void Awake() { spring = GetComponent<SpringJoint2D> (); anchor = spring.connectedBody.transform.position; rigidBody2D = GetComponent<Rigidbody2D> (); maxStretchSqr = MaxStretch * MaxStretch; }
void Awake() { myJoint = GetComponent<SpringJoint2D> (); myLine = GetComponent<LineRenderer> (); gamemaster = GameObject.FindGameObjectWithTag ("GAMEMASTER"); canvasGo = GameObject.Find ("GUI"); }
// Use this for initialization void Start () { trapBody = this.transform.GetComponent<Rigidbody2D> (); trapState = TrapState.Ready; spring = this.transform.GetComponent<SpringJoint2D> (); spring.distance = 0.25f; spring.enabled = true; }
void Awake() { spring = GetComponent<SpringJoint2D>(); rigidbodyMF = GetComponent<Rigidbody2D>(); catapult = spring.connectedAnchor*2+(Vector2)spring.connectedBody.position; maxStretchSqr = maxStretch * maxStretch; }
void Update() { if ( !Input.GetMouseButtonDown(0) ) { return; } Camera camera = FindCamera(); RaycastHit2D hit = Physics2D.Raycast( camera.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); if (hit.collider == null || !hit.rigidbody || hit.rigidbody.isKinematic) { return; } if (!springJoint) { GameObject obj = new GameObject("Rigidbody2D dragger"); Rigidbody2D body = obj.AddComponent("Rigidbody2D") as Rigidbody2D; this.springJoint = obj.AddComponent("SpringJoint2D") as SpringJoint2D; body.isKinematic = true; } springJoint.transform.position = hit.point; springJoint.anchor = Vector2.zero; springJoint.connectedAnchor = hit.transform.InverseTransformPoint(hit.point); springJoint.dampingRatio = this.dampingRatio; springJoint.frequency = this.frequency; springJoint.collideConnected = false; springJoint.connectedBody = hit.rigidbody; StartCoroutine(DragObject()); }
void Awake() { line = this.GetComponent<LineRenderer>(); line.SetVertexCount(2); line.enabled = false; spring = this.GetComponent<SpringJoint2D>(); }
static public int get_distance(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.SpringJoint2D self = (UnityEngine.SpringJoint2D)checkSelf(l); pushValue(l, true); pushValue(l, self.distance); 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 }
void Awake() { spring = GetComponent<SpringJoint2D>(); rigid2d = GetComponent<Rigidbody2D>(); collider2d = GetComponent<CircleCollider2D>(); catapult = spring.connectedBody.transform; }
void Awake() { spring = this.gameObject.GetComponent<SpringJoint2D>(); spring.connectedAnchor = gameObject.transform.position; spring.enabled = false; spring.distance = 0f; }
void Awake() { //line = this.GetComponent<lineRenderer>(); //lineSetVertexCount(2); //lineenabled = false; spring = this.GetComponent<SpringJoint2D>(); }
void Awake() { spring = this.gameObject.GetComponent<SpringJoint2D>(); // initial anchor point based on starting position of game object spring.connectedAnchor = gameObject.transform.position; }
static public int constructor(IntPtr l) { UnityEngine.SpringJoint2D o; o = new UnityEngine.SpringJoint2D(); pushObject(l, o); return(1); }
private SpringJoint2D _spring; // The spring joint that will hold the projectile inside the specified radius #endregion Fields #region Methods /// <summary> /// Called when this object is active in the physics simulation /// </summary> void Awake() { // Get the catapult transform as soon as the physics simulation for this object starts _spring = GetComponent <SpringJoint2D> (); _catapult = _spring.connectedBody.transform; _sounds = GameObject.Find("LC").GetComponent<SoundAssets>(); }
void Awake() { spring = GetComponent<SpringJoint2D>(); rigid2d = GetComponent<Rigidbody2D>(); prevVelocity = new Vector2(); rayToMouse = new Ray(Vector3.zero, Vector3.zero); }
void Update() { if (!Input.GetMouseButtonDown (0)) return; RaycastHit2D hit = Physics2D.Raycast(thisCamera.ScreenToWorldPoint(Input.mousePosition), Vector2.zero, Mathf.Infinity, selectableLayers); if (hit.collider != null && hit.collider.GetComponent<Rigidbody2D>() != null && hit.collider.GetComponent<Rigidbody2D>().isKinematic == false) { if (!springJoint) { GameObject go = new GameObject("Rigidbody2D Dragger"); go.hideFlags = HideFlags.HideAndDontSave; Rigidbody2D body = go.AddComponent<Rigidbody2D>(); springJoint = go.AddComponent<SpringJoint2D>(); body.isKinematic = true; } springJoint.transform.position = hit.point; if (!attachToCenterOfMass) hitOffset = hit.rigidbody.transform.InverseTransformPoint(hit.point); else hitOffset = Vector2.zero; springJoint.distance = distance; springJoint.dampingRatio = damper; springJoint.connectedBody = hit.rigidbody; StartCoroutine ("DragObject", hit.fraction); } }
void Start() { // Calculate the Resset Speed Squared from the Reset Speed resetSpeedSqr = resetSpeed * resetSpeed; // Get the SpringJoint2D component through our reference to the GameObject's Rigidbody spring = projectile.GetComponent <SpringJoint2D>(); }
void Awake () { spring = GetComponent <SpringJoint2D> (); StartPos = this.transform.position; LevelManagerObj = GameObject.Find ("LevelManager"); catapult = spring.connectedBody.transform; GetComponent<SpriteRenderer> ().sprite = PlayerSprite[PlayerPrefs.GetInt ("CurCharacterIndex")]; GetComponent<CircleCollider2D> ().radius = 6; }
void Awake() { if (GameController.Jeu.Tirs_Realises.Count >= GameController.Jeu.Config.Nb_lancers) { Application.LoadLevel("finDeTest"); } spring = GetComponent <SpringJoint2D> (); catapult = spring.connectedBody.transform; }
public void Init(string _speciesName, char _speciesType, float _bodySize, float _startPopulation, float _maxPopulation, float _minPopulation, GameObject _picture, Color border) { name = _speciesName; bodySize = _bodySize; maxPopulation = _maxPopulation; minPopulation = _minPopulation; speciesType = _speciesType; picture = Instantiate(_picture) as GameObject; picture.transform.parent = transform; picture.name = "picture"; zoomState = ZoomState.zoom0; UpdatePopulation(_startPopulation); transferredAmounts = new Dictionary<string, float>(); baseSpringZoom0 = gameObject.AddComponent<SpringJoint2D>(); baseSpringZoom0.autoConfigureDistance = false; baseSpringZoom0.distance = 0.005f; baseSpringZoom0.dampingRatio = 0.7f; baseSpringZoom0.frequency = 0.8f; if (speciesType == 'p') { // TODO: change this arrangement from random to something similar that minion thing Physics.CheckSphere() baseSpringZoom0.connectedAnchor = new Vector2(Random.Range(-4f, 4f), -3f); } else { baseSpringZoom0.connectedAnchor = new Vector2(Random.Range(-4f, 4f), Mathf.Max(-1f, (Mathf.Log(bodySize)) - 1f)); } transform.Find("border").gameObject.GetComponent<SpriteRenderer>().color = border; deathSpringZoom0 = gameObject.AddComponent<SpringJoint2D>(); // TODO: implement the choice of dead animals deathSpringZoom0.connectedAnchor = new Vector2(7f, 0); deathSpringZoom0.autoConfigureDistance = false; deathSpringZoom0.distance = 0.005f; deathSpringZoom0.dampingRatio = 1f; deathSpringZoom0.frequency = 2f; deathSpringZoom0.enabled = false; interactionSpringsZoom0 = new List<SpringJoint2D>(); baseSpringZoom1 = gameObject.AddComponent<SpringJoint2D>(); baseSpringZoom1.autoConfigureDistance = false; baseSpringZoom1.distance = 0.005f; baseSpringZoom1.dampingRatio = 1f; baseSpringZoom1.frequency = 2f; baseSpringZoom1.enabled = false; if (population == 0) { alive = false; transform.position = deathSpringZoom0.connectedAnchor; } else { alive = true; transform.position = baseSpringZoom0.connectedAnchor; } SetZoom0(); }
public void OnBeginDrag(PointerEventData eventData) { tmpJointScene = gameObject.AddComponent<SpringJoint2D>(); tmpBodyCursor = Instantiate(UtilityFunctions.Instance.cursorJointPrefab).GetComponent<Rigidbody2D>(); tmpJointScene.connectedBody = tmpBodyCursor; tmpJointScene.distance = 0.01f; tmpJointScene.frequency = 0f; }
void Awake () { spring = GetComponent <SpringJoint2D> (); StartPos = this.transform.position; LevelManagerObj = GameObject.Find ("LevelManager"); ScoreText = GameObject.Find ("ScoreText").GetComponent<Text>(); catapult = spring.connectedBody.transform; GetComponent<SpriteRenderer> ().sprite = PlayerSprite[PlayerPrefs.GetInt ("CurCharacterIndex")]; WallPoint = GameObject.Find ("LevelManager").GetComponent<LevelManager> ().WallPoint; }
static public int set_dampingRatio(IntPtr l) { UnityEngine.SpringJoint2D o = (UnityEngine.SpringJoint2D)checkSelf(l); float v; checkType(l, 2, out v); o.dampingRatio = v; return(0); }
static public int set_frequency(IntPtr l) { UnityEngine.SpringJoint2D o = (UnityEngine.SpringJoint2D)checkSelf(l); float v; checkType(l, 2, out v); o.frequency = v; return(0); }
void Awake() { spring = GetComponent<SpringJoint2D> (); catapult = spring.connectedBody.transform; if (current == null) current = this; else if(current != this) Destroy (gameObject); }
void Start(){ transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x,Input.mousePosition.y,10)); spring = this.gameObject.GetComponent<SpringJoint2D>(); spring.enabled = false; GetComponent<Rigidbody2D>().drag = dampening; spring.enabled = true; spring.connectedAnchor = Camera.main.ScreenToWorldPoint (Input.mousePosition); spring.anchor = transform.InverseTransformPoint (spring.connectedAnchor); }
// Use this for initialization public override void Start() { base.Start(); dummySpring = GetComponent<SpringJoint2D>(); hook = GetComponent<DistanceJoint2D>(); if (soundEffectHandler == null) { soundEffectHandler = gameObject.GetComponent<SoundEffectHandler>(); } }
// Use this for initialization void Start() { // GetComponentInChildren<LineRendererCode>().myPoint1 = transform.position; playerPos = parent.position; playerController = GetComponentInParent<PlayerController> (); lrc = GetComponentInChildren<LineRendererCode> (); lrc.enabled = false; lrc.myPoint1 = playerPos; rb2D = GetComponent<Rigidbody2D> (); sj2D = GetComponentInParent<SpringJoint2D> (); }
// Use this for initialization void Start () { if (joint == null) { joint = gameObject.AddComponent<SpringJoint2D>(); joint.enabled=false; } if (dragAnchor == null) { dragAnchor = new GameObject (); anchorRB = dragAnchor.AddComponent<Rigidbody2D>(); anchorRB.isKinematic=true; } }
static public int get_dampingRatio(IntPtr l) { try { UnityEngine.SpringJoint2D self = (UnityEngine.SpringJoint2D)checkSelf(l); pushValue(l, self.dampingRatio); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
private bool movingTransform; //is true when we are moving object which doesn't have rigidbody2D component void Start() { //create dragger object if(!dragger) { dragger = new GameObject("dragger"); dragger.AddComponent<SpringJoint2D>(); } //get springJoint2D component from dragger object springJoint = dragger.GetComponent<SpringJoint2D>(); }
static public int get_dampingRatio(IntPtr l) { try { UnityEngine.SpringJoint2D self = (UnityEngine.SpringJoint2D)checkSelf(l); pushValue(l, true); pushValue(l, self.dampingRatio); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_autoConfigureDistance(IntPtr l) { try { UnityEngine.SpringJoint2D self = (UnityEngine.SpringJoint2D)checkSelf(l); pushValue(l, true); pushValue(l, self.autoConfigureDistance); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.SpringJoint2D o; o=new UnityEngine.SpringJoint2D(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
void Update() { if( Input.GetMouseButtonDown(0) ) { // if andoid -> touch screen or andorid input ??? f**k // dmm f**k you Vector3 mouseWorldPos3D = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector2 mousePos2D = new Vector2(mouseWorldPos3D.x, mouseWorldPos3D.y); Vector2 dir = Vector2.zero; RaycastHit2D hit = Physics2D.Raycast(mousePos2D, dir); if(hit.collider!=null) { // gia tốc, quán tính for box if(hit.collider.GetComponent<Rigidbody2D>() != null) { grabbedObject = hit.collider.GetComponent<Rigidbody2D>(); if(useSpring) { springJoint = grabbedObject.gameObject.AddComponent<SpringJoint2D>(); // dặt các điểm neo mà mình click vô Vector3 localHitPoint = grabbedObject.transform.InverseTransformPoint(hit.point); springJoint.anchor = localHitPoint; springJoint.connectedAnchor = mouseWorldPos3D; springJoint.distance = 0.25f; springJoint.dampingRatio = 1; springJoint.frequency = 5; springJoint.enableCollision = true; springJoint.connectedBody = null; } else { // dùng velocity grabbedObject.gravityScale=0; } dragLine.enabled = true; } } } if( Input.GetMouseButtonUp(0) && grabbedObject!=null ) { //grabbedObject.gravityScale =1 ; // perty cool , trọng lực , if dont keep mouse -> box drop if(useSpring) { Destroy(springJoint); springJoint = null; } else { grabbedObject.gravityScale=1; } grabbedObject = null; dragLine.enabled = false; } }
static public int constructor(IntPtr l) { try { UnityEngine.SpringJoint2D o; o = new UnityEngine.SpringJoint2D(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.SpringJoint2D o; o = new UnityEngine.SpringJoint2D(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
public static int constructor(IntPtr l) { try { UnityEngine.SpringJoint2D o; o=new UnityEngine.SpringJoint2D(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.SpringJoint2D o; if (matchType(l, 1)) { o = new UnityEngine.SpringJoint2D(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
void Update() { if( Input.GetMouseButtonDown(0) ) { Vector3 mouseWorldPos3D = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector2 mousePos2D = new Vector2(mouseWorldPos3D.x, mouseWorldPos3D.y); Vector2 dir = Vector2.zero; RaycastHit2D hit = Physics2D.Raycast(mousePos2D, dir); if(hit.collider!=null) { if(hit.collider.GetComponent<Rigidbody2D>() != null) { grabbedObject = hit.collider.GetComponent<Rigidbody2D>(); if(useSpring) { springJoint = grabbedObject.gameObject.AddComponent<SpringJoint2D>(); Vector3 localHitPoint = grabbedObject.transform.InverseTransformPoint(hit.point); springJoint.anchor = localHitPoint; springJoint.connectedAnchor = mouseWorldPos3D; springJoint.distance = 0.25f; springJoint.dampingRatio = 1; springJoint.frequency = 5; springJoint.enableCollision = true; springJoint.connectedBody = null; } else { // We're using velocity instead grabbedObject.gravityScale=1; } dragLine.enabled = true; } } } if( Input.GetMouseButtonUp(0) && grabbedObject!=null ) { if(useSpring) { Destroy(springJoint); springJoint = null; } else { grabbedObject.gravityScale=1; } grabbedObject = null; dragLine.enabled = false; } }
static public int set_distance(IntPtr l) { try { UnityEngine.SpringJoint2D self = (UnityEngine.SpringJoint2D)checkSelf(l); float v; checkType(l, 2, out v); self.distance = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_dampingRatio(IntPtr l) { try { UnityEngine.SpringJoint2D self = (UnityEngine.SpringJoint2D)checkSelf(l); float v; checkType(l, 2, out v); self.dampingRatio = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_autoConfigureDistance(IntPtr l) { try { UnityEngine.SpringJoint2D self = (UnityEngine.SpringJoint2D)checkSelf(l); bool v; checkType(l, 2, out v); self.autoConfigureDistance = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
public void Reset() { if(spring == null) spring = gameObject.AddComponent<SpringJoint2D>(); spring.autoConfigureDistance = false; spring.distance = 1.0f; spring.frequency = 3.0f; spring.connectedBody = connectedBody; spring.enabled = true; catapultLineFront.enabled = true; catapultLineBack.enabled = true; LineRendererSetup(); }
static public int GetReactionTorque(IntPtr l) { try{ UnityEngine.SpringJoint2D self = (UnityEngine.SpringJoint2D)checkSelf(l); System.Single a1; checkType(l, 2, out a1); System.Single ret = self.GetReactionTorque(a1); pushValue(l, ret); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static void SpringJoint2D_frequency(JSVCall vc) { if (vc.bGet) { UnityEngine.SpringJoint2D _this = (UnityEngine.SpringJoint2D)vc.csObj; var result = _this.frequency; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); } else { System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg); UnityEngine.SpringJoint2D _this = (UnityEngine.SpringJoint2D)vc.csObj; _this.frequency = arg0; } }
// fields // properties static void SpringJoint2D_autoConfigureDistance(JSVCall vc) { if (vc.bGet) { UnityEngine.SpringJoint2D _this = (UnityEngine.SpringJoint2D)vc.csObj; var result = _this.autoConfigureDistance; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result)); } else { System.Boolean arg0 = (System.Boolean)JSApi.getBooleanS((int)JSApi.GetType.Arg); UnityEngine.SpringJoint2D _this = (UnityEngine.SpringJoint2D)vc.csObj; _this.autoConfigureDistance = arg0; } }
static public int GetReactionTorque(IntPtr l) { try { UnityEngine.SpringJoint2D self = (UnityEngine.SpringJoint2D)checkSelf(l); System.Single a1; checkType(l, 2, out a1); var ret = self.GetReactionTorque(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
/// <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.SpringJoint2D springJoint2D = (UnityEngine.SpringJoint2D)value; writer.WriteProperty("autoConfigureDistance", springJoint2D.autoConfigureDistance); writer.WriteProperty("distance", springJoint2D.distance); writer.WriteProperty("dampingRatio", springJoint2D.dampingRatio); writer.WriteProperty("frequency", springJoint2D.frequency); writer.WriteProperty("anchor", springJoint2D.anchor); writer.WriteProperty("connectedAnchor", springJoint2D.connectedAnchor); writer.WriteProperty("autoConfigureConnectedAnchor", springJoint2D.autoConfigureConnectedAnchor); writer.WriteProperty("connectedBody", springJoint2D.connectedBody); writer.WriteProperty("enableCollision", springJoint2D.enableCollision); writer.WriteProperty("breakForce", springJoint2D.breakForce); writer.WriteProperty("breakTorque", springJoint2D.breakTorque); writer.WriteProperty("enabled", springJoint2D.enabled); writer.WriteProperty("tag", springJoint2D.tag); writer.WriteProperty("name", springJoint2D.name); writer.WriteProperty("hideFlags", springJoint2D.hideFlags); }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.SpringJoint2D springJoint2D = SaveGameType.CreateComponent <UnityEngine.SpringJoint2D> (); ReadInto(springJoint2D, reader); return(springJoint2D); }
private static extern float INTERNAL_CALL_GetReactionTorque(SpringJoint2D self, float timeStep);
public float GetReactionTorque(float timeStep) { return(SpringJoint2D.INTERNAL_CALL_GetReactionTorque(this, timeStep)); }
private static extern void SpringJoint2D_CUSTOM_INTERNAL_GetReactionForce(SpringJoint2D joint, float timeStep, out Vector2 value);
static public int get_frequency(IntPtr l) { UnityEngine.SpringJoint2D o = (UnityEngine.SpringJoint2D)checkSelf(l); pushValue(l, o.frequency); return(1); }
static public int get_dampingRatio(IntPtr l) { UnityEngine.SpringJoint2D o = (UnityEngine.SpringJoint2D)checkSelf(l); pushValue(l, o.dampingRatio); return(1); }
private static float INTERNAL_CALL_GetReactionTorque(SpringJoint2D self, float timeStep) { throw new NotImplementedException("なにこれ"); }
private static void SpringJoint2D_CUSTOM_INTERNAL_GetReactionForce(SpringJoint2D joint, float timeStep, out Vector2 value) { throw new NotImplementedException("なにこれ"); }
static public int get_distance(IntPtr l) { UnityEngine.SpringJoint2D o = (UnityEngine.SpringJoint2D)checkSelf(l); pushValue(l, o.distance); return(1); }
/// <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.SpringJoint2D springJoint2D = (UnityEngine.SpringJoint2D)value; foreach (string property in reader.Properties) { switch (property) { case "autoConfigureDistance": springJoint2D.autoConfigureDistance = reader.ReadProperty <System.Boolean> (); break; case "distance": springJoint2D.distance = reader.ReadProperty <System.Single> (); break; case "dampingRatio": springJoint2D.dampingRatio = reader.ReadProperty <System.Single> (); break; case "frequency": springJoint2D.frequency = reader.ReadProperty <System.Single> (); break; case "anchor": springJoint2D.anchor = reader.ReadProperty <UnityEngine.Vector2> (); break; case "connectedAnchor": springJoint2D.connectedAnchor = reader.ReadProperty <UnityEngine.Vector2> (); break; case "autoConfigureConnectedAnchor": springJoint2D.autoConfigureConnectedAnchor = reader.ReadProperty <System.Boolean> (); break; case "connectedBody": if (springJoint2D.connectedBody == null) { springJoint2D.connectedBody = reader.ReadProperty <UnityEngine.Rigidbody2D> (); } else { reader.ReadIntoProperty <UnityEngine.Rigidbody2D> (springJoint2D.connectedBody); } break; case "enableCollision": springJoint2D.enableCollision = reader.ReadProperty <System.Boolean> (); break; case "breakForce": springJoint2D.breakForce = reader.ReadProperty <System.Single> (); break; case "breakTorque": springJoint2D.breakTorque = reader.ReadProperty <System.Single> (); break; case "enabled": springJoint2D.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": springJoint2D.tag = reader.ReadProperty <System.String> (); break; case "name": springJoint2D.name = reader.ReadProperty <System.String> (); break; case "hideFlags": springJoint2D.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }