Ejemplo n.º 1
0
 public override int GetHashCode()
 {
     unchecked
     {
         return(((Target != null ? Target.GetHashCode() : 0) * 397) ^ (Result != null ? Result.GetHashCode() : 0));
     }
 }
Ejemplo n.º 2
0
 public void SetMethod(UnityEngine.Object target, string methodName, bool dynamic, params Arg[] args)
 {
     _target     = target;
     _methodName = methodName;
     // _dynamic = dynamic;
     _args      = args;
     UDIDObject = target.GetHashCode().ToString();
     ClearCache();
 }
Ejemplo n.º 3
0
    public static int GetHashCode(System.IntPtr L)
    {
        int nargs = LuaAPI.GetTop(L);

        if (nargs == 1 && LuaAPI.IsObject(L, 1))
        {
            UnityEngine.Object arg0 = (UnityEngine.Object)LuaCallback.ToObject(L, 1);
            System.Int32       res  = arg0.GetHashCode();
            LuaCallback.PushNumber(L, res);
            return(1);
        }
        return(0);
    }
Ejemplo n.º 4
0
        public static int GetHashCode(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count != 1)
            {
                LuaStatic.traceback(L, "count not enough");
                LuaDLL.lua_error(L);
                return(result);
            }
            UnityEngine.Object obj = LuaStatic.GetObj(L, 1) as UnityEngine.Object;
            LuaDLL.lua_pushnumber(L, obj.GetHashCode());
            return(result);
        }
Ejemplo n.º 5
0
 public override int GetHashCode()
 {
     unchecked
     {
         var hashCode = startValue.GetHashCode();
         hashCode = (hashCode * 397) ^ targetValue.GetHashCode();
         hashCode = (hashCode * 397) ^ (onTween != null ? onTween.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ (target != null ? target.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ targetProvided.GetHashCode();
         hashCode = (hashCode * 397) ^ TweenDuration.GetHashCode();
         hashCode = (hashCode * 397) ^ (int)EasingType;
         hashCode = (hashCode * 397) ^ TimeScaleIgnored.GetHashCode();
         return(hashCode);
     }
 }
Ejemplo n.º 6
0
        int UnityEngineObject_m_GetHashCode(RealStatePtr L, int gen_param_count)
        {
            ObjectTranslator translator = this;


            UnityEngine.Object gen_to_be_invoked = (UnityEngine.Object)translator.FastGetCSObj(L, 1);


            {
                int gen_ret = gen_to_be_invoked.GetHashCode(  );
                LuaAPI.xlua_pushinteger(L, gen_ret);



                return(1);
            }
        }
Ejemplo n.º 7
0
        private static int GetHasCount(Object[] objects)
        {
            int hasValue = 0;

            for (int i = 0; i < objects.Length; i++)
            {
                Object targetObj = objects[i];

                if (targetObj == null)
                {
                    continue;
                }

                hasValue += targetObj.GetHashCode();
            }

            return(hasValue);
        }
Ejemplo n.º 8
0
 public override int GetHashCode()
 {
     return(m_Object && m_Object != null ? m_Object.GetHashCode() : 0);
 }
Ejemplo n.º 9
0
 /// <summary>
 /// Returns true if the Unity object passed in is not null but isn't necessarily alive/destroyed.
 /// This is a compliment to IsInvalidObject for use when you want to determine if some value was ever once valid.
 /// For example if in the inspector you leave a UnityEngin.Object field null, the serializer will actually populate it with an 'Invalid Object'.
 /// If you ever needed to differentiate between if that value was ever a value but since destroyed VS being an invalid object, this will help.
 /// </summary>
 /// <param name="obj"></param>
 /// <returns></returns>
 public static bool IsValidObject(UnityEngine.Object obj)
 {
     //note - we use 'GetHashCode' because it returns the instanceId BUT doesn't do the stupid main thread test
     return(!object.ReferenceEquals(obj, null) && obj.GetHashCode() != 0);
 }