Beispiel #1
0
 static public int ctor_s(IntPtr l)
 {
     try {
         UnityEngine.ParticleSystem.NoiseModule o;
         o = new UnityEngine.ParticleSystem.NoiseModule();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
    static int QPYX_get_noise_YXQP(IntPtr L_YXQP)
    {
        object QPYX_o_YXQP = null;

        try
        {
            QPYX_o_YXQP = ToLua.ToObject(L_YXQP, 1);                        UnityEngine.ParticleSystem QPYX_obj_YXQP = (UnityEngine.ParticleSystem)QPYX_o_YXQP;
            UnityEngine.ParticleSystem.NoiseModule QPYX_ret_YXQP = QPYX_obj_YXQP.noise;
            ToLua.PushValue(L_YXQP, QPYX_ret_YXQP);
            return(1);
        }
        catch (Exception QPYX_e_YXQP)            {
            return(LuaDLL.toluaL_exception(L_YXQP, QPYX_e_YXQP, QPYX_o_YXQP, "attempt to index noise on a nil value"));
        }
    }
    static int get_noise(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.ParticleSystem             obj = (UnityEngine.ParticleSystem)o;
            UnityEngine.ParticleSystem.NoiseModule ret = obj.noise;
            ToLua.PushValue(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index noise on a nil value"));
        }
    }
    static int get_noise(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.ParticleSystem.noise");
#endif
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.ParticleSystem             obj = (UnityEngine.ParticleSystem)o;
            UnityEngine.ParticleSystem.NoiseModule ret = obj.noise;
            ToLua.PushValue(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index noise on a nil value"));
        }
    }