// Use this for initialization void Start() { lineRenderer = GetComponent<LineRenderer>(); lineRenderer.SetPosition(0, origin.position); lineRenderer.SetPosition(1, origin.position + (destination.position - origin.position) * 0); distance = Vector3.Distance(origin.position, destination.position); }
//add chain into chains list public void AddChain(Transform chain) { //if chains list isn't created, create it if(chains == null) chains = new List<Transform>(); //if linerenderer isn't added, add it if(lineRend == null) { lineRend = GetComponent<LineRenderer>(); if(!lineRend) { lineRend = gameObject.AddComponent<LineRenderer>(); lineRend.material = ropeMaterial; } } chains.Add (chain); //add chain into chains list //fill LineRenderer component's positions lineRend.SetVertexCount (chains.Count); lineRend.SetPosition (chains.Count - 1, chains[chains.Count - 1].position); startChainCount = chains.Count; }
void Awake() { S = this; line = GetComponent<LineRenderer> (); line.enabled = false; points = new List<Vector3>(); }
private Ray shootRay; // A ray from the gun end forwards #endregion Fields #region Methods protected override void Start() { base.Start(); shootableMask = LayerMask.GetMask("Enemy"); gunLine = GetComponent<LineRenderer>(); }
// Use this for initialization void Awake () { ignoreCollisionList = new List<Collider2D>(); rigid = GetComponent<Rigidbody2D>(); ball = this.gameObject.AddComponent<PolygonCollider2D>(); ball.sharedMaterial = ballPhysicsMat; rend = GetComponent<LineRenderer>(); Vector2[] points = new Vector2[2 * (numSides + 1)]; rend.SetVertexCount(numSides + 1); float visualRadius = (outerRadius + innerRadius) / 2; rend.SetWidth(outerRadius - innerRadius, outerRadius - innerRadius); // inner points for (int i = 0; i <= numSides; i++) { float angle = TwoPI * i / numSides; Vector2 direction = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)); points[i] = innerRadius * direction; rend.SetPosition(i, visualRadius * direction); } // outer points for (int i = numSides + 1; i < points.Length; i++) { float angle = TwoPI * i / numSides; points[i] = new Vector2(outerRadius * Mathf.Cos(angle), outerRadius * Mathf.Sin(angle)); } ball.points = points; }
// Use this for initialization void Start() { lineRend = GetComponent<LineRenderer>(); endPositionExtended = endPos.localPosition; var audios = GetComponents<AudioSource>(); audio = audios [0]; }
// Use this for initialization void Start() { path = NewPath(); iTween.PutOnPath(pfadPrefab, path, 1); pfadPrefab.SetActive (true); hash.Clear(); hash.Add ("name", "moveOnRandom"); hash.Add ("path", path); hash.Add ("time", time); hash.Add ("oncomplete", "Die"); hash.Add ("easetype", iTween.EaseType.linear); pfadPrefab.SetActive (true); Move (); path.Initialize (); mittelpunkt = GameObject.FindGameObjectWithTag("mittelpunkt"); lineSegmentCount = 1; line = gameObject.AddComponent("LineRenderer") as LineRenderer; line.SetWidth (0.1f, 0.1f); line.material = material; line.SetColors (Color.white, Color.white); line.SetVertexCount (lineSegmentCount); line.renderer.enabled = true; line.SetPosition(lineSegmentCount-1, mittelpunkt.transform.position); }
void Start () { isActive = false; spaceCraftHelper = new GameObject[numOfHelpers]; planetHelper = new GameObject[numOfHelpers]; for (int i = 0; i < numOfHelpers; i++) { spaceCraftHelper [i] = Instantiate (Resources.Load ("Prefabs/Helper") as GameObject) as GameObject; spaceCraftHelper [i].transform.localScale = new Vector3 (helperSize, helperSize, helperSize); spaceCraftHelper [i].SetActive (isActive); } for (int i = 0; i < numOfHelpers; i++) { planetHelper [i] = Instantiate (Resources.Load ("Prefabs/Helper") as GameObject) as GameObject; planetHelper [i].transform.localScale = new Vector3 (helperSize, helperSize, helperSize); planetHelper [i].SetActive (isActive); } earth = GameObject.Find ("Earth"); poEarth = earth.GetComponent<PlanetaryOrbit> (); lineRendererLength = 40; line = gameObject.GetComponent<LineRenderer> () as LineRenderer; line.material = Resources.Load ("Materials/LineAux") as Material; line.SetWidth (5f, 5f); line.SetVertexCount (lineRendererLength); }
// Use this for initialization void Start() { lineRenderer = gameObject.GetComponent<LineRenderer>(); movePlane = transform.parent.GetComponent<MovePlaneOverlay>(); unitManager = GameObject.FindGameObjectWithTag("PlayerUnitManager").GetComponent<UnitManager>(); }
void Awake() { towerReloader = transform.parent.GetComponent<TowerReloaderClient>(); laserPointer = transform.parent.Find("Laser").GetComponent<LineRenderer>(); laserPointer.SetPosition(0,laserPointer.transform.position); laserPointer.SetPosition(1,laserPointer.transform.position); }
void Start() { line = GetComponent<LineRenderer>(); line.SetVertexCount(2); line.GetComponent<LineRenderer>().material = lineMaterial; line.SetWidth(0.1f, 0.1f); }
// Use this for initialization void Start() { pointer = GameObject.Find("PointerRoot").transform; pointer_stick = GameObject.Find("Pointer_stick").gameObject; line = pointer_stick.GetComponent<LineRenderer>(); pbox = GameObject.Find("Pointer").transform; }
// Use this for initialization void Start() { lineRenderer = GetComponent<LineRenderer>(); lineRenderer.SetVertexCount(trailResolution); lineSegmentPositions = new Vector3[trailResolution]; lineSegmentVelocities = new Vector3[trailResolution]; facingDirection = GetDirection(); // Initialize our positions for (int i = 0; i < lineSegmentPositions.Length; i++) { lineSegmentPositions[i] = new Vector3(); lineSegmentVelocities[i] = new Vector3(); if (i == 0) { // Set the first position to be at the base of the transform lineSegmentPositions[i] = transform.position; } else { // All subsequent positions would be an offset of the original position. lineSegmentPositions[i] = transform.position + (facingDirection * (offset * i)); } } }
void Awake() { m_linerenderer = GetComponent<LineRenderer>(); m_points = new List<Vector3>(); m_camera = Camera.main; m_toCommence = true; }
void UpdateRenderer() { if(lr==null)lr = GetComponent<LineRenderer>(); if(targetMode==TargetMode.Transform){ targetPoint = targetTransform.position; } lr.SetVertexCount(numPoints+1); delta = Vector3.Distance(trans.position,targetPoint)/((float)numPoints); lr.SetPosition(0,trans.position); forward = Vector3.Normalize(targetPoint-trans.position)*delta; curPos = trans.position; for(int i = 1; i<=numPoints;i++){ percent = ((float)i)/((float)numPoints+1); curPos+=forward; forward2 = forward; firstAxis = Vector3.Normalize(Vector3.Cross(forward2,Vector3.up)); secondAxis = Vector3.Normalize(Vector3.Cross (firstAxis,forward2)); firstAxis*=Random.Range(-1f,1f); firstAxis*=curve.Evaluate(percent); secondAxis*=Random.Range (-1f,1f); secondAxis*=curve.Evaluate(percent); #if UNITY_EDITOR curPosA[i] = curPos; firstAxisA[i] = firstAxis; secondAxisA[i] = secondAxis; #endif thisPos = curPos+firstAxis+secondAxis; lr.SetPosition(i,thisPos); if(i==numPoints){ lr.SetPosition(i,targetPoint); } } }
// Update is called once per frame void Update() { lineRenderer = GetComponent<LineRenderer>(); //Vector3 pos = new Vector3(mob.Health/maxHealth,0,0); //lineRenderer.SetPosition(0, pos); }
void Awake() { // TODO: foreach (LineRenderer lr in transform.GetComponentsInChildren<LineRenderer>()){ if (elr1 == null)elr1 = lr; else if (elr2 == null) elr2 = lr; } elr1 = transform.GetChild(0).GetComponent<LineRenderer>(); //elr = GetComponent<LineRenderer>(); if (elr1 == null) Debug.Log("Null Pointer ! => LineRenderer"); // AngleCalculation courseAngle = new float[courseData.Length]; courseProduct = new Vector3[courseData.Length]; courseMinus = new Vector3[courseData.Length]; courseInVec = new Vector3[courseData.Length]; courseOutVec = new Vector3[courseData.Length]; courseCenter = new Vector3[courseData.Length]; InitCalcCorner(0, courseData.Length - 1, 1); for (int i = 1; i < courseData.Length - 1; i++) InitCalcCorner(i, i - 1, i + 1); InitCalcCorner(courseData.Length-1, courseData.Length-2,0); SetLineRenderer(); //dbgLineMat = Resources.Load("StandardMaterial") as Material; }
void Start() { startTime = Time.time; prevPosition = gameObject.transform.position; sourceOriginalV = sourceVessel.rigidbody.velocity; Light light = gameObject.AddComponent<Light>(); light.type = LightType.Point; light.color = lightColor; light.range = 8; light.intensity = 1; bulletTrail = gameObject.AddComponent<LineRenderer>(); bulletTrail.SetVertexCount(2); bulletTrail.SetPosition(0, transform.position); bulletTrail.SetPosition(1, transform.position); bulletTrail.SetWidth(tracerStartWidth, tracerEndWidth); bulletTrail.material = new Material(Shader.Find("KSP/Particles/Alpha Blended")); bulletTrail.material.mainTexture = GameDatabase.Instance.GetTexture("BDArmory/Textures/bullet", false); bulletTrail.material.SetColor("_TintColor", projectileColor); rigidbody.useGravity = false; }
void Awake() { playerController = GameObject.FindGameObjectWithTag ("Player").GetComponent<PlayerController> (); ShotSpawnPos = GameObject.FindGameObjectWithTag("ShotSpawn"); ShootableMask = LayerMask.GetMask ("Shootable"); // get a reference to the shootable mask ShotLine = ShotSpawnPos.GetComponent<LineRenderer> (); // get reference to the line AKA bullet }
void Start () { input = GameObject.FindWithTag ("InputControl").GetComponent<InputControl> (); god = GameObject.FindWithTag ("GameController").GetComponent<God> (); intensityText = GameObject.Find("Intensity"); line = gameObject.GetComponent<LineRenderer> (); line.enabled = false; }
public void reset() { startPos.x = 0; startPos.y = 0; startPos.z = 0; endPos.x = 0; endPos.y = 0; endPos.z = 0; penDown = false; sessionStart = false; inSession = false; localLRend = this.transform.gameObject.GetComponent<LineRenderer>(); localLRend.material = new Material(Shader.Find("Diffuse")); localLRend.material.color = Color.black; localLRend.castShadows = false; localLRend.receiveShadows = false; localLRend.SetVertexCount(2); localLRend.SetWidth(lineThickness,lineThickness); localLRend.SetColors(Color.black,Color.black); localLRend.SetPosition(0,Vector3.zero); localLRend.SetPosition(1,Vector3.zero); localLRend.enabled = false; }
//Variables End___________________________________________________________ // Use this for initialization void Start() { if(networkView.isMine == true) { //Store a reference to these objects since we will need to reference //them frequently. myTransform = transform.parent; cameraHeadTransform = myTransform.FindChild("CameraHead"); resourceScript = myTransform.GetComponent<PlayerResource>(); changeScript = myTransform.GetComponent<ChangeWeapon>(); //Attaching a LineRenderer component which will give a visual //effect for the block eraser. Only the player will be able to see it. lineRenderer = gameObject.AddComponent<LineRenderer>(); lineRenderer.material = new Material(Shader.Find("Particles/Additive")); lineRenderer.SetColors(c1, c2); lineRenderer.SetWidth(0.04f, 0.01f); lineRenderer.SetVertexCount(2); //Start and end position. } else { enabled = false; } }
void Start() { startTime = Time.time; prevPosition = gameObject.transform.position; Light light = gameObject.AddComponent<Light>(); light.type = LightType.Point; light.range = 15; light.intensity = 8; audioSource = gameObject.AddComponent<AudioSource>(); audioSource.minDistance = 0.1f; audioSource.maxDistance = 75; audioSource.clip = GameDatabase.Instance.GetAudioClip("BDArmory/Sounds/shellWhistle"); audioSource.volume = Mathf.Sqrt(GameSettings.SHIP_VOLUME);// * 0.85f; audioSource.dopplerLevel = 0.02f; explosion = GameDatabase.Instance.GetModel("BDArmory/Models/explosion/explosion"); explosion.SetActive(true); bulletTrail = gameObject.AddComponent<LineRenderer>(); bulletTrail.SetVertexCount(2); bulletTrail.SetPosition(0, transform.position); bulletTrail.SetPosition(1, transform.position); bulletTrail.SetWidth(tracerStartWidth, tracerEndWidth); bulletTrail.material = new Material(Shader.Find("KSP/Particles/Additive")); bulletTrail.material.mainTexture = GameDatabase.Instance.GetTexture("BDArmory/Textures/bullet", false); bulletTrail.material.SetColor("_TintColor", projectileColor); rigidbody.useGravity = false; }
void Awake() { m_time = 0f; m_isFireing = false; m_particleSystem = GetComponent<ParticleSystem>(); m_lineRenderer = GetComponent<LineRenderer>(); }
// Use this for initialization void Start() { line = GetComponent<LineRenderer>(); SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>(); line.sortingLayerID = spriteRenderer.sortingLayerID; line.sortingOrder = spriteRenderer.sortingOrder; }
// Use this for initialization void Start () { tongue = this.gameObject.GetComponent<LineRenderer>(); tongueStart = GameObject.Find("tongueStart"); lt = this.gameObject.GetComponent<Rigidbody>(); lt.constraints = RigidbodyConstraints.FreezeAll; }
void Start() { if ( !tr ) tr = transform; lRenderer = tr.GetComponent<LineRenderer>(); ChoseNewAnimationTargetCoroutine(); }
// Use this for initialization void Start() { lineRenderer = GetComponent<LineRenderer>(); // grab reference to LineRenderer, since it's not assigned in inspector // call RecordPosition() every 2 seconds after an initial delay of 0 seconds InvokeRepeating("RecordPosition", 0f, recordFrequency); }
void Awake() { //lane = 1; particles = transform.GetChild (0).gameObject.GetComponent<ParticleSystem> (); beam = transform.GetChild (1).gameObject.GetComponent<ParticleSystem> (); line = transform.GetChild (2).gameObject.GetComponent<LineRenderer> (); inLaserSequence = false; inSplitSequence = false; isActive = true; startFadeOut = false; startFadeIn = false; line.sortingLayerName = "Explosion/Fizz"; transform.position += Vector3.up * -(lane - 2); if (Team == "Blue") { particles.transform.position = GameObject.FindGameObjectWithTag ("BlueBase").transform.position + Vector3.up * -(lane - 2); } else if (Team == "Red") { particles.transform.position = GameObject.FindGameObjectWithTag ("RedBase").transform.position + Vector3.up * -(lane - 2); } particles.Play (); Invoke ("beginBeam", 0.5f); Invoke ("drawLine", 1); Invoke ("setLooping", 2); Invoke ("setInactive", 1.5f); Invoke ("destroy", 3); Debug.Log (particles.gameObject.transform.position); }
// Use this for initialization void Start() { ln = GetComponent<LineRenderer> (); aud = GetComponent<AudioSource> (); wave = new float[samples]; ln.SetVertexCount (wave.Length); }
static public int get_alignment(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); pushValue(l, true); pushEnum(l, (int)self.alignment); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_widthCurve(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); pushValue(l, true); pushValue(l, self.widthCurve); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_numCornerVertices(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); pushValue(l, true); pushValue(l, self.numCornerVertices); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_generateLightingData(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); pushValue(l, true); pushValue(l, self.generateLightingData); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.LineRenderer o; o = new UnityEngine.LineRenderer(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_alignment(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); UnityEngine.LineAlignment v; checkEnum(l, 2, out v); self.alignment = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_textureMode(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); UnityEngine.LineTextureMode v; checkEnum(l, 2, out v); self.textureMode = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_numCapVertices(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); int v; checkType(l, 2, out v); self.numCapVertices = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int SetPositions(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); UnityEngine.Vector3[] a1; checkArray(l, 2, out a1); self.SetPositions(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_useWorldSpace(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); bool v; checkType(l, 2, out v); self.useWorldSpace = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_colorGradient(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); UnityEngine.Gradient v; checkType(l, 2, out v); self.colorGradient = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_generateLightingData(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); bool v; checkType(l, 2, out v); self.generateLightingData = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_widthCurve(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); UnityEngine.AnimationCurve v; checkType(l, 2, out v); self.widthCurve = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int SetVertexCount(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); self.SetVertexCount(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_widthMultiplier(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); float v; checkType(l, 2, out v); self.widthMultiplier = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int Simplify(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); System.Single a1; checkType(l, 2, out a1); self.Simplify(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static int SetVertexCount(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer)); int arg0 = (int)LuaDLL.luaL_checknumber(L, 2); obj.SetVertexCount(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int DOFlip(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer)); int o = obj.DOFlip(); LuaDLL.lua_pushinteger(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int SetPositions(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer)); UnityEngine.Vector3[] arg0 = ToLua.CheckObjectArray <UnityEngine.Vector3>(L, 2); obj.SetPositions(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static public int GetPosition(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); var ret = self.GetPosition(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static int BakeMesh(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2) { UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer)); UnityEngine.Mesh arg0 = (UnityEngine.Mesh)ToLua.CheckObject(L, 2, typeof(UnityEngine.Mesh)); obj.BakeMesh(arg0); return(0); } else if (count == 3 && TypeChecker.CheckTypes <bool>(L, 3)) { UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer)); UnityEngine.Mesh arg0 = (UnityEngine.Mesh)ToLua.CheckObject(L, 2, typeof(UnityEngine.Mesh)); bool arg1 = LuaDLL.lua_toboolean(L, 3); obj.BakeMesh(arg0, arg1); return(0); } else if (count == 3 && TypeChecker.CheckTypes <UnityEngine.Camera>(L, 3)) { UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer)); UnityEngine.Mesh arg0 = (UnityEngine.Mesh)ToLua.CheckObject(L, 2, typeof(UnityEngine.Mesh)); UnityEngine.Camera arg1 = (UnityEngine.Camera)ToLua.ToObject(L, 3); obj.BakeMesh(arg0, arg1); return(0); } else if (count == 4) { UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer)); UnityEngine.Mesh arg0 = (UnityEngine.Mesh)ToLua.CheckObject(L, 2, typeof(UnityEngine.Mesh)); UnityEngine.Camera arg1 = (UnityEngine.Camera)ToLua.CheckObject(L, 3, typeof(UnityEngine.Camera)); bool arg2 = LuaDLL.luaL_checkboolean(L, 4); obj.BakeMesh(arg0, arg1, arg2); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.LineRenderer.BakeMesh")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int SetColors(IntPtr L) { try { ToLua.CheckArgsCount(L, 3); UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer)); UnityEngine.Color arg0 = ToLua.ToColor(L, 2); UnityEngine.Color arg1 = ToLua.ToColor(L, 3); obj.SetColors(arg0, arg1); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int SetWidth(IntPtr L) { try { ToLua.CheckArgsCount(L, 3); UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer)); float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); obj.SetWidth(arg0, arg1); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int GetPosition(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer)); int arg0 = (int)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Vector3 o = obj.GetPosition(arg0); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int GetPositions(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer)); UnityEngine.Vector3[] arg0 = ToLua.CheckStructArray <UnityEngine.Vector3>(L, 2); int o = obj.GetPositions(arg0); LuaDLL.lua_pushinteger(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static public int SetPosition(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); UnityEngine.Vector3 a2; checkType(l, 3, out a2); self.SetPosition(a1, a2); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int BakeMesh__Mesh__Boolean(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); UnityEngine.Mesh a1; checkType(l, 2, out a1); System.Boolean a2; checkType(l, 3, out a2); self.BakeMesh(a1, a2); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int SetColors(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); UnityEngine.Color a1; checkType(l, 2, out a1); UnityEngine.Color a2; checkType(l, 3, out a2); self.SetColors(a1, a2); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static int get_useWorldSpace(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)o; bool ret = obj.useWorldSpace; LuaDLL.lua_pushboolean(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index useWorldSpace on a nil value" : e.Message)); } }
static int set_useWorldSpace(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)o; bool arg0 = LuaDLL.luaL_checkboolean(L, 2); obj.useWorldSpace = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index useWorldSpace on a nil value" : e.Message)); } }