Applies forces to attract/repulse against a point.
static public int get_forceVariation(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.PointEffector2D self = (UnityEngine.PointEffector2D)checkSelf(l); pushValue(l, true); pushValue(l, self.forceVariation); 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 public int set_forceSource(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.PointEffector2D self = (UnityEngine.PointEffector2D)checkSelf(l); UnityEngine.EffectorSelection2D v; v = (UnityEngine.EffectorSelection2D)LuaDLL.luaL_checkinteger(l, 2); self.forceSource = v; pushValue(l, true); return(1); } 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 public int set_angularDrag(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.PointEffector2D self = (UnityEngine.PointEffector2D)checkSelf(l); float v; checkType(l, 2, out v); self.angularDrag = v; pushValue(l, true); return(1); } 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 }
// Use this for initialization protected override void Awake() { base.Awake(); vfx = GetComponent<ParticleSystem>(); coll = GetComponent<PolygonCollider2D>(); effector = GetComponent<PointEffector2D>(); }
// Use this for initialization protected override void Awake() { base.Awake(); vfx = GetComponent<ParticleSystem>(); coll = GetComponent<CircleCollider2D>(); effector = GetComponent<PointEffector2D>(); render = GetComponent<MeshRenderer>(); }
public void Awake() { dieParticleSystem.Stop(); explosionEffector = explosion.GetComponent<PointEffector2D>(); explosionEffector.enabled = false; source = GetComponent<AudioSource>(); }
// Use this for initialization protected override void Awake() { base.Awake(); vfx = GetComponent<ParticleSystem>(); coll = GetComponent<CircleCollider2D>(); effector = GetComponent<PointEffector2D>(); render = GetComponent<MeshRenderer>(); source = GetComponent<AudioSource>(); render.sortingLayerName = Tags.SortingLayers.overlay; }
static public int get_forceMode(IntPtr l) { try { UnityEngine.PointEffector2D self = (UnityEngine.PointEffector2D)checkSelf(l); pushEnum(l, (int)self.forceMode); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int get_distanceScale(IntPtr l) { try { UnityEngine.PointEffector2D self = (UnityEngine.PointEffector2D)checkSelf(l); pushValue(l, self.distanceScale); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int get_distanceScale(IntPtr l) { try { UnityEngine.PointEffector2D self = (UnityEngine.PointEffector2D)checkSelf(l); pushValue(l, true); pushValue(l, self.distanceScale); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_forceMode(IntPtr l) { try { UnityEngine.PointEffector2D self = (UnityEngine.PointEffector2D)checkSelf(l); pushValue(l, true); pushEnum(l, (int)self.forceMode); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.PointEffector2D o; o=new UnityEngine.PointEffector2D(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
// Use this for initialization void Start () { playerHeart = GameObject.FindObjectOfType<PlayerHeart>(); boomBitch = GetComponent<PointEffector2D>(); fireAbilityParticle = GetComponent<ParticleSystem>(); emission = fireAbilityParticle.emission; emission.enabled = false; boomBitch.enabled = false; firePlayer = GameObject.FindObjectOfType<Player>(); fireBall = GameObject.FindObjectOfType<FireBall>(); theGrad = fireAbilityParticle.colorOverLifetime; grads = GetComponent<FlickerGradients>(); }
public static int constructor(IntPtr l) { try { UnityEngine.PointEffector2D o; o=new UnityEngine.PointEffector2D(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
static public int constructor(IntPtr l) { try { UnityEngine.PointEffector2D o; o = new UnityEngine.PointEffector2D(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int constructor(IntPtr l) { try { UnityEngine.PointEffector2D o; o = new UnityEngine.PointEffector2D(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_distanceScale(IntPtr l) { try { UnityEngine.PointEffector2D self = (UnityEngine.PointEffector2D)checkSelf(l); float v; checkType(l, 2, out v); self.distanceScale = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_forceMode(IntPtr l) { try { UnityEngine.PointEffector2D self = (UnityEngine.PointEffector2D)checkSelf(l); UnityEngine.EffectorForceMode2D v; checkEnum(l, 2, out v); self.forceMode = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_forceMode(IntPtr l) { try { UnityEngine.PointEffector2D self = (UnityEngine.PointEffector2D)checkSelf(l); UnityEngine.EffectorForceMode2D v; checkEnum(l, 2, out v); self.forceMode = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_distanceScale(IntPtr l) { try { UnityEngine.PointEffector2D self = (UnityEngine.PointEffector2D)checkSelf(l); float v; checkType(l, 2, out v); self.distanceScale = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static void PointEffector2D_drag(JSVCall vc) { if (vc.bGet) { UnityEngine.PointEffector2D _this = (UnityEngine.PointEffector2D)vc.csObj; var result = _this.drag; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); } else { System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg); UnityEngine.PointEffector2D _this = (UnityEngine.PointEffector2D)vc.csObj; _this.drag = arg0; } }
static void PointEffector2D_forceMode(JSVCall vc) { if (vc.bGet) { UnityEngine.PointEffector2D _this = (UnityEngine.PointEffector2D)vc.csObj; var result = _this.forceMode; JSApi.setEnum((int)JSApi.SetType.Rval, (int)result); } else { UnityEngine.EffectorForceMode2D arg0 = (UnityEngine.EffectorForceMode2D)JSApi.getEnum((int)JSApi.GetType.Arg); UnityEngine.PointEffector2D _this = (UnityEngine.PointEffector2D)vc.csObj; _this.forceMode = arg0; } }
// Use this for initialization void Start () { rg2d = GetComponent<Rigidbody2D> (); ef2d = GetComponent<PointEffector2D> (); rg2d.mass = 30; ef2d.forceMagnitude = -rg2d.mass*2; // instantiate the visibility of gravity fields field = Instantiate(Resources.Load("Gravity Field"), transform.position, transform.rotation) as GameObject; CircleCollider2D[] cc2d = ef2d.GetComponents<CircleCollider2D>(); field.transform.localScale = field.transform.localScale * transform.localScale.x * cc2d[1].radius; if (gameObject.name == "StartPlanet") { Instantiate(Resources.Load("UFO"), transform.position + new Vector3(0, transform.localScale.x * 0.5f, 0), transform.rotation); } }
/// <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.PointEffector2D pointEffector2D = (UnityEngine.PointEffector2D)value; writer.WriteProperty("forceMagnitude", pointEffector2D.forceMagnitude); writer.WriteProperty("forceVariation", pointEffector2D.forceVariation); writer.WriteProperty("distanceScale", pointEffector2D.distanceScale); writer.WriteProperty("drag", pointEffector2D.drag); writer.WriteProperty("angularDrag", pointEffector2D.angularDrag); writer.WriteProperty("forceSource", pointEffector2D.forceSource); writer.WriteProperty("forceTarget", pointEffector2D.forceTarget); writer.WriteProperty("forceMode", pointEffector2D.forceMode); writer.WriteProperty("useColliderMask", pointEffector2D.useColliderMask); writer.WriteProperty("colliderMask", pointEffector2D.colliderMask); writer.WriteProperty("enabled", pointEffector2D.enabled); writer.WriteProperty("tag", pointEffector2D.tag); writer.WriteProperty("name", pointEffector2D.name); writer.WriteProperty("hideFlags", pointEffector2D.hideFlags); }
void OnCollisionEnter2D(Collision2D coll) { if (coll.gameObject.tag.Equals ("Planet")) { Rigidbody2D coll_rg = coll.gameObject.GetComponent<Rigidbody2D> (); LastMassCenter = MassCenter; MassCenter = coll_rg.position; UFOEnableTouch = true; // grabs the rigidbody for planet landed on LastPlanet = CurrentPlanet; CurrentPlanet = coll.gameObject.GetComponent<PointEffector2D>(); if (LastPlanet != null) LastPlanet.enabled = true; if (MassCenter != LastMassCenter) { if (stateMachine) { stateMachine.enterOrbit (); } else { Debug.Log ("State Machine does not exist"); Application.Quit (); } } } }
// Use this for initialization void Start() { effector = GetComponent<PointEffector2D>(); }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.PointEffector2D pointEffector2D = (UnityEngine.PointEffector2D)value; foreach (string property in reader.Properties) { switch (property) { case "forceMagnitude": pointEffector2D.forceMagnitude = reader.ReadProperty <System.Single> (); break; case "forceVariation": pointEffector2D.forceVariation = reader.ReadProperty <System.Single> (); break; case "distanceScale": pointEffector2D.distanceScale = reader.ReadProperty <System.Single> (); break; case "drag": pointEffector2D.drag = reader.ReadProperty <System.Single> (); break; case "angularDrag": pointEffector2D.angularDrag = reader.ReadProperty <System.Single> (); break; case "forceSource": pointEffector2D.forceSource = reader.ReadProperty <UnityEngine.EffectorSelection2D> (); break; case "forceTarget": pointEffector2D.forceTarget = reader.ReadProperty <UnityEngine.EffectorSelection2D> (); break; case "forceMode": pointEffector2D.forceMode = reader.ReadProperty <UnityEngine.EffectorForceMode2D> (); break; case "useColliderMask": pointEffector2D.useColliderMask = reader.ReadProperty <System.Boolean> (); break; case "colliderMask": pointEffector2D.colliderMask = reader.ReadProperty <System.Int32> (); break; case "enabled": pointEffector2D.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": pointEffector2D.tag = reader.ReadProperty <System.String> (); break; case "name": pointEffector2D.name = reader.ReadProperty <System.String> (); break; case "hideFlags": pointEffector2D.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.PointEffector2D pointEffector2D = SaveGameType.CreateComponent <UnityEngine.PointEffector2D> (); ReadInto(pointEffector2D, reader); return(pointEffector2D); }
/// <summary> /// Initialize /// </summary> void Start() { rb = GetComponent<Rigidbody2D> (); pe = GetComponent<PointEffector2D> (); cc = GetComponent<CircleCollider2D> (); animator = GetComponent<Animator> (); audioSource = GetComponent<AudioSource> (); sc = GameObject.FindGameObjectWithTag ("SceneController").GetComponent<SceneController> (); ChangeVol (); //Check for one or two controller input if (fireButton == "FireAlt") { thrustButton = "ThrustAlt"; boostButton = "BoostAlt"; horizAxis = "HorizontalAlt"; vertAxis = "VerticalAlt"; } if (GameObject.FindGameObjectWithTag ("GameController") != null) { gc = GameObject.FindGameObjectWithTag ("GameController").GetComponent<GameController> (); } //checking for AI enemyAI = this.gameObject.GetComponent<EnemyAI>(); }
// Use this for initialization void Start() { this.transform.parent = GameObject.Find("Asteroids").transform; rotateSpeed *= Random.Range(0.0f, 1.0f); if (this.gameObject == tinyAsteroid) { Destroy(this.gameObject, tinyAsteroidDestroyTime); } pe = GetComponent<PointEffector2D> (); // GameObject.Find("GameController").GetComponent<GameController>().SpawnerList.Add(this.gameObject); }
static int _CreatePointEffector2D(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { PointEffector2D obj = new PointEffector2D(); LuaScriptMgr.Push(L, obj); return 1; } else { LuaDLL.luaL_error(L, "invalid arguments to method: PointEffector2D.New"); } return 0; }
void Awake() { circleCol = GetComponent<CircleCollider2D>(); pe = GetComponent<PointEffector2D>(); }