Keeps two Rigidbody2D at their relative orientations.

Inheritance: Joint2D
 static public int set_autoConfigureOffset(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.RelativeJoint2D self = (UnityEngine.RelativeJoint2D)checkSelf(l);
         bool v;
         checkType(l, 2, out v);
         self.autoConfigureOffset = 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 get_maxTorque(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.RelativeJoint2D self = (UnityEngine.RelativeJoint2D)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.maxTorque);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
示例#3
0
    static void RelativeJoint2D_target(JSVCall vc)
    {
        UnityEngine.RelativeJoint2D _this = (UnityEngine.RelativeJoint2D)vc.csObj;
        var result = _this.target;

        JSApi.setVector2S((int)JSApi.SetType.Rval, result);
    }
 static public int get_correctionScale(IntPtr l)
 {
     try {
         UnityEngine.RelativeJoint2D self = (UnityEngine.RelativeJoint2D)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.correctionScale);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_angularOffset(IntPtr l)
 {
     try {
         UnityEngine.RelativeJoint2D self = (UnityEngine.RelativeJoint2D)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.angularOffset);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.RelativeJoint2D o;
         o = new UnityEngine.RelativeJoint2D();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_correctionScale(IntPtr l)
 {
     try {
         UnityEngine.RelativeJoint2D self = (UnityEngine.RelativeJoint2D)checkSelf(l);
         float v;
         checkType(l, 2, out v);
         self.correctionScale = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_linearOffset(IntPtr l)
 {
     try {
         UnityEngine.RelativeJoint2D self = (UnityEngine.RelativeJoint2D)checkSelf(l);
         UnityEngine.Vector2         v;
         checkType(l, 2, out v);
         self.linearOffset = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_autoConfigureOffset(IntPtr l)
 {
     try {
         UnityEngine.RelativeJoint2D self = (UnityEngine.RelativeJoint2D)checkSelf(l);
         bool v;
         checkType(l, 2, out v);
         self.autoConfigureOffset = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#10
0
 static void RelativeJoint2D_autoConfigureOffset(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.RelativeJoint2D _this = (UnityEngine.RelativeJoint2D)vc.csObj;
         var result = _this.autoConfigureOffset;
         JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result));
     }
     else
     {
         System.Boolean arg0 = (System.Boolean)JSApi.getBooleanS((int)JSApi.GetType.Arg);
         UnityEngine.RelativeJoint2D _this = (UnityEngine.RelativeJoint2D)vc.csObj;
         _this.autoConfigureOffset = arg0;
     }
 }
示例#11
0
 static void RelativeJoint2D_correctionScale(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.RelativeJoint2D _this = (UnityEngine.RelativeJoint2D)vc.csObj;
         var result = _this.correctionScale;
         JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result));
     }
     else
     {
         System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg);
         UnityEngine.RelativeJoint2D _this = (UnityEngine.RelativeJoint2D)vc.csObj;
         _this.correctionScale = arg0;
     }
 }
示例#12
0
 static void RelativeJoint2D_linearOffset(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.RelativeJoint2D _this = (UnityEngine.RelativeJoint2D)vc.csObj;
         var result = _this.linearOffset;
         JSApi.setVector2S((int)JSApi.SetType.Rval, result);
     }
     else
     {
         UnityEngine.Vector2         arg0  = (UnityEngine.Vector2)JSApi.getVector2S((int)JSApi.GetType.Arg);
         UnityEngine.RelativeJoint2D _this = (UnityEngine.RelativeJoint2D)vc.csObj;
         _this.linearOffset = arg0;
     }
 }
示例#13
0
 /// <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.RelativeJoint2D relativeJoint2D = (UnityEngine.RelativeJoint2D)value;
     writer.WriteProperty("maxForce", relativeJoint2D.maxForce);
     writer.WriteProperty("maxTorque", relativeJoint2D.maxTorque);
     writer.WriteProperty("correctionScale", relativeJoint2D.correctionScale);
     writer.WriteProperty("autoConfigureOffset", relativeJoint2D.autoConfigureOffset);
     writer.WriteProperty("linearOffset", relativeJoint2D.linearOffset);
     writer.WriteProperty("angularOffset", relativeJoint2D.angularOffset);
     writer.WriteProperty("connectedBody", relativeJoint2D.connectedBody);
     writer.WriteProperty("enableCollision", relativeJoint2D.enableCollision);
     writer.WriteProperty("breakForce", relativeJoint2D.breakForce);
     writer.WriteProperty("breakTorque", relativeJoint2D.breakTorque);
     writer.WriteProperty("enabled", relativeJoint2D.enabled);
     writer.WriteProperty("tag", relativeJoint2D.tag);
     writer.WriteProperty("name", relativeJoint2D.name);
     writer.WriteProperty("hideFlags", relativeJoint2D.hideFlags);
 }
 public void ApplyTheSticky(Collider2D coll, RelativeJoint2D jointToApplyStick)
 {
     GameObject otherObject = coll.gameObject;
     if (otherObject.tag == "Ball" && sticky)
     {
         jointToApplyStick.connectedBody = otherObject.GetComponent<Rigidbody2D>();
         otherObject.GetComponent<BallController>().jointConnectTo = jointToApplyStick;
     }
 }
示例#15
0
        /// <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.RelativeJoint2D relativeJoint2D = (UnityEngine.RelativeJoint2D)value;
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "maxForce":
                    relativeJoint2D.maxForce = reader.ReadProperty <System.Single> ();
                    break;

                case "maxTorque":
                    relativeJoint2D.maxTorque = reader.ReadProperty <System.Single> ();
                    break;

                case "correctionScale":
                    relativeJoint2D.correctionScale = reader.ReadProperty <System.Single> ();
                    break;

                case "autoConfigureOffset":
                    relativeJoint2D.autoConfigureOffset = reader.ReadProperty <System.Boolean> ();
                    break;

                case "linearOffset":
                    relativeJoint2D.linearOffset = reader.ReadProperty <UnityEngine.Vector2> ();
                    break;

                case "angularOffset":
                    relativeJoint2D.angularOffset = reader.ReadProperty <System.Single> ();
                    break;

                case "connectedBody":
                    if (relativeJoint2D.connectedBody == null)
                    {
                        relativeJoint2D.connectedBody = reader.ReadProperty <UnityEngine.Rigidbody2D> ();
                    }
                    else
                    {
                        reader.ReadIntoProperty <UnityEngine.Rigidbody2D> (relativeJoint2D.connectedBody);
                    }
                    break;

                case "enableCollision":
                    relativeJoint2D.enableCollision = reader.ReadProperty <System.Boolean> ();
                    break;

                case "breakForce":
                    relativeJoint2D.breakForce = reader.ReadProperty <System.Single> ();
                    break;

                case "breakTorque":
                    relativeJoint2D.breakTorque = reader.ReadProperty <System.Single> ();
                    break;

                case "enabled":
                    relativeJoint2D.enabled = reader.ReadProperty <System.Boolean> ();
                    break;

                case "tag":
                    relativeJoint2D.tag = reader.ReadProperty <System.String> ();
                    break;

                case "name":
                    relativeJoint2D.name = reader.ReadProperty <System.String> ();
                    break;

                case "hideFlags":
                    relativeJoint2D.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> ();
                    break;
                }
            }
        }
示例#16
0
 /// <summary>
 /// Read the data using the reader.
 /// </summary>
 /// <param name="reader">Reader.</param>
 public override object Read(ISaveGameReader reader)
 {
     UnityEngine.RelativeJoint2D relativeJoint2D = SaveGameType.CreateComponent <UnityEngine.RelativeJoint2D> ();
     ReadInto(relativeJoint2D, reader);
     return(relativeJoint2D);
 }