private static SPThreadPool CreateInstance() { if (object.ReferenceEquals(_instance, null)) { var go = new UnityEngine.GameObject("Spacepuppy.SPThreadPool"); _instance = go.AddComponent<SPThreadPool>(); UnityEngine.Object.DontDestroyOnLoad(go); } return _instance; }
public void SubscribeOnce() { var go = new UnityEngine.GameObject(); var mb = go.AddComponent<UnityEngine.MonoBehaviour>(); int callNum1 = 0; mb.Subscribe("topic1", () => { callNum1++; }).Once(); Publisher.Publish("topic1"); Publisher.Publish("topic1"); Publisher.Publish("topic1"); Assert.AreEqual(callNum1, 1); }
public static void paused() { var gameObject = new UnityEngine.GameObject(); try { var service = gameObject.AddComponent <Mux.Platform.TickerService>(); Assert.IsFalse(service.paused); } finally { UnityEngine.Object.Destroy(gameObject); } }
public override void Setup() { base.Setup(); GameObject = new UnityEngine.GameObject(Entity.GetType().Name); var view = GameObject.AddComponent <ComponentView>(); view.Type = GameObject.name; view.Component = this; Entity.OnNameChangedAction = OnNameChanged; Entity.OnAddComponentAction = OnAddComponent; Entity.OnRemoveComponentAction = OnRemoveComponent; Entity.OnAddChildAction = OnAddChild; Entity.OnRemoveChildAction = OnRemoveChild; }
public static void Load() { Player_ESPObject = new UnityEngine.GameObject(); Player_ESPObject.AddComponent <Player_ESP>(); UnityEngine.Object.DontDestroyOnLoad(Player_ESPObject); object_Advanced = new UnityEngine.GameObject(); object_Advanced.AddComponent <Advanced>(); UnityEngine.Object.DontDestroyOnLoad(object_Advanced); object_Menu = new UnityEngine.GameObject(); object_Menu.AddComponent <Menu>(); UnityEngine.Object.DontDestroyOnLoad(object_Menu); }
static StackObject *AddComponent_6(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 1); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); UnityEngine.GameObject instance_of_this_method = (UnityEngine.GameObject) typeof(UnityEngine.GameObject).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); var result_of_this_method = instance_of_this_method.AddComponent <UnityEngine.Canvas>(); return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method)); }
private void BuildCube(Unity.Mathematics.float4[] vertices, Unity.Mathematics.float3 planePos, Unity.Mathematics.float3 planeNorm) { UnityEngine.GameObject cube1_go = new UnityEngine.GameObject(); cube1_go.transform.parent = this.transform; cube1_go.AddComponent <IMRE.ScaleDimension.CrossSections.TetrahedronCrossSection>(); hyperCubeXC.Add(cube1_go.GetComponent <IMRE.ScaleDimension.CrossSections.CubeCrossSection>()); //TODO project verticies down a dimension. //cube1_go.GetComponent<IMRE.ScaleDimension.CrossSections.CubeCrossSecion>().cubeVertices = vertices; cube1_go.GetComponent <IMRE.ScaleDimension.CrossSections.TetrahedronCrossSection>().planePos = planePos; cube1_go.GetComponent <IMRE.ScaleDimension.CrossSections.TetrahedronCrossSection>().planeNormal = planeNorm; cube1_go.GetComponent <IMRE.ScaleDimension.CrossSections.TetrahedronCrossSection>().mat = mat; }
public List <object> GetAllInstancesWithInjectSplit( InjectContext context, List <TypeValuePair> args, out Action injectAction) { Assert.IsNotNull(context); UnityEngine.GameObject gameObject = _prefabInstantiator.Instantiate(args, out injectAction); UnityEngine.Component component = gameObject.AddComponent(_componentType); return(new List <object>() { component }); }
/// <summary> /// This does the reusable parts of the overloaded Spawn() method. /// </summary> /// <returns>The spawned game object for Hikari.</returns> private static UnityEngine.GameObject StartSpawn( ) { // Error if hikari exists if (hikari != null) { throw new Exception("Cannot spawn a second Hikari instance."); } // Generate new Hikari and game object. UnityEngine.GameObject obj = new UnityEngine.GameObject("Autogenerated_HikariObject"); DontDestroyOnLoad(obj); hikari = obj.AddComponent <Hikari>(); return(obj); }
public static void SystemEnabled() { var gameObject = new UnityEngine.GameObject(); try { var service = gameObject.AddComponent <Mux.Platform.TickerService>(); var ticker = new Mux.Platform.Ticker(service); Assert.That(ticker.SystemEnabled); } finally { UnityEngine.Object.Destroy(gameObject); } }
public ICoroutineManager CreateCoroutineManager() { if (_container == null && _isValid) { _container = new UnityEngine.GameObject("JSRuntimeContainer"); _container.hideFlags = UnityEngine.HideFlags.HideInHierarchy; UnityEngine.Object.DontDestroyOnLoad(_container); } if (_container != null) { return(_container.AddComponent <Unity.DefaultCoroutineManager>()); } return(null); }
public static T Create <T>(string name, UnityEngine.Transform parent, Vector3 position, Quaternion rotation, Vector3 scale) where T : ChiselNode { // TODO: ensure we're creating this in the active scene // TODO: handle scene being locked by version control if (string.IsNullOrEmpty(name)) { #if UNITY_EDITOR name = UnityEditor.GameObjectUtility.GetUniqueNameForSibling(parent, typeof(T).Name); #else name = typeof(T).Name; #endif } var newGameObject = new UnityEngine.GameObject(name); #if UNITY_EDITOR UnityEditor.Undo.RegisterCreatedObjectUndo(newGameObject, "Created " + name); #endif newGameObject.SetActive(false); try { var brushTransform = newGameObject.transform; #if UNITY_EDITOR if (parent) { UnityEditor.Undo.SetTransformParent(brushTransform, parent, "Move child node underneath parent operation"); } UnityEditor.Undo.RecordObject(brushTransform, "Move child node to given position"); brushTransform.localPosition = position; brushTransform.localRotation = rotation; brushTransform.localScale = scale; return(UnityEditor.Undo.AddComponent <T>(newGameObject)); #else if (parent) { brushTransform.SetParent(parent, false); } brushTransform.localPosition = position; brushTransform.localRotation = rotation; brushTransform.localScale = scale; return(newGameObject.AddComponent <T>()); #endif } finally { newGameObject.SetActive(true); } }
static DxDebug() { if (!isInit) { #if UNITY_EDITOR //已经发布成dll它们不再有效 #endif #if UNITY_ANDROID UnityEngine.GameObject go = new UnityEngine.GameObject("AndroidLog"); UnityEngine.GameObject.DontDestroyOnLoad(go); go.AddComponent <LogGameObject>(); #endif isInit = true; } }
static partial void PreGameObjectAPICallUserHook(UnityEngine.GameObject gameObject, ulong id) { if (!IsInRegisteredList(id)) { //UnityEngine.Debug.Log("Consider adding an AkGameObj to " + gameObject.name); // If the object is not active, attaching an AkGameObj will not work. if (gameObject == null || !gameObject.activeInHierarchy) { new AutoObject(gameObject); } else { gameObject.AddComponent <AkGameObj>(); } } }
/** 更新。 */ public static void Main(string a_label = nameof(Test_99)) { UnityEngine.Debug.Log("----- " + a_label + " -----"); try{ Item t_item_from = new Item(); { //material t_item_from.material = new UnityEngine.Material(UnityEngine.Shader.Find("Fee/Render2D/Add")); //monobehaviour UnityEngine.GameObject t_gameobject = new UnityEngine.GameObject("gameobject"); t_item_from.monobehaviour = t_gameobject.AddComponent <Test_MonoBehaviour>(); } //オブジェクト ==> JSONITEM。 #if (FEE_JSON) Fee.JsonItem.JsonItem t_jsonitem = Fee.JsonItem.Convert.ObjectToJsonItem <Item>(t_item_from); #endif //JSONITEM ==> JSON文字列。 #if (FEE_JSON) string t_jsonstring = t_jsonitem.ConvertToJsonString(); #else string t_jsonstring = UnityEngine.JsonUtility.ToJson(t_item_from); #endif //JSON文字列 ==> オブジェクト。 #if (FEE_JSON) Item t_item_to = Fee.JsonItem.Convert.JsonStringToObject <Item>(t_jsonstring); #else Item t_item_to = UnityEngine.JsonUtility.FromJson <Item>(t_jsonstring); #endif //ログ。 UnityEngine.Debug.Log(a_label + " : " + t_jsonstring); //チェック。 if (Check(t_item_from, t_item_to) == false) { UnityEngine.Debug.LogError("mismatch"); } }catch (System.Exception t_exception) { UnityEngine.Debug.LogError(a_label + " : exception : " + t_exception.Message); } }
public void copyMesh() { if (GetComponent <UnityEngine.MeshFilter>() != null) { childmeshFilt.mesh.SetVertices( System.Linq.Enumerable.ToList(GetComponent <UnityEngine.MeshFilter>().mesh.vertices)); childmeshFilt.mesh.triangles = GetComponent <UnityEngine.MeshFilter>().mesh.triangles; childGameObject.GetComponentInParent <UnityEngine.MeshFilter>().mesh.uv = GetComponent <UnityEngine.MeshFilter>().mesh.uv; childGameObject.AddComponent <UnityEngine.MeshRenderer>(); childGameObject.GetComponent <UnityEngine.MeshRenderer>().material = mat; meshCopied = true; } }
/* Fast sort, which works off data, rather than visual elements. * Since only 7 visual elements are allocated, this is required. */ public List <ListElementController_BASE_NotListView> Sort(List <ListElementController_BASE_NotListView> items) { LogSpam($"Sorting: {items.Select(item => GetRef(item).ComponentDefID).ToArray().Dump(false)}"); var sw = Stopwatch.StartNew(); var _a = new ListElementController_InventoryGear_NotListView(); var _b = new ListElementController_InventoryGear_NotListView(); var go = new UnityEngine.GameObject(); var _ac = go.AddComponent <InventoryItemElement_NotListView>(); //new InventoryItemElement_NotListView(); var go2 = new UnityEngine.GameObject(); var _bc = go2.AddComponent <InventoryItemElement_NotListView>(); _ac.controller = _a; _bc.controller = _b; var _cs = new Traverse(inventoryWidget).Field("currentSort").GetValue <Comparison <InventoryItemElement_NotListView> >(); var cst = _cs.Method; LogDebug(string.Format("Sort using {0}::{1}", cst.DeclaringType.FullName, cst.ToString())); var tmp = items.ToList(); tmp.Sort(new Comparison <ListElementController_BASE_NotListView>((l, r) => { _ac.ComponentRef = _a.componentRef = GetRef(l); _bc.ComponentRef = _b.componentRef = GetRef(r); _ac.controller = l; _bc.controller = r; _ac.controller.ItemWidget = _ac; _bc.controller.ItemWidget = _bc; _ac.ItemType = ToDraggableType(l.componentDef); _bc.ItemType = ToDraggableType(r.componentDef); var res = _cs.Invoke(_ac, _bc); LogSpam($"Compare {_a.componentRef.ComponentDefID}({_ac != null},{_ac.controller.ItemWidget != null}) & {_b.componentRef.ComponentDefID}({_bc != null},{_bc.controller.ItemWidget != null}) -> {res}"); return(res); })); UnityEngine.GameObject.Destroy(go); UnityEngine.GameObject.Destroy(go2); var delta = sw.Elapsed.TotalMilliseconds; LogInfo(string.Format("Sorted in {0} ms", delta)); LogSpam($"Sorted: {tmp.Select(item => GetRef(item).ComponentDefID).ToArray().Dump(false)}"); return(tmp); }
//Attach to the modded dll public override void Initialize() { Log("Randomizer Mod initializing!"); instance = this; ModHooks.Instance.GetPlayerBoolHook += Randomizer.GetPlayerDataBool; ModHooks.Instance.SetPlayerBoolHook += Randomizer.SetPlayerDataBool; ModHooks.Instance.GetPlayerIntHook += Randomizer.GetPlayerDataInt; ModHooks.Instance.SetPlayerIntHook += Randomizer.SetPlayerDataInt; ModHooks.Instance.SavegameLoadHook += LogSetting; ModHooks.Instance.SavegameClearHook += Randomizer.DeleteGame; ModHooks.Instance.NewGameHook += Randomizer.NewGame; UnityEngine.SceneManagement.SceneManager.activeSceneChanged += SceneHandler.CheckForChanges; ModHooks.Instance.LanguageGetHook += LanguageHandler.Get; UnityEngine.GameObject UIObj = new UnityEngine.GameObject(); UIObj.AddComponent <GUIController>(); UnityEngine.GameObject.DontDestroyOnLoad(UIObj); //Get version from XML if (File.Exists(@"Randomizer\randomizer.xml")) { XmlDocument doc = new XmlDocument(); doc.Load(@"Randomizer\randomizer.xml"); XmlAttribute ver = doc.SelectSingleNode("randomizer").Attributes["version"]; if (ver != null) { xmlVer = ver.Value; } } try { Randomizer.LoadEntriesFromXML(); Randomizer.xmlLoaded = true; } catch (Exception e) { LogError("Failed to load XML:\n" + e); } Log("Randomizer Mod initialized!"); }
static StackObject *AddComponent_1(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 2); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); System.Type @componentType = (System.Type) typeof(System.Type).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack), (CLR.Utils.Extensions.TypeFlags) 0); __intp.Free(ptr_of_this_method); ptr_of_this_method = ILIntepreter.Minus(__esp, 2); UnityEngine.GameObject instance_of_this_method = (UnityEngine.GameObject) typeof(UnityEngine.GameObject).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack), (CLR.Utils.Extensions.TypeFlags) 0); __intp.Free(ptr_of_this_method); var result_of_this_method = instance_of_this_method.AddComponent(@componentType); return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method)); }
public static int AddComponent(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.GameObject obj = LuaStatic.GetObj(L, 1) as UnityEngine.GameObject; object type1 = LuaStatic.GetObj(L, 2); Type arg1 = LuaStatic.GetType(type1); LuaStatic.addGameObject2Lua(L, obj.AddComponent(arg1), (string)type1); return(result); }
/** ミラー。作成。 */ public MirrorObject_MonoBehaviour CreateMirror(Fee.Mirror.RenderTextureSizeType a_size_type, UnityEngine.GameObject a_mirror_object, UnityEngine.Camera a_look_camera, string a_name) { if (a_mirror_object != null) { MirrorCamera_MonoBehaviour t_mirror_camera = MirrorCamera_MonoBehaviour.Create(a_size_type, a_name); //ミラーマテリアル。設定。 UnityEngine.Renderer t_renderer = a_mirror_object.GetComponent <UnityEngine.Renderer>(); if (t_renderer != null) { UnityEngine.Shader t_shader = UnityEngine.Shader.Find(Config.SHADER_NAME_MIRROR); if (t_shader != null) { t_renderer.material = new UnityEngine.Material(t_shader); t_renderer.material.SetTexture("texture_mirror", t_mirror_camera.GetRenderTexture()); } else { Tool.Assert(false); } } else { Tool.Assert(false); } //ミラーオブジェクト。設定。 MirrorObject_MonoBehaviour t_mirror_object = a_mirror_object.AddComponent <MirrorObject_MonoBehaviour>(); { t_mirror_object.mirror_camera = t_mirror_camera; t_mirror_object.look_camera = a_look_camera; t_mirror_object.look_transform = a_look_camera.GetComponent <UnityEngine.Transform>(); t_mirror_object.enabled = false; } return(t_mirror_object); } else { Tool.Assert(false); } return(null); }
/** 追加。 */ public static UnityEngine.GameObject Add(UnityEngine.GameObject a_prefab, ResourceItem[] a_resource_list) { try{ //texture_list TextureList_MonoBehaviour t_texture_list = a_prefab.AddComponent <TextureList_MonoBehaviour>(); t_texture_list.tag_list = new string[a_resource_list.Length]; t_texture_list.texture_list = new UnityEngine.Texture2D[a_resource_list.Length]; for (int ii = 0; ii < t_texture_list.texture_list.Length; ii++) { t_texture_list.tag_list[ii] = a_resource_list[ii].tag; t_texture_list.texture_list[ii] = Fee.EditorTool.Utility.LoadAsset <UnityEngine.Texture2D>(a_resource_list[ii].path); } }catch (System.Exception t_exception) { UnityEngine.Debug.LogError(t_exception.Message); } return(a_prefab); }
static StackObject* AddComponent_0(ILIntepreter __intp, StackObject* __esp, IList<object> __mStack, CLRMethod __method, bool isNewObj) { ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject* ptr_of_this_method; StackObject* __ret = ILIntepreter.Minus(__esp, 1); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); UnityEngine.GameObject instance_of_this_method = (UnityEngine.GameObject)typeof(UnityEngine.GameObject).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); var result_of_this_method = instance_of_this_method.AddComponent<global::MonoBehaviourAdapter.Adaptor>(); object obj_result_of_this_method = result_of_this_method; if(obj_result_of_this_method is CrossBindingAdaptorType) { return ILIntepreter.PushObject(__ret, __mStack, ((CrossBindingAdaptorType)obj_result_of_this_method).ILInstance); } return ILIntepreter.PushObject(__ret, __mStack, result_of_this_method); }
public World GetWorld(bool bCreate) { if (System.Object.ReferenceEquals(m_world, null)) { //check if an Workspace is already in the scene //m_world = UnityEngine.Object.FindObjectOfType(typeof(World)) as World; if (bCreate && System.Object.ReferenceEquals(m_world, null)) { UnityEngine.GameObject o = new UnityEngine.GameObject("_world_"); UnityEngine.GameObject.DontDestroyOnLoad(o); m_world = o.AddComponent <DefaultWorld>(); } } //Debug.Check(m_world != null); return(m_world); }
/** 追加。 */ public static UnityEngine.GameObject Add(UnityEngine.GameObject a_prefab, ResourceItem[] a_resource_list) { try{ //audiovolume_list AudioVolumeList_MonoBehaviour t_audiovolume_list = a_prefab.AddComponent <AudioVolumeList_MonoBehaviour>(); t_audiovolume_list.tag_list = new string[a_resource_list.Length]; t_audiovolume_list.audiovolume_list = new float[a_resource_list.Length]; for (int ii = 0; ii < t_audiovolume_list.audiovolume_list.Length; ii++) { t_audiovolume_list.tag_list[ii] = a_resource_list[ii].tag; t_audiovolume_list.audiovolume_list[ii] = a_resource_list[ii].volume; } }catch (System.Exception t_exception) { UnityEngine.Debug.LogError(t_exception.Message); } return(a_prefab); }
int UnityEngineGameObject_m_AddComponent(RealStatePtr L, int gen_param_count) { ObjectTranslator translator = this; UnityEngine.GameObject gen_to_be_invoked = (UnityEngine.GameObject)translator.FastGetCSObj(L, 1); { System.Type _componentType = (System.Type)translator.GetObject(L, 2, typeof(System.Type)); UnityEngine.Component gen_ret = gen_to_be_invoked.AddComponent(_componentType); translator.Push(L, gen_ret); return(1); } }
private Collision MoveGameObjectWithCollisions( UnityEngine.GameObject colliderGameObject, UnityEngine.Vector3 move) { var recordCollidee = colliderGameObject.AddComponent <RecordCollidee>(); controller.Move(move); var collideeGameObject = recordCollidee.Collidee; UnityEngine.Object.Destroy(recordCollidee); if (collideeGameObject == null) { return(null); } return(CollisionBetweenGameObjects( colliderGameObject, collideeGameObject)); }
/** 追加。 */ public static UnityEngine.GameObject Add(UnityEngine.GameObject a_prefab, ResourceItem[] a_resource_list) { try{ //materialclip_list MaterialList_MonoBehaviour t_material_list = a_prefab.AddComponent <MaterialList_MonoBehaviour>(); t_material_list.tag_list = new string[a_resource_list.Length]; t_material_list.material_list = new UnityEngine.Material[a_resource_list.Length]; for (int ii = 0; ii < t_material_list.material_list.Length; ii++) { t_material_list.tag_list[ii] = a_resource_list[ii].tag; t_material_list.material_list[ii] = Fee.EditorTool.AssetTool.LoadAsset <UnityEngine.Material>(a_resource_list[ii].path); } }catch (System.Exception t_exception) { UnityEngine.Debug.LogError(t_exception.Message); } return(a_prefab); }
/// <summary> /// Adds a first person camera to the view type. /// </summary> /// <param name="cameraController">The camera controller that contains the view type.</param> /// <param name="viewType">The first person view type.</param> public static void AddFirstPersonCamera(CameraController cameraController, FirstPersonController.Camera.ViewTypes.FirstPerson viewType) { // A first person camera must be added to the first peron view types. cameraController.DeserializeViewTypes(); var viewTypes = cameraController.ViewTypes; UnityEngine.Camera firstPersonCamera = null; FirstPersonController.Camera.ViewTypes.FirstPerson firstPersonViewType; for (int i = 0; i < viewTypes.Length; ++i) { if ((firstPersonViewType = viewTypes[i] as FirstPersonController.Camera.ViewTypes.FirstPerson) != null && firstPersonViewType.FirstPersonCamera != null) { firstPersonCamera = firstPersonViewType.FirstPersonCamera; break; } } // If the camera is null then a new first person camera should be created. if (firstPersonCamera == null) { UnityEngine.Transform firstPersonCameraTransform; if ((firstPersonCameraTransform = cameraController.transform.Find("First Person Camera")) != null) { firstPersonCamera = firstPersonCameraTransform.GetComponent <UnityEngine.Camera>(); } if (firstPersonCamera == null) { var cameraGameObject = new UnityEngine.GameObject("First Person Camera"); cameraGameObject.transform.SetParentOrigin(cameraController.transform); firstPersonCamera = cameraGameObject.AddComponent <UnityEngine.Camera>(); firstPersonCamera.clearFlags = UnityEngine.CameraClearFlags.Depth; firstPersonCamera.fieldOfView = 60f; firstPersonCamera.nearClipPlane = 0.01f; firstPersonCamera.depth = 0; firstPersonCamera.renderingPath = cameraController.GetComponent <UnityEngine.Camera>().renderingPath; } } viewType.FirstPersonCamera = firstPersonCamera; }
public static void Load() { DisableAnticheat(); while (BaseObject = UnityEngine.GameObject.Find("TemSharp")) { UnityEngine.Object.Destroy(BaseObject); } BaseObject = new UnityEngine.GameObject("TemSharp"); UnityEngine.Object.DontDestroyOnLoad(BaseObject); BaseObject.SetActive(false); var types = Assembly.GetExecutingAssembly().GetTypes().ToList().Where(t => t.BaseType == typeof(UnityEngine.MonoBehaviour) && !t.IsNested); foreach (var type in types) { var component = (UnityEngine.MonoBehaviour)BaseObject.AddComponent(type); component.enabled = false; } BaseObject.GetComponent <Menu>().enabled = true; BaseObject.SetActive(true); }
static StackObject *AddComponent_12(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 1); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); UnityEngine.GameObject instance_of_this_method = (UnityEngine.GameObject) typeof(UnityEngine.GameObject).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack), (CLR.Utils.Extensions.TypeFlags) 0); __intp.Free(ptr_of_this_method); var result_of_this_method = instance_of_this_method.AddComponent <JEngine.Core.ClassBind>(); object obj_result_of_this_method = result_of_this_method; if (obj_result_of_this_method is CrossBindingAdaptorType) { return(ILIntepreter.PushObject(__ret, __mStack, ((CrossBindingAdaptorType)obj_result_of_this_method).ILInstance)); } return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method)); }
public virtual void AddChild(object obj) { XElement ele = (XElement)obj; var child = new Node(triggerName, this, nodeClassify, nodeType, layer + 1, childList.Count, DeleteChild); child.name = ele.Attribute("name").Value; if (ele.Attribute("component") != null) { string component = ele.Attribute("component").Value; Type type = Type.GetType(component + ", Assembly-CSharp"); UnityEngine.GameObject ro = UnityEngine.GameObject.Find("[Trigger]"); if (ro == null) { ro = new UnityEngine.GameObject("[Trigger]"); } var triggerparent = UnityEngine.GameObject.Find("[Trigger]/" + triggerName); if (triggerparent == null) { triggerparent = new UnityEngine.GameObject(triggerName); triggerparent.transform.parent = ro.transform; } var parent = UnityEngine.GameObject.Find("[Trigger]/" + triggerName + "/" + nodeClassify.ToString()); if (parent == null) { parent = new UnityEngine.GameObject(nodeClassify.ToString()); parent.transform.parent = triggerparent.transform; } UnityEngine.GameObject o = new UnityEngine.GameObject(child.name); o.transform.parent = parent.transform; o.AddComponent(type); } child.content = new XElement(ele.Name); foreach (var item in ele.Attributes()) { child.content.SetAttributeValue(item.Name, item.Value); } child.content.Add(ele.Elements()); child.menulist = menulist; childList.Add(child); }
public static void EnsureInitialized() { try { if (EventPump.Instance == null) { lock (s_Lock) { if (EventPump.Instance == null) { UnityEngine.GameObject parent = new UnityEngine.GameObject("Kinect Desktop Event Pump"); EventPump.Instance = parent.AddComponent<Helper.EventPump>(); DontDestroyOnLoad(parent); } } } } catch { UnityEngine.Debug.LogError("Events must be registered on the main thread."); return; } }
/// <summary> /// This does the reusable parts of the overloaded Spawn() method. /// </summary> /// <returns>The spawned game object for Hikari.</returns> private static UnityEngine.GameObject StartSpawn ( ) { // Error if hikari exists if ( hikari != null ) throw new Exception("Cannot spawn a second Hikari instance."); // Generate new Hikari and game object. UnityEngine.GameObject obj = new UnityEngine.GameObject("Autogenerated_HikariObject"); DontDestroyOnLoad(obj); hikari = obj.AddComponent<Hikari>(); return obj; }