSystem.Pause"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
Пример #8
0
    void Start()
    {
        controller = new Controller ();

        controller.EnableGesture (Gesture.GestureType.TYPE_SWIPE);
        controller.EnableGesture (Gesture.GestureType.TYPE_CIRCLE);
        controller.EnableGesture (Gesture.GestureType.TYPE_SCREEN_TAP);
        //for swipe
        controller.Config.SetFloat ("Gesture.Swipe.MinLength", 200.0f);
        controller.Config.SetFloat ("Gesture.Swipe.MinVelocity", 750f);
        //for circle
        controller.Config.SetFloat ("Gesture.Circle.MinRadius", 80.0f);
        controller.Config.SetFloat ("Gesture.Circle.MinArc", 1.8f);
        //for screen tap
        controller.Config.SetFloat ("Gesture.ScreenTap.MinForwardVelocity", 1.0f);
        controller.Config.SetFloat ("Gesture.ScreenTap.HistorySeconds", .05f);
        controller.Config.SetFloat ("Gesture.ScreenTap.MinDistance", 1.0f);

        controller.Config.Save ();
        timeLimit = 5.0f;
        timer = 0.0f;

        p = GameObject.Find ("ps").GetComponent<ParticleSystem> ();
        before = GameObject.Find ("before").GetComponent<SpriteRenderer> ();
        after = GameObject.Find ("after").GetComponent<SpriteRenderer> ();

        after.color = new Color (255, 255, 255, 0);
        p.Pause ();
    }
Пример #9
0
	// Use this for initialization
	void Start () {
		this.attackspeed = .5f;
		particles = GetComponent<ParticleSystem> ();
		particles.Pause ();
		this.Power = 20;
		this.range = 30;
		this.upgradeCost = 600;
	}
    public void charge(GameObject particles)
    {
        partSys = particles.GetComponent<ParticleSystem> ();

        if (currentBattery < maxBattery) {
            partSys.Pause ();
            isCharging = true;
        } else
            partSys.Clear ();
    }
 static public int Pause(IntPtr l)
 {
     try {
         UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l);
         self.Pause();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Пример #12
0
        public static void ClusterPause(this UnityEngine.ParticleSystem ps)
        {
            var observer = validateCheck(ps);

            if (observer == null)
            {
                return;
            }
            ps.Pause();
            FduParticleSystemOP op = new FduParticleSystemOP();

            op.operation = FduParticleSystemOP.Operation.pause;
            observer.addOperation(op);
        }
 static public int Pause__Boolean(IntPtr l)
 {
     try {
         UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l);
         System.Boolean             a1;
         checkType(l, 2, out a1);
         self.Pause(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Пример #14
0
    // Use this for initialization
    void Start()
    {
        smallJetStream = null;
        largeJetEmitter = largeJetStream.GetComponent<ParticleSystem> ();
        largeJetEmitter.Pause ();

        powerBar.fillAmount = 0;
        CatAnimator = GetComponent<Animator> ();
        Player = GetComponent<Rigidbody2D>();
        CatAnimator.SetBool("notgrounded", false);
        grounded = true;
        time = true;
        jumpyReady = false;
        meowSource = WallOfScore.GetComponent<AudioSource> ();
    }
    void Awake()
    {
        lights = gameObject.GetComponentsInChildren<Light>();
        flames = gameObject.GetComponentInChildren<ParticleSystem>();
        if ((row == 0 || row == 2) || (column == 0 || column == 2))
        {
            lights[0].enabled = false;
            lights[1].enabled = false;
            lights[2].enabled = false;
            flames.Pause();
            flames.Clear();
            isActive = false;
        }

        puzzleManager = GameObject.FindObjectOfType<LightsOn>();
    }
Пример #16
0
    // Use this for initialization
    void Start()
    {
        //this returns the sibling particle system
        particleSystem = GetComponent<ParticleSystem>();
        spriteRender = GetComponent<SpriteRenderer>();
        particleSystem.Pause();
        spriteRender.enabled = false;
        collider2D.enabled = false;
        rockfallState = 0;
        timeElapsed = 0;
        velocity = new Vector3(0, 0, 0);
        tag = "DamagingHazard";

        //run initializations for the base class
        base.Start();
    }
Пример #17
0
        public static void ClusterPause(this UnityEngine.ParticleSystem ps, bool withChildren)
        {
            var observer = validateCheck(ps);

            if (observer == null)
            {
                return;
            }
            ps.Pause(withChildren);
            FduParticleSystemOP op = new FduParticleSystemOP();

            op.operation = FduParticleSystemOP.Operation.pause;
            op.paras     = new object[1];
            op.paras[0]  = withChildren;
            observer.addOperation(op);
        }
        public override void OnEnter()
        {
            GameObject go = Fsm.GetOwnerDefaultTarget(gameObject);
            if (go == null)
            {
                return;
            }
            _ps = go.GetComponent<ParticleSystem>();
            if (_ps == null)
            {
                return;
            }

            _ps.Pause();

            Finish();
        }
	static public int Pause(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
			int argc = LuaDLL.lua_gettop(l);
			if(argc==1){
				UnityEngine.ParticleSystem self=(UnityEngine.ParticleSystem)checkSelf(l);
				self.Pause();
				pushValue(l,true);
				return 1;
			}
			else if(argc==2){
				UnityEngine.ParticleSystem self=(UnityEngine.ParticleSystem)checkSelf(l);
				System.Boolean a1;
				checkType(l,2,out a1);
				self.Pause(a1);
				pushValue(l,true);
				return 1;
			}
			pushValue(l,false);
			LuaDLL.lua_pushstring(l,"No matched override function Pause to call");
			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 Pause(IntPtr L)
    {
        int count = LuaDLL.lua_gettop(L);

        if (count == 1 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.ParticleSystem)))
        {
            UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.ToObject(L, 1);

            try
            {
                obj.Pause();
            }
            catch (Exception e)
            {
                return(LuaDLL.toluaL_exception(L, e));
            }

            return(0);
        }
        else if (count == 2 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.ParticleSystem), typeof(bool)))
        {
            UnityEngine.ParticleSystem obj = (UnityEngine.ParticleSystem)ToLua.ToObject(L, 1);
            bool arg0 = LuaDLL.lua_toboolean(L, 2);

            try
            {
                obj.Pause(arg0);
            }
            catch (Exception e)
            {
                return(LuaDLL.toluaL_exception(L, e));
            }

            return(0);
        }
        else
        {
            LuaDLL.luaL_error(L, "invalid arguments to method: UnityEngine.ParticleSystem.Pause");
        }

        return(0);
    }
    void Start()
    {
        m_rgbd2d = GetComponent<Rigidbody2D>();
        m_initialPosition = transform.position;
        m_player = GameObject.FindGameObjectWithTag("Player");
        m_characterRGBD = m_player.GetComponent<Rigidbody2D>();
        m_BlockSound = GetComponent<AudioSource>();
        m_BlockSound.loop = false;

        if (gameObject.CompareTag("Destructible"))
        {
            m_animDestruct = GetComponentInChildren<Animator>();
            m_animDestruct.enabled = false;
            m_particleSystem = GetComponentInChildren<ParticleSystem>();
            m_particleSystem.Pause();
            m_boxColl = GetComponent<BoxCollider2D>();
        }
    }
 private void HandleKeyboardShortcuts(ParticleSystem root)
 {
   Event current = Event.current;
   if (current.type == EventType.KeyDown)
   {
     int num = 0;
     if (current.keyCode == (Event) ParticleEffectUI.kPlay.keyCode)
     {
       if (EditorApplication.isPlaying)
       {
         this.Stop();
         this.Play();
       }
       else if (!ParticleSystemEditorUtils.editorIsPlaying)
         this.Play();
       else
         this.Pause();
       current.Use();
     }
     else if (current.keyCode == (Event) ParticleEffectUI.kStop.keyCode)
     {
       this.Stop();
       current.Use();
     }
     else if (current.keyCode == (Event) ParticleEffectUI.kReverse.keyCode)
       num = -1;
     else if (current.keyCode == (Event) ParticleEffectUI.kForward.keyCode)
       num = 1;
     if (num != 0)
     {
       ParticleSystemEditorUtils.editorIsScrubbing = true;
       float editorSimulationSpeed = ParticleSystemEditorUtils.editorSimulationSpeed;
       ParticleSystemEditorUtils.editorPlaybackTime = Mathf.Max(0.0f, ParticleSystemEditorUtils.editorPlaybackTime + (float) ((!current.shift ? 1.0 : 3.0) * (double) this.m_TimeHelper.deltaTime * (num <= 0 ? -3.0 : 3.0)) * editorSimulationSpeed);
       if (root.isStopped)
       {
         root.Play();
         root.Pause();
       }
       ParticleSystemEditorUtils.PerformCompleteResimulation();
       current.Use();
     }
   }
   if (current.type != EventType.KeyUp || current.keyCode != (Event) ParticleEffectUI.kReverse.keyCode && current.keyCode != (Event) ParticleEffectUI.kForward.keyCode)
     return;
   ParticleSystemEditorUtils.editorIsScrubbing = false;
 }
Пример #23
0
		private void HandleKeyboardShortcuts(ParticleSystem root)
		{
			Event current = Event.current;
			if (current.type == EventType.KeyDown)
			{
				int num = 0;
				if (current.keyCode == ParticleEffectUI.kPlay.keyCode)
				{
					if (EditorApplication.isPlaying)
					{
						this.Stop();
						this.Play();
					}
					else
					{
						if (!ParticleSystemEditorUtils.editorIsPlaying)
						{
							this.Play();
						}
						else
						{
							this.Pause();
						}
					}
					current.Use();
				}
				else
				{
					if (current.keyCode == ParticleEffectUI.kStop.keyCode)
					{
						this.Stop();
						current.Use();
					}
					else
					{
						if (current.keyCode == ParticleEffectUI.kReverse.keyCode)
						{
							num = -1;
						}
						else
						{
							if (current.keyCode == ParticleEffectUI.kForward.keyCode)
							{
								num = 1;
							}
						}
					}
				}
				if (num != 0)
				{
					ParticleSystemEditorUtils.editorIsScrubbing = true;
					float editorSimulationSpeed = ParticleSystemEditorUtils.editorSimulationSpeed;
					float num2 = ((!current.shift) ? 1f : 3f) * this.m_TimeHelper.deltaTime * ((num <= 0) ? -3f : 3f);
					ParticleSystemEditorUtils.editorPlaybackTime = Mathf.Max(0f, ParticleSystemEditorUtils.editorPlaybackTime + num2 * editorSimulationSpeed);
					if (root.isStopped)
					{
						root.Play();
						root.Pause();
					}
					ParticleSystemEditorUtils.PerformCompleteResimulation();
					current.Use();
				}
			}
			if (current.type == EventType.KeyUp && (current.keyCode == ParticleEffectUI.kReverse.keyCode || current.keyCode == ParticleEffectUI.kForward.keyCode))
			{
				ParticleSystemEditorUtils.editorIsScrubbing = false;
			}
		}
Пример #24
0
		internal void PlayBackTimeGUI(ParticleSystem root)
		{
			if (root == null)
			{
				root = ParticleSystemEditorUtils.GetRoot(this.m_SelectedParticleSystem);
			}
			EventType type = Event.current.type;
			int hotControl = GUIUtility.hotControl;
			string kFloatFieldFormatString = EditorGUI.kFloatFieldFormatString;
			EditorGUI.BeginChangeCheck();
			EditorGUI.kFloatFieldFormatString = ParticleEffectUI.s_Texts.secondsFloatFieldFormatString;
			float num = EditorGUILayout.FloatField(ParticleEffectUI.s_Texts.previewTime, ParticleSystemEditorUtils.editorPlaybackTime, new GUILayoutOption[0]);
			EditorGUI.kFloatFieldFormatString = kFloatFieldFormatString;
			if (EditorGUI.EndChangeCheck())
			{
				if (type == EventType.MouseDrag)
				{
					ParticleSystemEditorUtils.editorIsScrubbing = true;
					float editorSimulationSpeed = ParticleSystemEditorUtils.editorSimulationSpeed;
					float editorPlaybackTime = ParticleSystemEditorUtils.editorPlaybackTime;
					float num2 = num - editorPlaybackTime;
					num = editorPlaybackTime + num2 * (0.05f * editorSimulationSpeed);
				}
				num = Mathf.Max(num, 0f);
				ParticleSystemEditorUtils.editorPlaybackTime = num;
				if (root.isStopped)
				{
					root.Play();
					root.Pause();
				}
				ParticleSystemEditorUtils.PerformCompleteResimulation();
			}
			if (type == EventType.MouseDown && GUIUtility.hotControl != hotControl)
			{
				this.m_IsDraggingTimeHotControlID = GUIUtility.hotControl;
				ParticleSystemEditorUtils.editorIsScrubbing = true;
			}
			if (this.m_IsDraggingTimeHotControlID != -1 && GUIUtility.hotControl != this.m_IsDraggingTimeHotControlID)
			{
				this.m_IsDraggingTimeHotControlID = -1;
				ParticleSystemEditorUtils.editorIsScrubbing = false;
			}
		}
Пример #25
0
 internal void PlayBackTimeGUI(ParticleSystem root)
 {
     if (root == null)
     {
         root = ParticleSystemEditorUtils.GetRoot(this.m_SelectedParticleSystem);
     }
     EventType type = Event.current.type;
     int hotControl = GUIUtility.hotControl;
     string kFloatFieldFormatString = EditorGUI.kFloatFieldFormatString;
     EditorGUI.BeginChangeCheck();
     EditorGUI.kFloatFieldFormatString = s_Texts.secondsFloatFieldFormatString;
     float a = EditorGUILayout.FloatField(s_Texts.previewTime, ParticleSystemEditorUtils.editorPlaybackTime, new GUILayoutOption[0]);
     EditorGUI.kFloatFieldFormatString = kFloatFieldFormatString;
     if (EditorGUI.EndChangeCheck())
     {
         if (type == EventType.MouseDrag)
         {
             ParticleSystemEditorUtils.editorIsScrubbing = true;
             float editorSimulationSpeed = ParticleSystemEditorUtils.editorSimulationSpeed;
             float editorPlaybackTime = ParticleSystemEditorUtils.editorPlaybackTime;
             float num5 = a - editorPlaybackTime;
             a = editorPlaybackTime + (num5 * (0.05f * editorSimulationSpeed));
         }
         ParticleSystemEditorUtils.editorPlaybackTime = Mathf.Max(a, 0f);
         if (root.isStopped)
         {
             root.Play();
             root.Pause();
         }
         ParticleSystemEditorUtils.PerformCompleteResimulation();
     }
     if ((type == EventType.MouseDown) && (GUIUtility.hotControl != hotControl))
     {
         this.m_IsDraggingTimeHotControlID = GUIUtility.hotControl;
         ParticleSystemEditorUtils.editorIsScrubbing = true;
     }
     if ((this.m_IsDraggingTimeHotControlID != -1) && (GUIUtility.hotControl != this.m_IsDraggingTimeHotControlID))
     {
         this.m_IsDraggingTimeHotControlID = -1;
         ParticleSystemEditorUtils.editorIsScrubbing = false;
     }
     EditorGUILayout.FloatField(s_Texts.particleCount, (float) this.m_SelectedParticleSystem.particleCount, new GUILayoutOption[0]);
     int count = 0;
     if (this.m_SelectedParticleSystem.CountSubEmitterParticles(ref count))
     {
         EditorGUILayout.FloatField(s_Texts.subEmitterParticleCount, (float) count, new GUILayoutOption[0]);
     }
 }
Пример #26
0
 void Start()
 {
     ps = gameObject.GetComponentInChildren<ParticleSystem>();
     if (ps != null)
         ps.Pause();
 }