internal Bounds GetSpriteBounds() { Bounds result; SpriteMask.INTERNAL_CALL_GetSpriteBounds(this, out result); return(result); }
/// <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.SpriteMask spriteMask = (UnityEngine.SpriteMask)value; writer.WriteProperty("sprite", spriteMask.sprite); writer.WriteProperty("alphaCutoff", spriteMask.alphaCutoff); writer.WriteProperty("isCustomRangeActive", spriteMask.isCustomRangeActive); writer.WriteProperty("frontSortingLayerID", spriteMask.frontSortingLayerID); writer.WriteProperty("frontSortingOrder", spriteMask.frontSortingOrder); writer.WriteProperty("backSortingLayerID", spriteMask.backSortingLayerID); writer.WriteProperty("backSortingOrder", spriteMask.backSortingOrder); writer.WriteProperty("enabled", spriteMask.enabled); writer.WriteProperty("shadowCastingMode", spriteMask.shadowCastingMode); writer.WriteProperty("receiveShadows", spriteMask.receiveShadows); writer.WriteProperty("material", spriteMask.material); writer.WriteProperty("sharedMaterial", spriteMask.sharedMaterial); writer.WriteProperty("materials", spriteMask.materials); writer.WriteProperty("sharedMaterials", spriteMask.sharedMaterials); writer.WriteProperty("lightmapIndex", spriteMask.lightmapIndex); writer.WriteProperty("realtimeLightmapIndex", spriteMask.realtimeLightmapIndex); writer.WriteProperty("lightmapScaleOffset", spriteMask.lightmapScaleOffset); writer.WriteProperty("motionVectorGenerationMode", spriteMask.motionVectorGenerationMode); writer.WriteProperty("realtimeLightmapScaleOffset", spriteMask.realtimeLightmapScaleOffset); writer.WriteProperty("lightProbeUsage", spriteMask.lightProbeUsage); writer.WriteProperty("lightProbeProxyVolumeOverride", spriteMask.lightProbeProxyVolumeOverride); writer.WriteProperty("probeAnchor", spriteMask.probeAnchor); writer.WriteProperty("reflectionProbeUsage", spriteMask.reflectionProbeUsage); writer.WriteProperty("sortingLayerName", spriteMask.sortingLayerName); writer.WriteProperty("sortingLayerID", spriteMask.sortingLayerID); writer.WriteProperty("sortingOrder", spriteMask.sortingOrder); writer.WriteProperty("tag", spriteMask.tag); writer.WriteProperty("name", spriteMask.name); writer.WriteProperty("hideFlags", spriteMask.hideFlags); }
static public int get_isCustomRangeActive(IntPtr l) { try { UnityEngine.SpriteMask self = (UnityEngine.SpriteMask)checkSelf(l); pushValue(l, true); pushValue(l, self.isCustomRangeActive); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_alphaCutoff(IntPtr l) { try { UnityEngine.SpriteMask self = (UnityEngine.SpriteMask)checkSelf(l); pushValue(l, true); pushValue(l, self.alphaCutoff); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_backSortingOrder(IntPtr l) { try { UnityEngine.SpriteMask self = (UnityEngine.SpriteMask)checkSelf(l); pushValue(l, true); pushValue(l, self.backSortingOrder); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_frontSortingLayerID(IntPtr l) { try { UnityEngine.SpriteMask self = (UnityEngine.SpriteMask)checkSelf(l); pushValue(l, true); pushValue(l, self.frontSortingLayerID); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.SpriteMask o; o = new UnityEngine.SpriteMask(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_isCustomRangeActive(IntPtr l) { try { UnityEngine.SpriteMask self = (UnityEngine.SpriteMask)checkSelf(l); bool v; checkType(l, 2, out v); self.isCustomRangeActive = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_alphaCutoff(IntPtr l) { try { UnityEngine.SpriteMask self = (UnityEngine.SpriteMask)checkSelf(l); float v; checkType(l, 2, out v); self.alphaCutoff = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_backSortingOrder(IntPtr l) { try { UnityEngine.SpriteMask self = (UnityEngine.SpriteMask)checkSelf(l); int v; checkType(l, 2, out v); self.backSortingOrder = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
private static extern void INTERNAL_CALL_GetSpriteBounds(SpriteMask self, out Bounds value);
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.SpriteMask spriteMask = (UnityEngine.SpriteMask)value; foreach (string property in reader.Properties) { switch (property) { case "sprite": if (spriteMask.sprite == null) { spriteMask.sprite = reader.ReadProperty <UnityEngine.Sprite>(); } else { reader.ReadIntoProperty <UnityEngine.Sprite>(spriteMask.sprite); } break; case "alphaCutoff": spriteMask.alphaCutoff = reader.ReadProperty <System.Single>(); break; case "isCustomRangeActive": spriteMask.isCustomRangeActive = reader.ReadProperty <System.Boolean>(); break; case "frontSortingLayerID": spriteMask.frontSortingLayerID = reader.ReadProperty <System.Int32>(); break; case "frontSortingOrder": spriteMask.frontSortingOrder = reader.ReadProperty <System.Int32>(); break; case "backSortingLayerID": spriteMask.backSortingLayerID = reader.ReadProperty <System.Int32>(); break; case "backSortingOrder": spriteMask.backSortingOrder = reader.ReadProperty <System.Int32>(); break; case "enabled": spriteMask.enabled = reader.ReadProperty <System.Boolean>(); break; case "shadowCastingMode": spriteMask.shadowCastingMode = reader.ReadProperty <UnityEngine.Rendering.ShadowCastingMode>(); break; case "receiveShadows": spriteMask.receiveShadows = reader.ReadProperty <System.Boolean>(); break; case "material": if (spriteMask.material == null) { spriteMask.material = reader.ReadProperty <UnityEngine.Material>(); } else { reader.ReadIntoProperty <UnityEngine.Material>(spriteMask.material); } break; case "sharedMaterial": if (spriteMask.sharedMaterial == null) { spriteMask.sharedMaterial = reader.ReadProperty <UnityEngine.Material>(); } else { reader.ReadIntoProperty <UnityEngine.Material>(spriteMask.sharedMaterial); } break; case "materials": spriteMask.materials = reader.ReadProperty <UnityEngine.Material[]>(); break; case "sharedMaterials": spriteMask.sharedMaterials = reader.ReadProperty <UnityEngine.Material[]>(); break; case "lightmapIndex": spriteMask.lightmapIndex = reader.ReadProperty <System.Int32>(); break; case "realtimeLightmapIndex": spriteMask.realtimeLightmapIndex = reader.ReadProperty <System.Int32>(); break; case "lightmapScaleOffset": spriteMask.lightmapScaleOffset = reader.ReadProperty <UnityEngine.Vector4>(); break; case "motionVectorGenerationMode": spriteMask.motionVectorGenerationMode = reader.ReadProperty <UnityEngine.MotionVectorGenerationMode>(); break; case "realtimeLightmapScaleOffset": spriteMask.realtimeLightmapScaleOffset = reader.ReadProperty <UnityEngine.Vector4>(); break; case "lightProbeUsage": spriteMask.lightProbeUsage = reader.ReadProperty <UnityEngine.Rendering.LightProbeUsage>(); break; case "lightProbeProxyVolumeOverride": if (spriteMask.lightProbeProxyVolumeOverride == null) { spriteMask.lightProbeProxyVolumeOverride = reader.ReadProperty <UnityEngine.GameObject>(); } else { reader.ReadIntoProperty <UnityEngine.GameObject>(spriteMask.lightProbeProxyVolumeOverride); } break; case "probeAnchor": if (spriteMask.probeAnchor == null) { spriteMask.probeAnchor = reader.ReadProperty <UnityEngine.Transform>(); } else { reader.ReadIntoProperty <UnityEngine.Transform>(spriteMask.probeAnchor); } break; case "reflectionProbeUsage": spriteMask.reflectionProbeUsage = reader.ReadProperty <UnityEngine.Rendering.ReflectionProbeUsage>(); break; case "sortingLayerName": spriteMask.sortingLayerName = reader.ReadProperty <System.String>(); break; case "sortingLayerID": spriteMask.sortingLayerID = reader.ReadProperty <System.Int32>(); break; case "sortingOrder": spriteMask.sortingOrder = reader.ReadProperty <System.Int32>(); break; case "tag": spriteMask.tag = reader.ReadProperty <System.String>(); break; case "name": spriteMask.name = reader.ReadProperty <System.String>(); break; case "hideFlags": spriteMask.hideFlags = reader.ReadProperty <UnityEngine.HideFlags>(); break; } } }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.SpriteMask spriteMask = SaveGameType.CreateComponent <UnityEngine.SpriteMask>(); ReadInto(spriteMask, reader); return(spriteMask); }