示例#1
0
 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.ContactFilter2D o;
         o = new UnityEngine.ContactFilter2D();
         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
 }
    static int GetContacts(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 2 && TypeChecker.CheckTypes <UnityEngine.Collider2D[]>(L, 2))
            {
                UnityEngine.Collider2D   obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Collider2D[] arg0 = ToLua.ToObjectArray <UnityEngine.Collider2D>(L, 2);
                int o = obj.GetContacts(arg0);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 2 && TypeChecker.CheckTypes <UnityEngine.ContactPoint2D[]>(L, 2))
            {
                UnityEngine.Collider2D       obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.ContactPoint2D[] arg0 = ToLua.ToStructArray <UnityEngine.ContactPoint2D>(L, 2);
                int o = obj.GetContacts(arg0);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 3 && TypeChecker.CheckTypes <UnityEngine.Collider2D[]>(L, 3))
            {
                UnityEngine.Collider2D      obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.ContactFilter2D arg0 = StackTraits <UnityEngine.ContactFilter2D> .Check(L, 2);

                UnityEngine.Collider2D[] arg1 = ToLua.ToObjectArray <UnityEngine.Collider2D>(L, 3);
                int o = obj.GetContacts(arg0, arg1);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 3 && TypeChecker.CheckTypes <UnityEngine.ContactPoint2D[]>(L, 3))
            {
                UnityEngine.Collider2D      obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.ContactFilter2D arg0 = StackTraits <UnityEngine.ContactFilter2D> .Check(L, 2);

                UnityEngine.ContactPoint2D[] arg1 = ToLua.ToStructArray <UnityEngine.ContactPoint2D>(L, 3);
                int o = obj.GetContacts(arg0, arg1);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Collider2D.GetContacts"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.ContactFilter2D o;
         o = new UnityEngine.ContactFilter2D();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#4
0
    static int QPYX_GetContacts_YXQP(IntPtr L_YXQP)
    {
        try
        {
            int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP);
            if (QPYX_count_YXQP == 2 && TypeChecker.CheckTypes <UnityEngine.Collider2D[]>(L_YXQP, 2))
            {
                UnityEngine.Collider2D   QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Collider2D[] QPYX_arg0_YXQP = ToLua.ToObjectArray <UnityEngine.Collider2D>(L_YXQP, 2);
                int QPYX_o_YXQP = QPYX_obj_YXQP.GetContacts(QPYX_arg0_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 2 && TypeChecker.CheckTypes <UnityEngine.ContactPoint2D[]>(L_YXQP, 2))
            {
                UnityEngine.Collider2D       QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.ContactPoint2D[] QPYX_arg0_YXQP = ToLua.ToStructArray <UnityEngine.ContactPoint2D>(L_YXQP, 2);
                int QPYX_o_YXQP = QPYX_obj_YXQP.GetContacts(QPYX_arg0_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 3 && TypeChecker.CheckTypes <UnityEngine.Collider2D[]>(L_YXQP, 3))
            {
                UnityEngine.Collider2D      QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.ContactFilter2D QPYX_arg0_YXQP = StackTraits <UnityEngine.ContactFilter2D> .Check(L_YXQP, 2);

                UnityEngine.Collider2D[] QPYX_arg1_YXQP = ToLua.ToObjectArray <UnityEngine.Collider2D>(L_YXQP, 3);
                int QPYX_o_YXQP = QPYX_obj_YXQP.GetContacts(QPYX_arg0_YXQP, QPYX_arg1_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 3 && TypeChecker.CheckTypes <UnityEngine.ContactPoint2D[]>(L_YXQP, 3))
            {
                UnityEngine.Collider2D      QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.ContactFilter2D QPYX_arg0_YXQP = StackTraits <UnityEngine.ContactFilter2D> .Check(L_YXQP, 2);

                UnityEngine.ContactPoint2D[] QPYX_arg1_YXQP = ToLua.ToStructArray <UnityEngine.ContactPoint2D>(L_YXQP, 3);
                int QPYX_o_YXQP = QPYX_obj_YXQP.GetContacts(QPYX_arg0_YXQP, QPYX_arg1_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.Collider2D.GetContacts"));
            }
        }
        catch (Exception e_YXQP)                {
            return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
        }
    }
示例#5
0
    static int QPYX_OverlapCollider_YXQP(IntPtr L_YXQP)
    {
        try
        {
            ToLua.CheckArgsCount(L_YXQP, 3);
            UnityEngine.Collider2D      QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
            UnityEngine.ContactFilter2D QPYX_arg0_YXQP = StackTraits <UnityEngine.ContactFilter2D> .Check(L_YXQP, 2);

            UnityEngine.Collider2D[] QPYX_arg1_YXQP = ToLua.CheckObjectArray <UnityEngine.Collider2D>(L_YXQP, 3);
            int QPYX_o_YXQP = QPYX_obj_YXQP.OverlapCollider(QPYX_arg0_YXQP, QPYX_arg1_YXQP);
            LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
            return(1);
        }
        catch (Exception e_YXQP)                {
            return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
        }
    }
    static int OverlapCollider(IntPtr L)
    {
        try
        {
            ToLua.CheckArgsCount(L, 3);
            UnityEngine.Collider2D      obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
            UnityEngine.ContactFilter2D arg0 = StackTraits <UnityEngine.ContactFilter2D> .Check(L, 2);

            UnityEngine.Collider2D[] arg1 = ToLua.CheckObjectArray <UnityEngine.Collider2D>(L, 3);
            int o = obj.OverlapCollider(arg0, arg1);
            LuaDLL.lua_pushinteger(L, o);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
    static int IsTouching(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 2 && TypeChecker.CheckTypes <UnityEngine.ContactFilter2D>(L, 2))
            {
                UnityEngine.Collider2D      obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.ContactFilter2D arg0 = StackTraits <UnityEngine.ContactFilter2D> .To(L, 2);

                bool o = obj.IsTouching(arg0);
                LuaDLL.lua_pushboolean(L, o);
                return(1);
            }
            else if (count == 2 && TypeChecker.CheckTypes <UnityEngine.Collider2D>(L, 2))
            {
                UnityEngine.Collider2D obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Collider2D arg0 = (UnityEngine.Collider2D)ToLua.ToObject(L, 2);
                bool o = obj.IsTouching(arg0);
                LuaDLL.lua_pushboolean(L, o);
                return(1);
            }
            else if (count == 3)
            {
                UnityEngine.Collider2D      obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Collider2D      arg0 = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 2);
                UnityEngine.ContactFilter2D arg1 = StackTraits <UnityEngine.ContactFilter2D> .Check(L, 3);

                bool o = obj.IsTouching(arg0, arg1);
                LuaDLL.lua_pushboolean(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Collider2D.IsTouching"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
示例#8
0
    static int QPYX_IsTouching_YXQP(IntPtr L_YXQP)
    {
        try
        {
            int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP);
            if (QPYX_count_YXQP == 2 && TypeChecker.CheckTypes <UnityEngine.ContactFilter2D>(L_YXQP, 2))
            {
                UnityEngine.Collider2D      QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.ContactFilter2D QPYX_arg0_YXQP = StackTraits <UnityEngine.ContactFilter2D> .To(L_YXQP, 2);

                bool QPYX_o_YXQP = QPYX_obj_YXQP.IsTouching(QPYX_arg0_YXQP);
                LuaDLL.lua_pushboolean(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 2 && TypeChecker.CheckTypes <UnityEngine.Collider2D>(L_YXQP, 2))
            {
                UnityEngine.Collider2D QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Collider2D QPYX_arg0_YXQP = (UnityEngine.Collider2D)ToLua.ToObject(L_YXQP, 2);
                bool QPYX_o_YXQP = QPYX_obj_YXQP.IsTouching(QPYX_arg0_YXQP);
                LuaDLL.lua_pushboolean(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 3)
            {
                UnityEngine.Collider2D      QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Collider2D      QPYX_arg0_YXQP = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 2);
                UnityEngine.ContactFilter2D QPYX_arg1_YXQP = StackTraits <UnityEngine.ContactFilter2D> .Check(L_YXQP, 3);

                bool QPYX_o_YXQP = QPYX_obj_YXQP.IsTouching(QPYX_arg0_YXQP, QPYX_arg1_YXQP);
                LuaDLL.lua_pushboolean(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.Collider2D.IsTouching"));
            }
        }
        catch (Exception e_YXQP)                {
            return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
        }
    }
示例#9
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 private static extern int LinecastArray_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 start, ref Vector2 end, ref ContactFilter2D contactFilter, RaycastHit2D[] results);
示例#10
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        public RaycastHit2D Linecast(Vector2 start, Vector2 end, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = -5)
        {
            ContactFilter2D contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, float.NegativeInfinity, float.PositiveInfinity);

            return(PhysicsScene2D.Linecast_Internal(this, start, end, contactFilter));
        }
示例#11
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 private static extern int OverlapColliderList_Internal_Injected(Collider2D collider, ref ContactFilter2D contactFilter, List <Collider2D> results);
示例#12
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 private static extern int OverlapColliderArray_Internal_Injected(Collider2D collider, ref ContactFilter2D contactFilter, Collider2D[] results);
示例#13
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 private static extern int CircleCastList_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 origin, float radius, ref Vector2 direction, float distance, ref ContactFilter2D contactFilter, List <RaycastHit2D> results);
示例#14
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 private static int OverlapColliderList_Internal([NotNull("ArgumentNullException")] Collider2D collider, ContactFilter2D contactFilter, [NotNull("ArgumentNullException")] List <Collider2D> results)
 {
     return(PhysicsScene2D.OverlapColliderList_Internal_Injected(collider, ref contactFilter, results));
 }
示例#15
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 private static extern int LinecastNonAllocList_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 start, ref Vector2 end, ref ContactFilter2D contactFilter, List <RaycastHit2D> results);
示例#16
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 private static extern Collider2D OverlapPoint_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 point, ref ContactFilter2D contactFilter);
示例#17
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 private static extern Collider2D OverlapCircle_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 point, float radius, ref ContactFilter2D contactFilter);
示例#18
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 private static extern int CapsuleCastList_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 origin, ref Vector2 size, CapsuleDirection2D capsuleDirection, float angle, ref Vector2 direction, float distance, ref ContactFilter2D contactFilter, List <RaycastHit2D> results);
示例#19
0
 private static extern void CapsuleCast_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 origin, ref Vector2 size, CapsuleDirection2D capsuleDirection, float angle, ref Vector2 direction, float distance, ref ContactFilter2D contactFilter, out RaycastHit2D ret);
示例#20
0
 private static extern int BoxCastArray_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 origin, ref Vector2 size, float angle, ref Vector2 direction, float distance, ref ContactFilter2D contactFilter, RaycastHit2D[] results);
示例#21
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 private static extern void Linecast_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 start, ref Vector2 end, ref ContactFilter2D contactFilter, out RaycastHit2D ret);
示例#22
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 public static int OverlapCollider(Collider2D collider, ContactFilter2D contactFilter, List <Collider2D> results)
 {
     return(PhysicsScene2D.OverlapColliderList_Internal(collider, contactFilter, results));
 }
示例#23
0
    static int QPYX_Raycast_YXQP(IntPtr L_YXQP)
    {
        try
        {
            int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP);
            if (QPYX_count_YXQP == 3)
            {
                UnityEngine.Collider2D     QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Vector2        QPYX_arg0_YXQP = ToLua.ToVector2(L_YXQP, 2);
                UnityEngine.RaycastHit2D[] QPYX_arg1_YXQP = ToLua.CheckStructArray <UnityEngine.RaycastHit2D>(L_YXQP, 3);
                int QPYX_o_YXQP = QPYX_obj_YXQP.Raycast(QPYX_arg0_YXQP, QPYX_arg1_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 4 && TypeChecker.CheckTypes <UnityEngine.RaycastHit2D[], float>(L_YXQP, 3))
            {
                UnityEngine.Collider2D     QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Vector2        QPYX_arg0_YXQP = ToLua.ToVector2(L_YXQP, 2);
                UnityEngine.RaycastHit2D[] QPYX_arg1_YXQP = ToLua.ToStructArray <UnityEngine.RaycastHit2D>(L_YXQP, 3);
                float QPYX_arg2_YXQP = (float)LuaDLL.lua_tonumber(L_YXQP, 4);
                int   QPYX_o_YXQP    = QPYX_obj_YXQP.Raycast(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 4 && TypeChecker.CheckTypes <UnityEngine.ContactFilter2D, UnityEngine.RaycastHit2D[]>(L_YXQP, 3))
            {
                UnityEngine.Collider2D      QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Vector2         QPYX_arg0_YXQP = ToLua.ToVector2(L_YXQP, 2);
                UnityEngine.ContactFilter2D QPYX_arg1_YXQP = StackTraits <UnityEngine.ContactFilter2D> .To(L_YXQP, 3);

                UnityEngine.RaycastHit2D[] QPYX_arg2_YXQP = ToLua.ToStructArray <UnityEngine.RaycastHit2D>(L_YXQP, 4);
                int QPYX_o_YXQP = QPYX_obj_YXQP.Raycast(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 5 && TypeChecker.CheckTypes <UnityEngine.RaycastHit2D[], float, int>(L_YXQP, 3))
            {
                UnityEngine.Collider2D     QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Vector2        QPYX_arg0_YXQP = ToLua.ToVector2(L_YXQP, 2);
                UnityEngine.RaycastHit2D[] QPYX_arg1_YXQP = ToLua.ToStructArray <UnityEngine.RaycastHit2D>(L_YXQP, 3);
                float QPYX_arg2_YXQP = (float)LuaDLL.lua_tonumber(L_YXQP, 4);
                int   QPYX_arg3_YXQP = (int)LuaDLL.lua_tonumber(L_YXQP, 5);
                int   QPYX_o_YXQP    = QPYX_obj_YXQP.Raycast(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP, QPYX_arg3_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 5 && TypeChecker.CheckTypes <UnityEngine.ContactFilter2D, UnityEngine.RaycastHit2D[], float>(L_YXQP, 3))
            {
                UnityEngine.Collider2D      QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Vector2         QPYX_arg0_YXQP = ToLua.ToVector2(L_YXQP, 2);
                UnityEngine.ContactFilter2D QPYX_arg1_YXQP = StackTraits <UnityEngine.ContactFilter2D> .To(L_YXQP, 3);

                UnityEngine.RaycastHit2D[] QPYX_arg2_YXQP = ToLua.ToStructArray <UnityEngine.RaycastHit2D>(L_YXQP, 4);
                float QPYX_arg3_YXQP = (float)LuaDLL.lua_tonumber(L_YXQP, 5);
                int   QPYX_o_YXQP    = QPYX_obj_YXQP.Raycast(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP, QPYX_arg3_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 6)
            {
                UnityEngine.Collider2D     QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Vector2        QPYX_arg0_YXQP = ToLua.ToVector2(L_YXQP, 2);
                UnityEngine.RaycastHit2D[] QPYX_arg1_YXQP = ToLua.CheckStructArray <UnityEngine.RaycastHit2D>(L_YXQP, 3);
                float QPYX_arg2_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 4);
                int   QPYX_arg3_YXQP = (int)LuaDLL.luaL_checknumber(L_YXQP, 5);
                float QPYX_arg4_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 6);
                int   QPYX_o_YXQP    = QPYX_obj_YXQP.Raycast(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP, QPYX_arg3_YXQP, QPYX_arg4_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 7)
            {
                UnityEngine.Collider2D     QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Vector2        QPYX_arg0_YXQP = ToLua.ToVector2(L_YXQP, 2);
                UnityEngine.RaycastHit2D[] QPYX_arg1_YXQP = ToLua.CheckStructArray <UnityEngine.RaycastHit2D>(L_YXQP, 3);
                float QPYX_arg2_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 4);
                int   QPYX_arg3_YXQP = (int)LuaDLL.luaL_checknumber(L_YXQP, 5);
                float QPYX_arg4_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 6);
                float QPYX_arg5_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 7);
                int   QPYX_o_YXQP    = QPYX_obj_YXQP.Raycast(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP, QPYX_arg3_YXQP, QPYX_arg4_YXQP, QPYX_arg5_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.Collider2D.Raycast"));
            }
        }
        catch (Exception e_YXQP)                {
            return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
        }
    }
示例#24
0
 private static extern int OverlapCapsuleList_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 point, ref Vector2 size, CapsuleDirection2D direction, float angle, ref ContactFilter2D contactFilter, List <Collider2D> results);
示例#25
0
 private static extern int OverlapCircleList_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 point, float radius, ref ContactFilter2D contactFilter, List <Collider2D> results);
示例#26
0
 private static extern void CircleCast_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 origin, float radius, ref Vector2 direction, float distance, ref ContactFilter2D contactFilter, out RaycastHit2D ret);
    static int Raycast(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 3)
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.CheckStructArray <UnityEngine.RaycastHit2D>(L, 3);
                int o = obj.Raycast(arg0, arg1);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 4 && TypeChecker.CheckTypes <UnityEngine.ContactFilter2D, UnityEngine.RaycastHit2D[]>(L, 3))
            {
                UnityEngine.Collider2D      obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Vector2         arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.ContactFilter2D arg1 = StackTraits <UnityEngine.ContactFilter2D> .To(L, 3);

                UnityEngine.RaycastHit2D[] arg2 = ToLua.ToStructArray <UnityEngine.RaycastHit2D>(L, 4);
                int o = obj.Raycast(arg0, arg1, arg2);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 4 && TypeChecker.CheckTypes <UnityEngine.RaycastHit2D[], float>(L, 3))
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.ToStructArray <UnityEngine.RaycastHit2D>(L, 3);
                float arg2 = (float)LuaDLL.lua_tonumber(L, 4);
                int   o    = obj.Raycast(arg0, arg1, arg2);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 5 && TypeChecker.CheckTypes <UnityEngine.ContactFilter2D, UnityEngine.RaycastHit2D[], float>(L, 3))
            {
                UnityEngine.Collider2D      obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Vector2         arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.ContactFilter2D arg1 = StackTraits <UnityEngine.ContactFilter2D> .To(L, 3);

                UnityEngine.RaycastHit2D[] arg2 = ToLua.ToStructArray <UnityEngine.RaycastHit2D>(L, 4);
                float arg3 = (float)LuaDLL.lua_tonumber(L, 5);
                int   o    = obj.Raycast(arg0, arg1, arg2, arg3);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 5 && TypeChecker.CheckTypes <UnityEngine.RaycastHit2D[], float, int>(L, 3))
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.ToStructArray <UnityEngine.RaycastHit2D>(L, 3);
                float arg2 = (float)LuaDLL.lua_tonumber(L, 4);
                int   arg3 = (int)LuaDLL.lua_tonumber(L, 5);
                int   o    = obj.Raycast(arg0, arg1, arg2, arg3);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 6)
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.CheckStructArray <UnityEngine.RaycastHit2D>(L, 3);
                float arg2 = (float)LuaDLL.luaL_checknumber(L, 4);
                int   arg3 = (int)LuaDLL.luaL_checknumber(L, 5);
                float arg4 = (float)LuaDLL.luaL_checknumber(L, 6);
                int   o    = obj.Raycast(arg0, arg1, arg2, arg3, arg4);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 7)
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.CheckStructArray <UnityEngine.RaycastHit2D>(L, 3);
                float arg2 = (float)LuaDLL.luaL_checknumber(L, 4);
                int   arg3 = (int)LuaDLL.luaL_checknumber(L, 5);
                float arg4 = (float)LuaDLL.luaL_checknumber(L, 6);
                float arg5 = (float)LuaDLL.luaL_checknumber(L, 7);
                int   o    = obj.Raycast(arg0, arg1, arg2, arg3, arg4, arg5);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Collider2D.Raycast"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
示例#28
0
 private static extern Collider2D OverlapBox_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 point, ref Vector2 size, float angle, ref ContactFilter2D contactFilter);
示例#29
0
 private static extern int OverlapBoxArray_Internal_Injected(ref PhysicsScene2D physicsScene, ref Vector2 point, ref Vector2 size, float angle, ref ContactFilter2D contactFilter, Collider2D[] results);
示例#30
0
 public static int OverlapCollider(Collider2D collider, ContactFilter2D contactFilter, Collider2D[] results)
 {
     return(PhysicsScene2D.OverlapColliderArray_Internal(collider, contactFilter, results));
 }