static public int Shake_s(IntPtr l) { try { SLua.LuaFunction a1; checkType(l, 1, out a1); SLua.LuaFunction a2; checkType(l, 2, out a2); System.Single a3; checkType(l, 3, out a3); System.Single a4; checkType(l, 4, out a4); System.Int32 a5; checkType(l, 5, out a5); System.Single a6; checkType(l, 6, out a6); System.Boolean a7; checkType(l, 7, out a7); var ret = StaticDOTween.Shake(a1, a2, a3, a4, a5, a6, a7); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int Sequence_s(IntPtr l) { try { var ret = StaticDOTween.Sequence(); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { StaticDOTween o; o = new StaticDOTween(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int DOShakeAnchorPos_s(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (matchType(l, argc, 1, typeof(System.Object), typeof(float), typeof(float), typeof(int), typeof(float), typeof(bool))) { System.Object a1; checkType(l, 1, out a1); System.Single a2; checkType(l, 2, out a2); System.Single a3; checkType(l, 3, out a3); System.Int32 a4; checkType(l, 4, out a4); System.Single a5; checkType(l, 5, out a5); System.Boolean a6; checkType(l, 6, out a6); var ret = StaticDOTween.DOShakeAnchorPos(a1, a2, a3, a4, a5, a6); pushValue(l, true); pushValue(l, ret); return(2); } else if (matchType(l, argc, 1, typeof(System.Object), typeof(float), typeof(UnityEngine.Vector3), typeof(int), typeof(float), typeof(bool))) { System.Object a1; checkType(l, 1, out a1); System.Single a2; checkType(l, 2, out a2); UnityEngine.Vector3 a3; checkType(l, 3, out a3); System.Int32 a4; checkType(l, 4, out a4); System.Single a5; checkType(l, 5, out a5); System.Boolean a6; checkType(l, 6, out a6); var ret = StaticDOTween.DOShakeAnchorPos(a1, a2, a3, a4, a5, a6); pushValue(l, true); pushValue(l, ret); return(2); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function DOShakeAnchorPos to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int DOBlendableColor_s(IntPtr l) { try { System.Object a1; checkType(l, 1, out a1); UnityEngine.Color a2; checkType(l, 2, out a2); System.Single a3; checkType(l, 3, out a3); var ret = StaticDOTween.DOBlendableColor(a1, a2, a3); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int DOFieldOfView_s(IntPtr l) { try { System.Object a1; checkType(l, 1, out a1); System.Single a2; checkType(l, 2, out a2); System.Single a3; checkType(l, 3, out a3); var ret = StaticDOTween.DOFieldOfView(a1, a2, a3); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int DOBlendableLocalRotateBy_s(IntPtr l) { try { System.Object a1; checkType(l, 1, out a1); UnityEngine.Vector3 a2; checkType(l, 2, out a2); System.Single a3; checkType(l, 3, out a3); System.Int32 a4; checkType(l, 4, out a4); var ret = StaticDOTween.DOBlendableLocalRotateBy(a1, a2, a3, a4); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int To_s(IntPtr l) { try { SLua.LuaFunction a1; checkType(l, 1, out a1); System.Single a2; checkType(l, 2, out a2); System.Single a3; checkType(l, 3, out a3); System.Single a4; checkType(l, 4, out a4); var ret = StaticDOTween.To(a1, a2, a3, a4); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int DOLocalMoveZ_s(IntPtr l) { try { System.Object a1; checkType(l, 1, out a1); System.Single a2; checkType(l, 2, out a2); System.Single a3; checkType(l, 3, out a3); System.Boolean a4; checkType(l, 4, out a4); var ret = StaticDOTween.DOLocalMoveZ(a1, a2, a3, a4); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int DOAnchorPos3D_s(IntPtr l) { try { System.Object a1; checkType(l, 1, out a1); UnityEngine.Vector3 a2; checkType(l, 2, out a2); System.Single a3; checkType(l, 3, out a3); System.Boolean a4; checkType(l, 4, out a4); var ret = StaticDOTween.DOAnchorPos3D(a1, a2, a3, a4); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int DOShakePosition_s(IntPtr l) { try { System.Object a1; checkType(l, 1, out a1); System.Single a2; checkType(l, 2, out a2); UnityEngine.Vector3 a3; checkType(l, 3, out a3); System.Int32 a4; checkType(l, 4, out a4); System.Single a5; checkType(l, 5, out a5); var ret = StaticDOTween.DOShakePosition(a1, a2, a3, a4, a5); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int DOText_s(IntPtr l) { try { System.Object a1; checkType(l, 1, out a1); System.String a2; checkType(l, 2, out a2); System.Single a3; checkType(l, 3, out a3); System.Boolean a4; checkType(l, 4, out a4); System.Int32 a5; checkType(l, 5, out a5); System.String a6; checkType(l, 6, out a6); var ret = StaticDOTween.DOText(a1, a2, a3, a4, a5, a6); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int Punch_s(IntPtr l) { try { SLua.LuaFunction a1; checkType(l, 1, out a1); SLua.LuaFunction a2; checkType(l, 2, out a2); UnityEngine.Vector3 a3; checkType(l, 3, out a3); System.Single a4; checkType(l, 4, out a4); System.Int32 a5; checkType(l, 5, out a5); System.Single a6; checkType(l, 6, out a6); var ret = StaticDOTween.Punch(a1, a2, a3, a4, a5, a6); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }