static TestExport get_obj(long nThisPtr) { return(FCGetObj.GetObj <TestExport>(nThisPtr)); }
public static UnityEngine.Events.UnityEvent get_obj(long L) { return(FCGetObj.GetObj <UnityEngine.Events.UnityEvent>(L)); }
public static UnityEngine.UI.Button.ButtonClickedEvent get_obj(long L) { return(FCGetObj.GetObj <UnityEngine.UI.Button.ButtonClickedEvent>(L)); }
public static int obj_del(long L) { FCGetObj.DelObj(L); return(0); }
public static UnityEngine.Time get_obj(long L) { return(FCGetObj.GetObj <UnityEngine.Time>(L)); }
public static UnityObject get_obj(long L) { return(FCGetObj.GetObj <UnityObject>(L)); }
public static TestScript get_obj(long L) { return(FCGetObj.GetObj <TestScript>(L)); }
public static Animation get_obj(long L) { return(FCGetObj.GetObj <Animation>(L)); }
public static UnityEngine.Renderer get_obj(long L) { return(FCGetObj.GetObj <UnityEngine.Renderer>(L)); }
public static Component get_obj(long L) { return(FCGetObj.GetObj <Component>(L)); }
public static Input get_obj(long L) { return(FCGetObj.GetObj <Input>(L)); }
public static SkinnedMeshRenderer get_obj(long L) { return(FCGetObj.GetObj <SkinnedMeshRenderer>(L)); }
public static Time get_obj(long L) { return(FCGetObj.GetObj <Time>(L)); }
public static Button.ButtonClickedEvent get_obj(long L) { return(FCGetObj.GetObj <Button.ButtonClickedEvent>(L)); }
public static int obj_hash(long L) { UnityEngine.SceneManagement.Scene obj = FCGetObj.GetObj <UnityEngine.SceneManagement.Scene>(L); return(obj.GetHashCode()); }
public static Button get_obj(long L) { return(FCGetObj.GetObj <Button>(L)); }
public static bool obj_equal(long L, long R) { UnityEngine.SceneManagement.Scene left = FCGetObj.GetObj <UnityEngine.SceneManagement.Scene>(L); UnityEngine.SceneManagement.Scene right = FCGetObj.GetObj <UnityEngine.SceneManagement.Scene>(R); return(left.Equals(right)); }
public static GameObject get_obj(long L) { return(FCGetObj.GetObj <GameObject>(L)); }
public static int AddComponent1_wrap(long L) { try { long nThisPtr = FCLibHelper.fc_get_inport_obj_ptr(L); GameObject obj = get_obj(nThisPtr); string arg0 = FCLibHelper.fc_get_string_a(L, 0); long nRetPtr = 0; switch (arg0) { case "SkinnedMeshRenderer": { SkinnedMeshRenderer ret_obj = obj.AddComponent <SkinnedMeshRenderer>(); nRetPtr = FCGetObj.PushObj <SkinnedMeshRenderer>(ret_obj); } break; case "MeshRenderer": { MeshRenderer ret_obj = obj.AddComponent <MeshRenderer>(); nRetPtr = FCGetObj.PushObj <MeshRenderer>(ret_obj); } break; case "Animation": { Animation ret_obj = obj.AddComponent <Animation>(); nRetPtr = FCGetObj.PushObj <Animation>(ret_obj); } break; case "Light": { Light ret_obj = obj.AddComponent <Light>(); nRetPtr = FCGetObj.PushObj <Light>(ret_obj); } break; case "Button": { Button ret_obj = obj.AddComponent <Button>(); nRetPtr = FCGetObj.PushObj <Button>(ret_obj); } break; case "Text": { Text ret_obj = obj.AddComponent <Text>(); nRetPtr = FCGetObj.PushObj <Text>(ret_obj); } break; default: break; } long ret_ptr = FCLibHelper.fc_get_return_ptr(L); FCLibHelper.fc_set_value_intptr(ret_ptr, nRetPtr); } catch (Exception e) { Debug.LogException(e); } return(0); }
public static Renderer get_obj(long L) { return(FCGetObj.GetObj <Renderer>(L)); }
public static UserClass get_obj(long L) { return(FCGetObj.GetObj <UserClass>(L)); }
public static UnityEngine.Input get_obj(long L) { return(FCGetObj.GetObj <UnityEngine.Input>(L)); }
public static UnityEngine.SceneManagement.SceneManager get_obj(long L) { return(FCGetObj.GetObj <UnityEngine.SceneManagement.SceneManager>(L)); }
public static TestD get_obj(long L) { return(FCGetObj.GetObj <TestD>(L)); }
public static UnityEngine.Behaviour get_obj(long L) { return(FCGetObj.GetObj <UnityEngine.Behaviour>(L)); }
public static int obj_release(long L) { FCGetObj.ReleaseRef(L); return(0); }
public static UnityEngine.Texture2D get_obj(long L) { return(FCGetObj.GetObj <UnityEngine.Texture2D>(L)); }