Beispiel #1
0
 static int GetHashCode(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         UnityEngine.ResourceManagement.ResourceProviders.SceneInstance obj = (UnityEngine.ResourceManagement.ResourceProviders.SceneInstance)ToLua.CheckObject(L, 1, typeof(UnityEngine.ResourceManagement.ResourceProviders.SceneInstance));
         int o = obj.GetHashCode();
         LuaDLL.lua_pushinteger(L, o);
         ToLua.SetBack(L, 1, obj);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Beispiel #2
0
 static int ActivateAsync(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         UnityEngine.ResourceManagement.ResourceProviders.SceneInstance obj = (UnityEngine.ResourceManagement.ResourceProviders.SceneInstance)ToLua.CheckObject(L, 1, typeof(UnityEngine.ResourceManagement.ResourceProviders.SceneInstance));
         UnityEngine.AsyncOperation o = obj.ActivateAsync();
         ToLua.PushObject(L, o);
         ToLua.SetBack(L, 1, obj);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Beispiel #3
0
    static int get_Result(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> obj = (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>)o;
            UnityEngine.ResourceManagement.ResourceProviders.SceneInstance ret = obj.Result;
            ToLua.PushValue(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index Result on a nil value"));
        }
    }
Beispiel #4
0
    static int get_Scene(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.ResourceManagement.ResourceProviders.SceneInstance obj = (UnityEngine.ResourceManagement.ResourceProviders.SceneInstance)o;
            UnityEngine.SceneManagement.Scene ret = obj.Scene;
            ToLua.PushValue(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index Scene on a nil value"));
        }
    }
Beispiel #5
0
 static int Equals(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.ResourceManagement.ResourceProviders.SceneInstance obj = (UnityEngine.ResourceManagement.ResourceProviders.SceneInstance)ToLua.CheckObject(L, 1, typeof(UnityEngine.ResourceManagement.ResourceProviders.SceneInstance));
         object arg0 = ToLua.ToVarObject(L, 2);
         bool   o    = obj.Equals(arg0);
         LuaDLL.lua_pushboolean(L, o);
         ToLua.SetBack(L, 1, obj);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Beispiel #6
0
 static int _CreateUnityEngine_ResourceManagement_ResourceProviders_SceneInstance(IntPtr L)
 {
     UnityEngine.ResourceManagement.ResourceProviders.SceneInstance obj = new UnityEngine.ResourceManagement.ResourceProviders.SceneInstance();
     ToLua.PushValue(L, obj);
     return(1);
 }
    static int UnloadSceneAsync(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1 && TypeChecker.CheckTypes <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> >(L, 1))
            {
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> arg0 = StackTraits <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> > .To(L, 1);

                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.UnloadSceneAsync(arg0);
                ToLua.PushValue(L, o);
                return(1);
            }
            else if (count == 1 && TypeChecker.CheckTypes <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle>(L, 1))
            {
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle arg0 = StackTraits <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle> .To(L, 1);

                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.UnloadSceneAsync(arg0);
                ToLua.PushValue(L, o);
                return(1);
            }
            else if (count == 1 && TypeChecker.CheckTypes <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>(L, 1))
            {
                UnityEngine.ResourceManagement.ResourceProviders.SceneInstance arg0 = StackTraits <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> .To(L, 1);

                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.UnloadSceneAsync(arg0);
                ToLua.PushValue(L, o);
                return(1);
            }
            else if (count == 2 && TypeChecker.CheckTypes <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>, bool>(L, 1))
            {
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> arg0 = StackTraits <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> > .To(L, 1);

                bool arg1 = LuaDLL.lua_toboolean(L, 2);
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.UnloadSceneAsync(arg0, arg1);
                ToLua.PushValue(L, o);
                return(1);
            }
            else if (count == 2 && TypeChecker.CheckTypes <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle, bool>(L, 1))
            {
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle arg0 = StackTraits <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle> .To(L, 1);

                bool arg1 = LuaDLL.lua_toboolean(L, 2);
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.UnloadSceneAsync(arg0, arg1);
                ToLua.PushValue(L, o);
                return(1);
            }
            else if (count == 2 && TypeChecker.CheckTypes <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance, bool>(L, 1))
            {
                UnityEngine.ResourceManagement.ResourceProviders.SceneInstance arg0 = StackTraits <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> .To(L, 1);

                bool arg1 = LuaDLL.lua_toboolean(L, 2);
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.UnloadSceneAsync(arg0, arg1);
                ToLua.PushValue(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: LuaAddressables.UnloadSceneAsync"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }