====== c# types (リファレンス(自動出力)) ======
c# types (リファレンス(自動出力))
Luaに公開しているC#の型です。
// c#
var v = new Vector3(1, 2, 3);
を
-- lua
local v = Vector3.__new(1, 2, 3)
として使うことができます。
===== 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