private FindClosestEdge ( |
||
hit | ||
return | bool |
static public int FindClosestEdge(IntPtr l) { try { UnityEngine.NavMeshAgent self = (UnityEngine.NavMeshAgent)checkSelf(l); UnityEngine.NavMeshHit a1; var ret = self.FindClosestEdge(out a1); pushValue(l, ret); pushValue(l, a1); return(2); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int FindClosestEdge(IntPtr l) { try { UnityEngine.NavMeshAgent self = (UnityEngine.NavMeshAgent)checkSelf(l); UnityEngine.NavMeshHit a1; var ret = self.FindClosestEdge(out a1); pushValue(l, true); pushValue(l, ret); pushValue(l, a1); return(3); } catch (Exception e) { return(error(l, e)); } }
static int FindClosestEdge(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.NavMeshAgent obj = (UnityEngine.NavMeshAgent)ToLua.CheckObject(L, 1, typeof(UnityEngine.NavMeshAgent)); UnityEngine.NavMeshHit arg0; bool o = obj.FindClosestEdge(out arg0); LuaDLL.lua_pushboolean(L, o); ToLua.PushValue(L, arg0); return(2); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }