static int Release(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object> arg0 = StackTraits <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object> > .Check(L, 1); LuaAddressables.Release(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int LoadSceneAsync(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 1) { object arg0 = ToLua.ToVarObject(L, 1); UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.LoadSceneAsync(arg0); ToLua.PushValue(L, o); return(1); } else if (count == 2) { object arg0 = ToLua.ToVarObject(L, 1); UnityEngine.SceneManagement.LoadSceneMode arg1 = (UnityEngine.SceneManagement.LoadSceneMode)ToLua.CheckObject(L, 2, typeof(UnityEngine.SceneManagement.LoadSceneMode)); UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.LoadSceneAsync(arg0, arg1); ToLua.PushValue(L, o); return(1); } else if (count == 3) { object arg0 = ToLua.ToVarObject(L, 1); UnityEngine.SceneManagement.LoadSceneMode arg1 = (UnityEngine.SceneManagement.LoadSceneMode)ToLua.CheckObject(L, 2, typeof(UnityEngine.SceneManagement.LoadSceneMode)); bool arg2 = LuaDLL.luaL_checkboolean(L, 3); UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.LoadSceneAsync(arg0, arg1, arg2); ToLua.PushValue(L, o); return(1); } else if (count == 4) { object arg0 = ToLua.ToVarObject(L, 1); UnityEngine.SceneManagement.LoadSceneMode arg1 = (UnityEngine.SceneManagement.LoadSceneMode)ToLua.CheckObject(L, 2, typeof(UnityEngine.SceneManagement.LoadSceneMode)); bool arg2 = LuaDLL.luaL_checkboolean(L, 3); int arg3 = (int)LuaDLL.luaL_checknumber(L, 4); UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.LoadSceneAsync(arg0, arg1, arg2, arg3); ToLua.PushValue(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: LuaAddressables.LoadSceneAsync")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int LoadAssetAsync(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); object arg0 = ToLua.ToVarObject(L, 1); UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object> o = LuaAddressables.LoadAssetAsync(arg0); ToLua.PushValue(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
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)); } }