ApplyShadow() public method

Apply a shadow effect to the buffer.
public ApplyShadow ( BetterList verts, BetterList uvs, BetterList cols, int start, int end, float x, float y ) : void
verts BetterList
uvs BetterList
cols BetterList
start int
end int
x float
y float
return void
示例#1
0
 static public int ApplyShadow(IntPtr l)
 {
     try {
         UILabel self = (UILabel)checkSelf(l);
         BetterList <UnityEngine.Vector3> a1;
         checkType(l, 2, out a1);
         BetterList <UnityEngine.Vector2> a2;
         checkType(l, 3, out a2);
         BetterList <UnityEngine.Color32> a3;
         checkType(l, 4, out a3);
         System.Int32 a4;
         checkType(l, 5, out a4);
         System.Int32 a5;
         checkType(l, 6, out a5);
         System.Single a6;
         checkType(l, 7, out a6);
         System.Single a7;
         checkType(l, 8, out a7);
         self.ApplyShadow(a1, a2, a3, a4, a5, a6, a7);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#2
0
    static int ApplyShadow(IntPtr L)
    {
        LuaScriptMgr.CheckArgsCount(L, 8);
        UILabel obj = (UILabel)LuaScriptMgr.GetUnityObjectSelf(L, 1, "UILabel");
        BetterList <Vector3> arg0 = (BetterList <Vector3>)LuaScriptMgr.GetNetObject(L, 2, typeof(BetterList <Vector3>));
        BetterList <Vector2> arg1 = (BetterList <Vector2>)LuaScriptMgr.GetNetObject(L, 3, typeof(BetterList <Vector2>));
        BetterList <Color32> arg2 = (BetterList <Color32>)LuaScriptMgr.GetNetObject(L, 4, typeof(BetterList <Color32>));
        int   arg3 = (int)LuaScriptMgr.GetNumber(L, 5);
        int   arg4 = (int)LuaScriptMgr.GetNumber(L, 6);
        float arg5 = (float)LuaScriptMgr.GetNumber(L, 7);
        float arg6 = (float)LuaScriptMgr.GetNumber(L, 8);

        obj.ApplyShadow(arg0, arg1, arg2, arg3, arg4, arg5, arg6);
        return(0);
    }
示例#3
0
	static int ApplyShadow(IntPtr L)
	{
		try
		{
			ToLua.CheckArgsCount(L, 8);
			UILabel obj = (UILabel)ToLua.CheckObject<UILabel>(L, 1);
			BetterList<UnityEngine.Vector3> arg0 = (BetterList<UnityEngine.Vector3>)ToLua.CheckObject<BetterList<UnityEngine.Vector3>>(L, 2);
			BetterList<UnityEngine.Vector2> arg1 = (BetterList<UnityEngine.Vector2>)ToLua.CheckObject<BetterList<UnityEngine.Vector2>>(L, 3);
			BetterList<UnityEngine.Color32> arg2 = (BetterList<UnityEngine.Color32>)ToLua.CheckObject<BetterList<UnityEngine.Color32>>(L, 4);
			int arg3 = (int)LuaDLL.luaL_checknumber(L, 5);
			int arg4 = (int)LuaDLL.luaL_checknumber(L, 6);
			float arg5 = (float)LuaDLL.luaL_checknumber(L, 7);
			float arg6 = (float)LuaDLL.luaL_checknumber(L, 8);
			obj.ApplyShadow(arg0, arg1, arg2, arg3, arg4, arg5, arg6);
			return 0;
		}
		catch (Exception e)
		{
			return LuaDLL.toluaL_exception(L, e);
		}
	}