====== c# types (Reference (Auto exported)) ====== c# types (Reference (Auto exported)) Types in C# that are open to Lua.\\ You can use // c# var v = new Vector3(1, 2, 3); as -- lua local v = Vector3.__new(1, 2, 3) ===== Vector2 ===== === __new === function(x: number, y: number) == Return == Vector2 === set_Item === function(index: number, value: number) === Set === function(newX: number, newY: number) === Lerp === static function(a: Vector2, b: Vector2, t: number) == Return == Vector2 === LerpUnclamped === static function(a: Vector2, b: Vector2, t: number) == Return == Vector2 === MoveTowards === static function(current: Vector2, target: Vector2, maxDistanceDelta: number) == Return == Vector2 === Scale === static function(a: Vector2, b: Vector2) == Return == Vector2 === Normalize === function() === ToString === function() == Return == string === GetHashCode === function() == Return == number === Reflect === static function(inDirection: Vector2, inNormal: Vector2) == Return == Vector2 === Perpendicular === static function(inDirection: Vector2) == Return == Vector2 === Dot === static function(lhs: Vector2, rhs: Vector2) == Return == number === Angle === static function(from: Vector2, to: Vector2) == Return == number === SignedAngle === static function(from: Vector2, to: Vector2) == Return == number === Distance === static function(a: Vector2, b: Vector2) == Return == number === ClampMagnitude === static function(vector: Vector2, maxLength: number) == Return == Vector2 === SqrMagnitude === static function(a: Vector2) == Return == number === Min === static function(lhs: Vector2, rhs: Vector2) == Return == Vector2 === Max === static function(lhs: Vector2, rhs: Vector2) == Return == Vector2 === SmoothDamp === static function(current: Vector2, target: Vector2, currentVelocity: usertype, smoothTime: number, maxSpeed: number) == Return == Vector2 === __toVector2 === function === __toVector3 === function === normalized === Vector2 === magnitude === number === sqrMagnitude === number === zero === Vector2 === one === Vector2 === up === Vector2 === down === Vector2 === left === Vector2 === right === Vector2 === positiveInfinity === Vector2 === negativeInfinity === Vector2 === x === number === y === number === kEpsilon === number === kEpsilonNormalSqrt === number ===== Vector3 ===== === __new === function(x: number, y: number, z: number) == Return == Vector3 === Slerp === static function(a: Vector3, b: Vector3, t: number) == Return == Vector3 === SlerpUnclamped === static function(a: Vector3, b: Vector3, t: number) == Return == Vector3 === OrthoNormalize === static function(normal: usertype, tangent: usertype) === RotateTowards === static function(current: Vector3, target: Vector3, maxRadiansDelta: number, maxMagnitudeDelta: number) == Return == Vector3 === Lerp === static function(a: Vector3, b: Vector3, t: number) == Return == Vector3 === LerpUnclamped === static function(a: Vector3, b: Vector3, t: number) == Return == Vector3 === MoveTowards === static function(current: Vector3, target: Vector3, maxDistanceDelta: number) == Return == Vector3 === SmoothDamp === static function(current: Vector3, target: Vector3, currentVelocity: usertype, smoothTime: number, maxSpeed: number) == Return == Vector3 === set_Item === function(index: number, value: number) === Set === function(newX: number, newY: number, newZ: number) === Scale === static function(a: Vector3, b: Vector3) == Return == Vector3 === Cross === static function(lhs: Vector3, rhs: Vector3) == Return == Vector3 === GetHashCode === function() == Return == number === Reflect === static function(inDirection: Vector3, inNormal: Vector3) == Return == Vector3 === Normalize === static function(value: Vector3) == Return == Vector3 === Dot === static function(lhs: Vector3, rhs: Vector3) == Return == number === Project === static function(vector: Vector3, onNormal: Vector3) == Return == Vector3 === ProjectOnPlane === static function(vector: Vector3, planeNormal: Vector3) == Return == Vector3 === Angle === static function(from: Vector3, to: Vector3) == Return == number === SignedAngle === static function(from: Vector3, to: Vector3, axis: Vector3) == Return == number === Distance === static function(a: Vector3, b: Vector3) == Return == number === ClampMagnitude === static function(vector: Vector3, maxLength: number) == Return == Vector3 === Magnitude === static function(vector: Vector3) == Return == number === SqrMagnitude === static function(vector: Vector3) == Return == number === Min === static function(lhs: Vector3, rhs: Vector3) == Return == Vector3 === Max === static function(lhs: Vector3, rhs: Vector3) == Return == Vector3 === ToString === function() == Return == string === AngleBetween === static function(from: Vector3, to: Vector3) == Return == number === Exclude === static function(excludeThis: Vector3, fromThat: Vector3) == Return == Vector3 === normalized === Vector3 === magnitude === number === sqrMagnitude === number === zero === Vector3 === one === Vector3 === forward === Vector3 === back === Vector3 === up === Vector3 === down === Vector3 === left === Vector3 === right === Vector3 === positiveInfinity === Vector3 === negativeInfinity === Vector3 === fwd === Vector3 === kEpsilon === number === kEpsilonNormalSqrt === number === x === number === y === number === z === number ===== Vector4 ===== === __new === function(x: number, y: number, z: number, w: number) == Return == Vector4 === set_Item === function(index: number, value: number) === Set === function(newX: number, newY: number, newZ: number, newW: number) === Lerp === static function(a: Vector4, b: Vector4, t: number) == Return == Vector4 === LerpUnclamped === static function(a: Vector4, b: Vector4, t: number) == Return == Vector4 === MoveTowards === static function(current: Vector4, target: Vector4, maxDistanceDelta: number) == Return == Vector4 === Scale === static function(a: Vector4, b: Vector4) == Return == Vector4 === GetHashCode === function() == Return == number === Normalize === static function(a: Vector4) == Return == Vector4 === Dot === static function(a: Vector4, b: Vector4) == Return == number === Project === static function(a: Vector4, b: Vector4) == Return == Vector4 === Distance === static function(a: Vector4, b: Vector4) == Return == number === Magnitude === static function(a: Vector4) == Return == number === Min === static function(lhs: Vector4, rhs: Vector4) == Return == Vector4 === Max === static function(lhs: Vector4, rhs: Vector4) == Return == Vector4 === __toVector4 === function === __toVector3 === function === __toVector2 === function === ToString === function() == Return == string === SqrMagnitude === static function(a: Vector4) == Return == number === normalized === Vector4 === magnitude === number === sqrMagnitude === number === zero === Vector4 === one === Vector4 === positiveInfinity === Vector4 === negativeInfinity === Vector4 === kEpsilon === number === x === number === y === number === z === number === w === number ===== Color ===== === __new === function(r: number, g: number, b: number, a: number) == Return == Color === ToString === function() == Return == string === GetHashCode === function() == Return == number === Lerp === static function(a: Color, b: Color, t: number) == Return == Color === LerpUnclamped === static function(a: Color, b: Color, t: number) == Return == Color === __toVector4 === function === __toColor === function === set_Item === function(index: number, value: number) === RGBToHSV === static function(rgbColor: Color, H: usertype, S: usertype, V: usertype) === HSVToRGB === static function(H: number, S: number, V: number) == Return == Color === red === Color === green === Color === blue === Color === white === Color === black === Color === yellow === Color === cyan === Color === magenta === Color === gray === Color === grey === Color === clear === Color === grayscale === number === linear === Color === gamma === Color === maxColorComponent === number === r === number === g === number === b === number === a === number ===== Quaternion ===== === __new === function(x: number, y: number, z: number, w: number) == Return == Quaternion === FromToRotation === static function(fromDirection: Vector3, toDirection: Vector3) == Return == Quaternion === Inverse === static function(rotation: Quaternion) == Return == Quaternion === Slerp === static function(a: Quaternion, b: Quaternion, t: number) == Return == Quaternion === SlerpUnclamped === static function(a: Quaternion, b: Quaternion, t: number) == Return == Quaternion === Lerp === static function(a: Quaternion, b: Quaternion, t: number) == Return == Quaternion === LerpUnclamped === static function(a: Quaternion, b: Quaternion, t: number) == Return == Quaternion === AngleAxis === static function(angle: number, axis: Vector3) == Return == Quaternion === LookRotation === static function(forward: Vector3, upwards: Vector3) == Return == Quaternion === set_Item === function(index: number, value: number) === Set === function(newX: number, newY: number, newZ: number, newW: number) === Dot === static function(a: Quaternion, b: Quaternion) == Return == number === SetLookRotation === function(view: Vector3) === Angle === static function(a: Quaternion, b: Quaternion) == Return == number === set_eulerAngles === function(value: Vector3) === Euler === static function(x: number, y: number, z: number) == Return == Quaternion === ToAngleAxis === function(angle: usertype, axis: usertype) === SetFromToRotation === function(fromDirection: Vector3, toDirection: Vector3) === RotateTowards === static function(from: Quaternion, to: Quaternion, maxDegreesDelta: number) == Return == Quaternion === Normalize === static function(q: Quaternion) == Return == Quaternion === GetHashCode === function() == Return == number === ToString === function() == Return == string === EulerRotation === static function(x: number, y: number, z: number) == Return == Quaternion === SetEulerRotation === function(x: number, y: number, z: number) === ToEuler === function() == Return == Vector3 === EulerAngles === static function(x: number, y: number, z: number) == Return == Quaternion === ToAxisAngle === function(axis: usertype, angle: usertype) === SetEulerAngles === function(x: number, y: number, z: number) === ToEulerAngles === static function(rotation: Quaternion) == Return == Vector3 === SetAxisAngle === function(axis: Vector3, angle: number) === AxisAngle === static function(axis: Vector3, angle: number) == Return == Quaternion === identity === Quaternion === eulerAngles === Vector3 === normalized === Quaternion === x === number === y === number === z === number === w === number === kEpsilon === number ===== Matrix4x4 ===== === __new === function(column0: Vector4, column1: Vector4, column2: Vector4, column3: Vector4) == Return == Matrix4x4 === ValidTRS === function() == Return == bool === Determinant === static function(m: Matrix4x4) == Return == number === TRS === static function(pos: Vector3, q: Quaternion, s: Vector3) == Return == Matrix4x4 === SetTRS === function(pos: Vector3, q: Quaternion, s: Vector3) === Inverse === static function(m: Matrix4x4) == Return == Matrix4x4 === Transpose === static function(m: Matrix4x4) == Return == Matrix4x4 === Ortho === static function(left: number, right: number, bottom: number, top: number, zNear: number, zFar: number) == Return == Matrix4x4 === Perspective === static function(fov: number, aspect: number, zNear: number, zFar: number) == Return == Matrix4x4 === LookAt === static function(from: Vector3, to: Vector3, up: Vector3) == Return == Matrix4x4 === Frustum === static function(left: number, right: number, bottom: number, top: number, zNear: number, zFar: number) == Return == Matrix4x4 === set_Item === function(row: number, column: number, value: number) === GetHashCode === function() == Return == number === GetColumn === function(index: number) == Return == Vector4 === GetRow === function(index: number) == Return == Vector4 === SetColumn === function(index: number, column: Vector4) === SetRow === function(index: number, row: Vector4) === MultiplyPoint === function(point: Vector3) == Return == Vector3 === MultiplyPoint3x4 === function(point: Vector3) == Return == Vector3 === MultiplyVector === function(vector: Vector3) == Return == Vector3 === TransformPlane === function(plane: usertype) == Return == usertype === Scale === static function(vector: Vector3) == Return == Matrix4x4 === Translate === static function(vector: Vector3) == Return == Matrix4x4 === Rotate === static function(q: Quaternion) == Return == Matrix4x4 === ToString === function() == Return == string === rotation === Quaternion === lossyScale === Vector3 === isIdentity === bool === determinant === number === decomposeProjection === usertype === inverse === Matrix4x4 === transpose === Matrix4x4 === zero === Matrix4x4 === identity === Matrix4x4 === m00 === number === m10 === number === m20 === number === m30 === number === m01 === number === m11 === number === m21 === number === m31 === number === m02 === number === m12 === number === m22 === number === m32 === number === m03 === number === m13 === number === m23 === number === m33 === number ===== TimeSpan ===== === __new === function(ticks: number) == Return == TimeSpan === Add === function(ts: TimeSpan) == Return == TimeSpan === Compare === static function(t1: TimeSpan, t2: TimeSpan) == Return == number === CompareTo === function(value: usertype) == Return == number === FromDays === static function(value: number) == Return == TimeSpan === Duration === function() == Return == TimeSpan === GetHashCode === function() == Return == number === FromHours === static function(value: number) == Return == TimeSpan === FromMilliseconds === static function(value: number) == Return == TimeSpan === FromMinutes === static function(value: number) == Return == TimeSpan === Negate === function() == Return == TimeSpan === FromSeconds === static function(value: number) == Return == TimeSpan === Subtract === function(ts: TimeSpan) == Return == TimeSpan === FromTicks === static function(value: number) == Return == TimeSpan === Parse === static function(s: string) == Return == TimeSpan === ParseExact === static function(input: string, format: string, formatProvider: usertype) == Return == TimeSpan === TryParse === static function(s: string, result: usertype) == Return == bool === TryParseExact === static function(input: string, format: string, formatProvider: usertype, result: usertype) == Return == bool === ToString === function() == Return == string === Ticks === number === Days === number === Hours === number === Milliseconds === number === Minutes === number === Seconds === number === TotalDays === number === TotalHours === number === TotalMilliseconds === number === TotalMinutes === number === TotalSeconds === number === TicksPerMillisecond === number === TicksPerSecond === number === TicksPerMinute === number === TicksPerHour === number === TicksPerDay === number === Zero === TimeSpan === MaxValue === TimeSpan === MinValue === TimeSpan