void Awake() { collider = GetComponent<BoxCollider2D>(); convertedWidth = Camera.main.WorldToScreenPoint(collider.bounds.size); endBlockRenderer = transform.Find ("end block").GetComponent<Renderer>(); platformManager = GameObject.Find ("platform manager"); }
// Use this for initialization void Start() { Random.seed = Seed; _cells = VoronoiHelper.Instance.GenerateTileCells (Random.Range (VoronoiHelper.Instance.InternalSitesCountRange [0], VoronoiHelper.Instance.InternalSitesCountRange [1])); for (int i = 0; i < _cells.Length; i++) { var newCell = VoronoiHelper.Instance.CreateCellObject(_cells[i], i, gameObject.transform, MeshMaterials[Random.Range(0, MeshMaterials.Length)]); _cellObjects.Add(newCell); } var tileSize = VoronoiHelper.Instance.TilesSize; if (LeftTileTrigger != null) { _leftCollider = LeftTileTrigger.GetComponent<BoxCollider2D>(); LeftTileTrigger.transform.localPosition = new Vector2(tileSize.x * 0.5f, 0f); _leftCollider.size = new Vector2(tileSize.x * 0.25f, tileSize.y * 1.5f); _leftCollider.isTrigger = true; } if (RightTileTrigger != null) { _rightCollider = RightTileTrigger.GetComponent<BoxCollider2D>(); RightTileTrigger.transform.localPosition = new Vector2(-tileSize.x * 0.5f, 0f); _rightCollider.size = new Vector2(tileSize.x * 0.25f, tileSize.y * 1.5f); _rightCollider.isTrigger = true; } }
protected override void Start() { boxCollider = GetComponent<BoxCollider2D>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>(); playerObj = GameObject.FindGameObjectWithTag("Player"); InvokeRepeating ("SpawnEnemies", spawnTime, spawnTime); }
void Awake() { sprite = GetComponent<SpriteRenderer>(); body = GetComponent<Rigidbody2D>(); col = GetComponent<BoxCollider2D>(); parentBalista = transform.parent.gameObject; }
protected virtual void Start() { decayLevel = 0; maxDecayLevel = DecayStates.Length; spriteRenderer = GetComponent<SpriteRenderer>(); boxCollider = GetComponent<BoxCollider2D>(); }
// Use this for initialization void Start() { rigid = GetComponent<Rigidbody2D>(); box = GetComponent<BoxCollider2D>(); esperando = espera; anim = GetComponent<Animator>(); }
/*---------------------------------------------------- AWAKE ----------------------------------------------------*/ void Awake() { powerManager = GameObject.Find("GameManager").GetComponent<PowerManager>(); anim = transform.FindChild("Animation").GetComponent<Animator>(); effectorCollider1 = transform.FindChild("AreaEffectors").GetChild(0).GetComponent<BoxCollider2D>(); effectorCollider2 = transform.FindChild("AreaEffectors").GetChild(1).GetComponent<BoxCollider2D>(); effectorCollider3 = transform.FindChild("AreaEffectors").GetChild(2).GetComponent<BoxCollider2D>(); consoleViewImage = transform.FindChild("ConsoleView").GetComponent<SpriteRenderer>(); powerCost = GetComponent<Power>().powerCost; GameObject fanDistance = transform.FindChild("FanDistance").gameObject; float difference = Vector2.Distance(transform.position, fanDistance.transform.position); effectorCollider1.size = new Vector2(difference-1, effectorCollider1.size.y); effectorCollider1.offset = new Vector2(difference / 2, 0); effectorCollider2.size = new Vector2(difference - 1, effectorCollider2.size.y); effectorCollider2.offset = new Vector2(difference / 2, 1.7f); effectorCollider3.size = new Vector2(difference - 1, effectorCollider3.size.y); effectorCollider3.offset = new Vector2(difference / 2, -1.7f); }
void Start() { _spriteRenderer = GetComponent<SpriteRenderer>(); _boxCollider = GetComponent<BoxCollider2D>(); _isLaserVisible = isLaserVisibleOnStart; ChangeLaserApperance (); }
// Use this for initialization void Start() { m_spriteRenderer = GetComponent<SpriteRenderer>(); m_player = GameObject.FindGameObjectWithTag("Player"); m_inventory = m_player.GetComponent<PlayerInventory>(); m_boxcollider = GetComponent<BoxCollider2D>(); }
// Use this for initialization void Start () { rigid = GetComponent<Rigidbody2D>(); box = GetComponent<BoxCollider2D>(); Manager.gManager.player = this; Manager.gManager.asignedPlayer = this.gameObject; anim = GetComponent<Animator>(); }
/* deben hacerse todos los getcomponent y los valores que se quieran por defecto*/ void Start() { boxcollider2D = GetComponent<BoxCollider2D>(); colorpersonaje = (GameObject.FindWithTag ("Player")).GetComponent<Color_Personaje>(); spriterenderer = GetComponent<SpriteRenderer>(); //porAbajo = false; }
// Use this for initialization void Start() { // Define state to name mapping for animations state_to_name.Add(0, "Idle"); state_to_name.Add(1, "Walk"); state_to_name.Add(2, "Charge"); state_to_name.Add(3, "Grenade"); state_to_name.Add(4, "Jump"); state_to_name.Add(5, "Scared"); state_to_name.Add(6, "Touch"); state_to_name.Add(7, "Whisper"); GameState = FindObjectOfType<GameStateManager>(); if (GameState == null) { Debug.Log("GameStateManager missing! Abort!"); this.enabled = false; return; } else { MainPlayer = gameObject.GetComponent<Player>(); PlayerPhysics = gameObject.GetComponent<Rigidbody2D>(); PlayerCollider = gameObject.GetComponent<BoxCollider2D>(); PlayerAnimator = gameObject.GetComponent<Animator>(); if (MainPlayer != null && PlayerPhysics != null) { PlayerNumber = (int)XboxInput; //No setup anymore! } } }
static public int constructor(IntPtr l) { UnityEngine.BoxCollider2D o; o = new UnityEngine.BoxCollider2D(); pushObject(l, o); return(1); }
// Use this for initialization void Start() { rb2d = GetComponent<Rigidbody2D>(); boxColl = GetComponent<BoxCollider2D>(); usingController = false; }
// Use this for initialization void Start () { spriteRenderer = GetComponent<SpriteRenderer>(); collider = GetComponent<BoxCollider2D> (); audioSource = GetComponent<AudioSource> (); this.FollowPath(); }
protected virtual void Awake() { // inputState = GetComponent<InputState>(); abductBody2d = GetComponent<Rigidbody2D>(); abductCollisionState = GetComponent<CollisionState>(); boxCollider = GetComponent<BoxCollider2D>(); }
//private Animator animator; public void Start() { // Components moveController = GetComponent<EnemyMoveController>(); animationController = GetComponent<AnimationController>(); sprRend = GetComponent<SpriteRenderer>(); collider = GetComponent<BoxCollider2D>(); health = GetComponent<Health>(); player = FindObjectOfType<Player>(); //laser = GetComponent<Projectile> (); //laserObject = GetComponent <Projectile> (); //rigidbody2D.mass = 10; distance = new Vector2(0, 0); speed = new Vector2(0, 0); isAgro = false; rnd = new System.Random(Guid.NewGuid().GetHashCode()); t = 3 + rnd.Next(0, 3000) / 1000f; teleporting = false; teleportCD = 11; temp = 0; canTeleport = true; facing = new Vector2(0, 0); }
void Awake() { scriptpersonaje =GameObject.FindWithTag ("Player").GetComponent <CambiaColor_CH>(); boxcollider2D = GetComponent<BoxCollider2D>(); spriterenderer = GetComponent<SpriteRenderer>(); ColoresBloque(); }
void UpdateRayPenetrationOnMove(APCharacterMotor oMotor, APCharacterMotor.CharacterRay2D rayToUpdate, Vector2 newPosWs, direction direction) { // Get characters box in world space if available Transform rayTransform = oMotor.transform; Vector2 newPosLs = rayTransform.InverseTransformPoint(newPosWs); // for now we support boxcollider2d only ! System.Type colliderType = oMotor.GetComponent <Collider2D>().GetType(); if (oMotor.GetComponent <Collider2D>() && (colliderType == typeof(UnityEngine.BoxCollider2D))) { UnityEngine.BoxCollider2D boxCollider = (UnityEngine.BoxCollider2D)oMotor.GetComponent <Collider2D>(); Vector2 centerLs = boxCollider.offset; // compute distance from ray position to collider border float fNewPenetration = 0f; switch (direction) { case direction.left: fNewPenetration = newPosLs.x - (centerLs.x - 0.5f * boxCollider.size.x); break; case direction.right: fNewPenetration = (centerLs.x + 0.5f * boxCollider.size.x) - newPosLs.x; break; case direction.up: fNewPenetration = (centerLs.y + 0.5f * boxCollider.size.y) - newPosLs.y; break; case direction.down: fNewPenetration = newPosLs.y - (centerLs.y - 0.5f * boxCollider.size.y); break; } fNewPenetration = Mathf.Max(0f, fNewPenetration); rayToUpdate.m_penetration = fNewPenetration; // / Mathf.Abs(rayTransform.lossyScale.y); // remove any scale as is it applied at runtime } }
public static float MoveVertical(BoxCollider2D box, float dy, out bool col) { col = false; if (dy == 0.0f) { return dy; } var min = box.bounds.min; var max = box.bounds.max; float ret = dy; if (dy > 0) { for (int i = (int)min.x + 1; i <= (int)max.x - 1; i += 1) { var hit = Physics2D.Raycast (new Vector2 (i, max.y), Vector2.up, Mathf.Abs(dy), tileLayer); if (hit.collider != null) { col = true; ret = Mathf.Min (ret, hit.distance); } } } else if (dy < 0) { for (int i = (int)min.x + 1; i <= (int)max.x - 1; i += 1) { var hit = Physics2D.Raycast (new Vector2 (i, min.y), Vector2.down, Mathf.Abs(dy), tileLayer | ladderEndLayer); if (hit.collider != null) { col = true; ret = Mathf.Max (ret, -hit.distance); } } } return ret; }
// TODO : use mathf.approx public static float MoveHorizontal(BoxCollider2D box, float dx, out bool col) { col = false; if (dx == 0.0f) { return dx; } var min = box.bounds.min; var max = box.bounds.max; float ret = dx; if (dx > 0) { for (int i = (int)min.y + 1; i <= (int)max.y - 1; i += 1) { var hit = Physics2D.Raycast (new Vector2 (max.x, i), Vector2.right, Mathf.Abs(dx), tileLayer); if (hit.collider != null) { col = true; ret = Mathf.Min (ret, hit.distance); } } } else if (dx < 0) { for (int i = (int)min.y + 1; i <= (int)max.y - 1; i += 1) { var hit = Physics2D.Raycast (new Vector2 (min.x, i), Vector2.left, Mathf.Abs(dx), tileLayer); if (hit.collider != null) { col = true; ret = Mathf.Max (ret, -hit.distance); } } } return ret; }
void Start() { PassOutArtist.SetActive (false); myColider = GetComponent<BoxCollider2D> (); defRot = transform.rotation; myParticle.Stop (); }
// Use this for initialization void Start () { animator = this.GetComponent<Animator> (); boxCollider = this.GetComponent<BoxCollider2D> (); audioSource = this.GetComponent<AudioSource>(); audioSource.clip = soundOnTouch; }
// Use this for initialization void Start () { spriteRenderer = GetComponent<SpriteRenderer>(); boxCollider = GetComponent<BoxCollider2D>(); timeSpentActive -= timeOffset; isActive = false; unactiveDuration = activeDuration + 2f; }
// Use this for initialization void Start () { ac = this.gameObject.GetComponent<AttributeComponent>(); bc = this.gameObject.GetComponent<BoxCollider2D>(); pbc = GameObject.FindWithTag ("Projectile").GetComponent <BoxCollider2D>(); anim = (Animator)GetComponent(typeof(Animator)); meleeSys = (MeleeSystem)GetComponent(typeof(MeleeSystem)); }
// Use this for initialization void Start() { selfCollider = transform.GetComponent<BoxCollider2D>(); colliderx = selfCollider.size.x / 2f; collidery = selfCollider.size.y / 2f; eventMng = GameObject.FindGameObjectWithTag("Manager").GetComponent<ClickEventManager>(); }
private void addFire(Transform parent) { fireObject = new GameObject("FireIcon_" + fireHolder.transform.childCount); fireSprite = Resources.Load<Sprite>("Sprites/Fire/SmallFire_Object"); fireRenderer = fireObject.AddComponent<SpriteRenderer>(); fireRenderer.sprite = fireSprite; fireCollider = fireObject.AddComponent<BoxCollider2D>(); fireRenderer.sortingOrder = 1; fireObject.transform.parent = fireHolder.transform; float screenDPI = Screen.dpi / 160; float xSize = fireSprite.bounds.size.x; float ySize = fireSprite.bounds.size.y; float width; float height; if (screenDPI > 0) { width = 204 * screenDPI; height = 330 * screenDPI; } else { width = 204 * parent.transform.localScale.x / 2; height = 280 * parent.transform.localScale.y / 2; } float worldwidth = (camera.orthographicSize * 2 / Screen.height * width) / xSize; float worldHeight = (camera.orthographicSize * 2 / Screen.height * height) / ySize; fireObject.transform.localScale = new Vector3(worldwidth, worldHeight, 1); }
void Start() { score=GameObject.Find("Canvas").GetComponent<GameManager>(); box=GetComponent<BoxCollider2D>(); scoreTrans=GameObject.Find("score100(Clone)").GetComponent<scoreTransformer>(); player=GameObject.Find ("Player").transform; }
// Use this for initialization void Start () { level = GameObject.FindGameObjectWithTag("levelGen").GetComponent<LevelGeneration>(); checkMovement = GetComponent<BoxCollider2D>(); rb = GetComponent<Rigidbody2D>(); checkMovement.offset = new Vector2(0, -1); }
void Awake() { _Animator = GetComponent<Animator>(); _BoxCollider = GetComponent<BoxCollider2D>(); _Rigidbody = GetComponent<Rigidbody2D>(); _AudioSource = GetComponent<AudioSource>(); }
// Use this for initialization void Start () { this.currentState = "Square"; // Game starts with Square this.animator = this.GetComponent<Animator>(); this.currentDirection = 1; // 1 for RIGHT / -1 for LEFT this.world = GameObject.Find("World"); this.isStucked = false; this.isControllerLocked = false; //Initialize the sounds /*this.fitTargetSound = this.audioPrefab.transform.GetChild(0).GetComponent<AudioSource>(); this.dieSound = this.audioPrefab.transform.GetChild(1).GetComponent<AudioSource>(); this.landscapeSound = this.audioPrefab.transform.GetChild(2).GetComponent<AudioSource>(); this.changeSound = this.audioPrefab.transform.GetChild(3).GetComponent<AudioSource>(); this.bounceSound = this.audioPrefab.transform.GetChild(4).GetComponent<AudioSource>(); */ //Grab the colliders this.SquareCollider = this.GetComponent<BoxCollider2D>(); this.CircleCollider = this.GetComponent<CircleCollider2D>(); this.TriangleCollider = this.GetComponent<PolygonCollider2D>(); //Grab the Rigidbody this.rigidBody = this.GetComponent<Rigidbody2D>(); this.setRigidbody(); }
// Use this for initialization void Start() { col = GetComponent<BoxCollider2D>(); // 画像を切り替える component = componentHaveObject.GetComponent(type) as Behaviour; ChangeOnOffImage(); }
static public int set_size(IntPtr l) { UnityEngine.BoxCollider2D o = (UnityEngine.BoxCollider2D)checkSelf(l); UnityEngine.Vector2 v; checkType(l, 2, out v); o.size = v; return(0); }
static public int get_autoTiling(IntPtr l) { try { UnityEngine.BoxCollider2D self = (UnityEngine.BoxCollider2D)checkSelf(l); pushValue(l, self.autoTiling); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.BoxCollider2D o; o = new UnityEngine.BoxCollider2D(); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_size(IntPtr l) { try { UnityEngine.BoxCollider2D self = (UnityEngine.BoxCollider2D)checkSelf(l); pushValue(l, true); pushValue(l, self.size); return(2); } catch (Exception e) { return(error(l, e)); } }
public override void Read(ES2Reader reader, object c) { UnityEngine.BoxCollider2D data = (UnityEngine.BoxCollider2D)c; // Add your reader.Read calls here to read the data into the object. data.size = reader.Read <UnityEngine.Vector2>(); data.density = reader.Read <System.Single>(); data.isTrigger = reader.Read <System.Boolean>(); data.usedByEffector = reader.Read <System.Boolean>(); data.offset = reader.Read <UnityEngine.Vector2>(); data.enabled = reader.Read <System.Boolean>(); data.hideFlags = reader.Read <UnityEngine.HideFlags>(); }
public override void Write(object obj, ES2Writer writer) { UnityEngine.BoxCollider2D data = (UnityEngine.BoxCollider2D)obj; // Add your writer.Write calls here. writer.Write(data.size); writer.Write(data.density); writer.Write(data.isTrigger); writer.Write(data.usedByEffector); writer.Write(data.offset); writer.Write(data.enabled); writer.Write(data.hideFlags); }
static public int get_size(IntPtr l) { try { UnityEngine.BoxCollider2D self = (UnityEngine.BoxCollider2D)checkSelf(l); pushValue(l, self.size); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_edgeRadius(IntPtr l) { try { UnityEngine.BoxCollider2D self = (UnityEngine.BoxCollider2D)checkSelf(l); float v; checkType(l, 2, out v); self.edgeRadius = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int set_size(IntPtr l) { try { UnityEngine.BoxCollider2D self = (UnityEngine.BoxCollider2D)checkSelf(l); UnityEngine.Vector2 v; checkType(l, 2, out v); self.size = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int set_autoTiling(IntPtr l) { try { UnityEngine.BoxCollider2D self = (UnityEngine.BoxCollider2D)checkSelf(l); bool v; checkType(l, 2, out v); self.autoTiling = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.BoxCollider2D o; if (matchType(l, 1)) { o = new UnityEngine.BoxCollider2D(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
static public int constructor(IntPtr l) { try { UnityEngine.BoxCollider2D o; o = new UnityEngine.BoxCollider2D(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_center(IntPtr l) { try { UnityEngine.BoxCollider2D self = (UnityEngine.BoxCollider2D)checkSelf(l); UnityEngine.Vector2 v; checkType(l, 2, out v); self.center = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_center(IntPtr l) { try { UnityEngine.BoxCollider2D self = (UnityEngine.BoxCollider2D)checkSelf(l); UnityEngine.Vector2 v; checkType(l, 2, out v); self.center = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
// fields // properties static void BoxCollider2D_size(JSVCall vc) { if (vc.bGet) { UnityEngine.BoxCollider2D _this = (UnityEngine.BoxCollider2D)vc.csObj; var result = _this.size; JSApi.setVector2S((int)JSApi.SetType.Rval, result); } else { UnityEngine.Vector2 arg0 = (UnityEngine.Vector2)JSApi.getVector2S((int)JSApi.GetType.Arg); UnityEngine.BoxCollider2D _this = (UnityEngine.BoxCollider2D)vc.csObj; _this.size = arg0; } }
/// <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.BoxCollider2D boxCollider2D = (UnityEngine.BoxCollider2D)value; writer.WriteProperty("size", boxCollider2D.size); writer.WriteProperty("edgeRadius", boxCollider2D.edgeRadius); writer.WriteProperty("autoTiling", boxCollider2D.autoTiling); writer.WriteProperty("density", boxCollider2D.density); writer.WriteProperty("isTrigger", boxCollider2D.isTrigger); writer.WriteProperty("usedByEffector", boxCollider2D.usedByEffector); writer.WriteProperty("usedByComposite", boxCollider2D.usedByComposite); writer.WriteProperty("offset", boxCollider2D.offset); writer.WriteProperty("sharedMaterial", boxCollider2D.sharedMaterial); writer.WriteProperty("enabled", boxCollider2D.enabled); writer.WriteProperty("tag", boxCollider2D.tag); writer.WriteProperty("name", boxCollider2D.name); writer.WriteProperty("hideFlags", boxCollider2D.hideFlags); }
static int set_edgeRadius(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.BoxCollider2D obj = (UnityEngine.BoxCollider2D)o; float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); obj.edgeRadius = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index edgeRadius on a nil value")); } }
static int set_autoTiling(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.BoxCollider2D obj = (UnityEngine.BoxCollider2D)o; bool arg0 = LuaDLL.luaL_checkboolean(L, 2); obj.autoTiling = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index autoTiling on a nil value")); } }
static int set_size(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.BoxCollider2D obj = (UnityEngine.BoxCollider2D)o; UnityEngine.Vector2 arg0 = ToLua.ToVector2(L, 2); obj.size = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index size on a nil value")); } }
static int get_autoTiling(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.BoxCollider2D obj = (UnityEngine.BoxCollider2D)o; bool ret = obj.autoTiling; LuaDLL.lua_pushboolean(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index autoTiling on a nil value")); } }
static int get_edgeRadius(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.BoxCollider2D obj = (UnityEngine.BoxCollider2D)o; float ret = obj.edgeRadius; LuaDLL.lua_pushnumber(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index edgeRadius on a nil value")); } }
static int get_size(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.BoxCollider2D obj = (UnityEngine.BoxCollider2D)o; UnityEngine.Vector2 ret = obj.size; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index size on a nil value")); } }
static int UpdateWidgetCollider(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 1 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.GameObject))) { UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.ToObject(L, 1); NGUITools.UpdateWidgetCollider(arg0); return(0); } else if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.BoxCollider2D), typeof(bool))) { UnityEngine.BoxCollider2D arg0 = (UnityEngine.BoxCollider2D)ToLua.ToObject(L, 1); bool arg1 = LuaDLL.lua_toboolean(L, 2); NGUITools.UpdateWidgetCollider(arg0, arg1); return(0); } else if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.BoxCollider), typeof(bool))) { UnityEngine.BoxCollider arg0 = (UnityEngine.BoxCollider)ToLua.ToObject(L, 1); bool arg1 = LuaDLL.lua_toboolean(L, 2); NGUITools.UpdateWidgetCollider(arg0, arg1); return(0); } else if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.GameObject), typeof(bool))) { UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.ToObject(L, 1); bool arg1 = LuaDLL.lua_toboolean(L, 2); NGUITools.UpdateWidgetCollider(arg0, arg1); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: NGUITools.UpdateWidgetCollider")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int _CreateUnityEngine_BoxCollider2D(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 0) { UnityEngine.BoxCollider2D obj = new UnityEngine.BoxCollider2D(); ToLua.PushSealed(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: UnityEngine.BoxCollider2D.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public void checkIngredients(int drinkSizeInt) { switch (drinkSizeInt) { case 0: UnityEngine.BoxCollider2D smallCupCollider = GameObject.Find("smallCup").GetComponent <BoxCollider2D> (); UnityEngine.BoxCollider2D espressoCube1 = GameObject.Find("espressoCube1").GetComponent <BoxCollider2D> (); UnityEngine.BoxCollider2D espressoCube2 = GameObject.Find("espressoCube2").GetComponent <BoxCollider2D> (); UnityEngine.BoxCollider2D milkCube = GameObject.Find("milkCube").GetComponent <BoxCollider2D> (); break; case 1: UnityEngine.BoxCollider2D mediumCupCollider = GameObject.Find("mediumCup").GetComponent <BoxCollider2D> (); break; case 2: UnityEngine.BoxCollider2D largeCupCollider = GameObject.Find("largeCup").GetComponent <BoxCollider2D> (); break; default: break; } }
void RebuildRays() { for (int targetId = 0; targetId < targets.Length; targetId++) { // Get characters box if available APCharacterMotor oMotor = (APCharacterMotor)targets[targetId]; Undo.RecordObject(oMotor, "RebuildRays"); Transform rayTransform = oMotor.transform; // for now we support boxcollider2d only ! System.Type colliderType = oMotor.GetComponent <Collider2D>().GetType(); if (oMotor.GetComponent <Collider2D>() && (colliderType == typeof(UnityEngine.BoxCollider2D))) { UnityEngine.BoxCollider2D boxCollider = (UnityEngine.BoxCollider2D)oMotor.GetComponent <Collider2D>(); // build list of horizontal rays APCharacterMotor.CharacterRay2D[] raysUp = new APCharacterMotor.CharacterRay2D[oMotor.m_autoBuilder.m_rayCountX]; APCharacterMotor.CharacterRay2D[] raysDown = new APCharacterMotor.CharacterRay2D[oMotor.m_autoBuilder.m_rayCountX]; APCharacterMotor.CharacterRay2D[] raysFront = new APCharacterMotor.CharacterRay2D[oMotor.m_autoBuilder.m_rayCountY]; APCharacterMotor.CharacterRay2D[] raysBack = new APCharacterMotor.CharacterRay2D[oMotor.m_autoBuilder.m_rayCountY]; // rays up/down { float boxWidthX = boxCollider.size.x * oMotor.m_autoBuilder.m_rayXBoxScale.x; float boxWidthY = boxCollider.size.y * oMotor.m_autoBuilder.m_rayXBoxScale.y; float fOffsetX = -boxWidthX * 0.5f + boxCollider.offset.x; float fOffsetY = -boxWidthY * 0.5f + boxCollider.offset.y; float fSpaceX = oMotor.m_autoBuilder.m_rayCountX > 1 ? boxWidthX / (oMotor.m_autoBuilder.m_rayCountX - 1) : 0f; for (int i = 0; i < oMotor.m_autoBuilder.m_rayCountX; i++) { APCharacterMotor.CharacterRay2D curRayUp = new APCharacterMotor.CharacterRay2D(); curRayUp.m_position.x = fOffsetX + i * fSpaceX; curRayUp.m_position.y = fOffsetY + boxWidthY; curRayUp.m_extraDistance = oMotor.m_autoBuilder.m_extraDistanceUp; UpdateRayPenetrationOnMove(oMotor, curRayUp, rayTransform.TransformPoint(curRayUp.m_position), direction.up); APCharacterMotor.CharacterRay2D curRayDown = new APCharacterMotor.CharacterRay2D(); curRayDown.m_position.x = curRayUp.m_position.x; curRayDown.m_position.y = fOffsetY; curRayDown.m_extraDistance = oMotor.m_autoBuilder.m_extraDistanceDown; UpdateRayPenetrationOnMove(oMotor, curRayDown, rayTransform.TransformPoint(curRayDown.m_position), direction.down); raysUp[i] = curRayUp; raysDown[i] = curRayDown; } } // rays front/back { float boxWidthX = boxCollider.size.x * oMotor.m_autoBuilder.m_rayYBoxScale.x; float boxWidthY = boxCollider.size.y * oMotor.m_autoBuilder.m_rayYBoxScale.y; float fOffsetX = -boxWidthX * 0.5f + boxCollider.offset.x; float fOffsetY = -boxWidthY * 0.5f + boxCollider.offset.y; float fSpaceY = oMotor.m_autoBuilder.m_rayCountY > 1 ? boxWidthY / (oMotor.m_autoBuilder.m_rayCountY - 1) : 0f; for (int i = 0; i < oMotor.m_autoBuilder.m_rayCountY; i++) { APCharacterMotor.CharacterRay2D curRayFront = new APCharacterMotor.CharacterRay2D(); curRayFront.m_position.x = oMotor.m_faceRight ? fOffsetX + boxWidthX : fOffsetX; curRayFront.m_position.y = fOffsetY + i * fSpaceY; curRayFront.m_extraDistance = oMotor.m_autoBuilder.m_extraDistanceFront; UpdateRayPenetrationOnMove(oMotor, curRayFront, rayTransform.TransformPoint(curRayFront.m_position), oMotor.m_faceRight ? direction.right : direction.left); APCharacterMotor.CharacterRay2D curRayBack = new APCharacterMotor.CharacterRay2D(); curRayBack.m_position.x = oMotor.m_faceRight ? fOffsetX : fOffsetX + boxWidthX; curRayBack.m_position.y = curRayFront.m_position.y; curRayBack.m_extraDistance = oMotor.m_autoBuilder.m_extraDistanceBack; UpdateRayPenetrationOnMove(oMotor, curRayBack, rayTransform.TransformPoint(curRayBack.m_position), oMotor.m_faceRight ? direction.left : direction.right); raysFront[i] = curRayFront; raysBack[i] = curRayBack; } } oMotor.m_RaysUp = raysUp; oMotor.m_RaysGround = raysDown; oMotor.m_RaysFront = raysFront; oMotor.m_RaysBack = raysBack; // mark object as dirty EditorUtility.SetDirty(oMotor); } } }
public override object Read(ES2Reader reader) { UnityEngine.BoxCollider2D data = GetOrCreate <UnityEngine.BoxCollider2D>(); Read(reader, data); return(data); }
static public int get_size(IntPtr l) { UnityEngine.BoxCollider2D o = (UnityEngine.BoxCollider2D)checkSelf(l); pushValue(l, o.size); return(1); }