示例#1
0
    static int Create(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1)
            {
                UnityEngine.Playables.PlayableGraph arg0 = StackTraits <UnityEngine.Playables.PlayableGraph> .Check(L, 1);

                UnityEngine.Playables.Playable o = UnityEngine.Playables.Playable.Create(arg0);
                ToLua.PushValue(L, o);
                return(1);
            }
            else if (count == 2)
            {
                UnityEngine.Playables.PlayableGraph arg0 = StackTraits <UnityEngine.Playables.PlayableGraph> .Check(L, 1);

                int arg1 = (int)LuaDLL.luaL_checknumber(L, 2);
                UnityEngine.Playables.Playable o = UnityEngine.Playables.Playable.Create(arg0, arg1);
                ToLua.PushValue(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Playables.Playable.Create"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
 static public int constructor(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
         UnityEngine.Playables.PlayableGraph o;
         o = new UnityEngine.Playables.PlayableGraph();
         pushValue(l, true);
         pushValue(l, o);
         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
 }
示例#3
0
 public override Playable CreateTrackMixer(UnityEngine.Playables.PlayableGraph graph, GameObject go, int inputCount)
 {
     foreach (var clip in GetClips())
     {
         var asset = clip.asset as NavMeshControlAsset;
         asset.clipDuration = clip.duration;
     }
     return(base.CreateTrackMixer(graph, go, inputCount));
 }
示例#4
0
    //----------------------------------------------------------------------------
    public override Playable CreatePlayable(
        UnityEngine.Playables.PlayableGraph graph,
        GameObject owner
        )
    {
        var behaviour = new LuaPlayableBehaviour();

        behaviour.textAsset = textAsset;
        behaviour.owner     = owner;
        return(ScriptPlayable <LuaPlayableBehaviour> .Create(graph, behaviour));
    }
        public override Playable CreatePlayable(UnityEngine.Playables.PlayableGraph graph, GameObject owner)
        {
            var playable = ScriptPlayable <LightControlBehaviour> .Create(graph);

            var lightControlBehaviour = playable.GetBehaviour();

            lightControlBehaviour.light     = light.Resolve(graph.GetResolver());
            lightControlBehaviour.color     = color;
            lightControlBehaviour.intensity = intensity;
            return(playable);
        }
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.Playables.PlayableGraph o;
         o = new UnityEngine.Playables.PlayableGraph();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#7
0
    static int get_playableGraph(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.Playables.PlayableDirector obj = (UnityEngine.Playables.PlayableDirector)o;
            UnityEngine.Playables.PlayableGraph    ret = obj.playableGraph;
            ToLua.PushValue(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index playableGraph on a nil value"));
        }
    }
示例#8
0
    static int CreatePlayable(IntPtr L)
    {
        try
        {
            ToLua.CheckArgsCount(L, 3);
            UnityEngine.Timeline.TimelineAsset  obj  = (UnityEngine.Timeline.TimelineAsset)ToLua.CheckObject <UnityEngine.Timeline.TimelineAsset>(L, 1);
            UnityEngine.Playables.PlayableGraph arg0 = StackTraits <UnityEngine.Playables.PlayableGraph> .Check(L, 2);

            UnityEngine.GameObject         arg1 = (UnityEngine.GameObject)ToLua.CheckObject(L, 3, typeof(UnityEngine.GameObject));
            UnityEngine.Playables.Playable o    = obj.CreatePlayable(arg0, arg1);
            ToLua.PushValue(L, o);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
示例#9
0
 private static extern void Evaluate_Injected(ref PlayableGraph _unity_self, [DefaultValue("0")] float deltaTime);
示例#10
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 private static extern void SetTimeUpdateMode_Injected(ref PlayableGraph _unity_self, DirectorUpdateMode value);
示例#11
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 private static extern DirectorUpdateMode GetTimeUpdateMode_Injected(ref PlayableGraph _unity_self);
示例#12
0
 private static extern string GetEditorName_Injected(ref PlayableGraph _unity_self);
示例#13
0
 public static PlayableGraph Create()
 {
     return(PlayableGraph.Create(null));
 }
示例#14
0
 private static extern bool IsDone_Injected(ref PlayableGraph _unity_self);
示例#15
0
 private static extern int GetOutputCount_Injected(ref PlayableGraph _unity_self);
示例#16
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 private static extern void Create_Injected(string name, out PlayableGraph ret);
示例#17
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 private static extern bool ConnectInternal_Injected(ref PlayableGraph _unity_self, ref PlayableHandle source, int sourceOutputPort, ref PlayableHandle destination, int destinationInputPort);
示例#18
0
 private static extern void DestroyOutputInternal_Injected(ref PlayableGraph _unity_self, ref PlayableOutputHandle handle);
示例#19
0
 private static extern IExposedPropertyTable GetResolver_Injected(ref PlayableGraph _unity_self);
示例#20
0
 private static extern void GetRootPlayableInternal_Injected(ref PlayableGraph _unity_self, int index, out PlayableHandle ret);
示例#21
0
 private static extern bool CreateScriptOutputInternal_Injected(ref PlayableGraph _unity_self, string name, out PlayableOutputHandle handle);
示例#22
0
 private static extern void CreatePlayableHandle_Injected(ref PlayableGraph _unity_self, out PlayableHandle ret);
示例#23
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 private static extern void Stop_Injected(ref PlayableGraph _unity_self);
示例#24
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 private static extern void DisconnectInternal_Injected(ref PlayableGraph _unity_self, ref PlayableHandle playable, int inputPort);
 public override Playable CreateTrackMixer(UnityEngine.Playables.PlayableGraph graph, UnityEngine.GameObject go, int inputCount)
 {
     return(ScriptPlayable <PaletteSwitchMixerBehaviour> .Create(graph, inputCount));
 }
示例#26
0
 private static extern void DestroySubgraphInternal_Injected(ref PlayableGraph _unity_self, ref PlayableHandle playable);
示例#27
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 private static extern int GetOutputCountByTypeInternal_Injected(ref PlayableGraph _unity_self, Type outputType);
示例#28
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 private static extern void SetResolver_Injected(ref PlayableGraph _unity_self, IExposedPropertyTable value);
示例#29
0
 private static extern bool GetOutputByTypeInternal_Injected(ref PlayableGraph _unity_self, Type outputType, int index, out PlayableOutputHandle handle);
示例#30
0
 public string GetEditorName()
 {
     return(PlayableGraph.GetEditorName_Injected(ref this));
 }