static int _m_Scale_xlua_st_(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); { UnityEngine.Vector4 _a; translator.Get(L, 1, out _a); UnityEngine.Vector4 _b; translator.Get(L, 2, out _b); UnityEngine.Vector4 gen_ret = UnityEngine.Vector4.Scale( _a, _b); translator.PushUnityEngineVector4(L, gen_ret); return(1); } } catch (System.Exception gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + gen_e)); } }
public static Vector4i CeilToVector4i(this UnityEngine.Vector4 v) { return(new Vector4i(Math.Ceil(v.x), Math.Ceil(v.y), Math.Ceil(v.z), Math.Ceil(v.w))); }
public static Vector4i FloorToVector4i(this UnityEngine.Vector4 v) { return(new Vector4i(Math.Floor(v.x), Math.Floor(v.y), Math.Floor(v.z), Math.Floor(v.w))); }
public static Vector4i RoundToVector4i(this UnityEngine.Vector4 v) { return(new Vector4i(Math.Round(v.x), Math.Round(v.y), Math.Round(v.z), Math.Round(v.w))); }
public static Vector4 zzzx(this Vector4 v) { return(new Vector4(v.z, v.z, v.z, v.x)); }
public static void SetGlobalVector(System.String propertyName, UnityEngine.Vector4 vec) { }
public static Vector4 ToSystemVector(this UVector4 vector) { return(new Vector4(vector.x, vector.y, vector.z, vector.w)); }
public void __Gen_Delegate_Imp2(int p0, int p1, int p2, int p3, object p4, object p5, object p6, object p7, UnityEngine.Vector3 p8, UnityEngine.Vector2 p9, UnityEngine.Vector4 p10) { using (var pObjs = new Objects(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)) { methodInfo.Invoke(null, pObjs.objs); } }
public static Vector4 zxzy(this Vector4 v) { return(new Vector4(v.z, v.x, v.z, v.y)); }
public static Vector2 ww(this Vector4 v) { return(new Vector2(v.w, v.w)); }
public static Vector4 xxxy(this Vector4 v) { return(new Vector4(v.x, v.x, v.x, v.y)); }
public static Vector4 wwwx(this Vector4 v) { return(new Vector4(v.w, v.w, v.w, v.x)); }
public static Vector4 yzwx(this Vector4 v) { return(new Vector4(v.y, v.z, v.w, v.x)); }
public static Vector2 zz(this Vector4 v) { return(new Vector2(v.z, v.z)); }
public static Vector4 xwzx(this Vector4 v) { return(new Vector4(v.x, v.w, v.z, v.x)); }
public static SlimMath.Vector4 Convert(UnityEngine.Vector4 v) { return(new SlimMath.Vector4(v.x, v.y, v.z, v.w)); }
public void Write(UnityEngine.Vector4 v4) { WriteObjectStart(); Put(string.Format("\"x\":{0},\"y\":{1},\"z\":{2},\"w\":{3}", v4.x, v4.y, v4.z, v4.w)); WriteObjectEnd(); }
public static Vector4 yzzy(this Vector4 v) { return(new Vector4(v.y, v.z, v.z, v.y)); }
public static UnityEngine.Vector4 GetVector4(this UnityEngine.Material source, string key, UnityEngine.Vector4 defalutValue) { if (source.HasProperty(key)) { return(source.GetVector(key)); } return(defalutValue); }
public static Vector3 xxx(this Vector4 v) { return(new Vector3(v.x, v.x, v.x)); }
/// <summary> /// Translation from basic BSEngine Types to UnityEnginge Types /// </summary> /// <param name="obj">Object to transfrom</param> /// <returns>Object with translated type</returns> private static object BSEngineToUnity(object obj) { if (obj.GetType() == typeof(BSEngine.Math.Vector2)) { BSEngine.Math.Vector2 bse = (BSEngine.Math.Vector2)obj; UnityEngine.Vector2 v2 = new UnityEngine.Vector2(bse.x, bse.y); return v2; } else if (obj.GetType() == typeof(BSEngine.Math.Vector3)) { BSEngine.Math.Vector3 bse = (BSEngine.Math.Vector3)obj; UnityEngine.Vector3 v3 = new UnityEngine.Vector3(bse.x, bse.y, bse.z); return v3; } else if (obj.GetType() == typeof(BSEngine.Math.Vector4)) { BSEngine.Math.Vector4 bse = (BSEngine.Math.Vector4)obj; UnityEngine.Vector4 v4 = new UnityEngine.Vector4(bse.x, bse.y, bse.z, bse.w); return v4; } else if (obj.GetType() == typeof(BSEngine.Math.Quaternion)) { BSEngine.Math.Quaternion bse = (BSEngine.Math.Quaternion)obj; UnityEngine.Quaternion q = new UnityEngine.Quaternion(bse.x, bse.y, bse.z, bse.w); return q; } else { return null; } }
public static Vector4 wwzy(this Vector4 v) { return(new Vector4(v.w, v.w, v.z, v.y)); }
public static UnityEngine.Vector4 Vector4Field(System.String label, UnityEngine.Vector4 value, params UnityEngine.GUILayoutOption[] options) { return(UnityEditor.EditorGUILayout.Vector4Field(TranslationUtility.get(label), value, options)); }
public static Vector4 xywy(this Vector4 v) { return(new Vector4(v.x, v.y, v.w, v.y)); }