static StackObject *Create_23(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 6); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); UnityEngine.SpriteMeshType @meshType = (UnityEngine.SpriteMeshType) typeof(UnityEngine.SpriteMeshType).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); ptr_of_this_method = ILIntepreter.Minus(__esp, 2); System.UInt32 @extrude = (uint)ptr_of_this_method->Value; ptr_of_this_method = ILIntepreter.Minus(__esp, 3); System.Single @pixelsPerUnit = *(float *)&ptr_of_this_method->Value; ptr_of_this_method = ILIntepreter.Minus(__esp, 4); UnityEngine.Vector2 @pivot = (UnityEngine.Vector2) typeof(UnityEngine.Vector2).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); ptr_of_this_method = ILIntepreter.Minus(__esp, 5); UnityEngine.Rect @rect = (UnityEngine.Rect) typeof(UnityEngine.Rect).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); ptr_of_this_method = ILIntepreter.Minus(__esp, 6); UnityEngine.Texture2D @texture = (UnityEngine.Texture2D) typeof(UnityEngine.Texture2D).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); var result_of_this_method = UnityEngine.Sprite.Create(@texture, @rect, @pivot, @pixelsPerUnit, @extrude, @meshType); return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method)); }
static object PerformMemberwiseClone(ref object o) { var ins = new UnityEngine.SpriteMeshType(); ins = (UnityEngine.SpriteMeshType)o; return(ins); }
static void WriteBackInstance(CSHotFix.Runtime.Enviorment.AppDomain __domain, StackObject *ptr_of_this_method, IList <object> __mStack, ref UnityEngine.SpriteMeshType instance_of_this_method) { ptr_of_this_method = ILIntepreter.GetObjectAndResolveReference(ptr_of_this_method); switch (ptr_of_this_method->ObjectType) { case ObjectTypes.Object: { __mStack[ptr_of_this_method->Value] = instance_of_this_method; } break; case ObjectTypes.FieldReference: { var ___obj = __mStack[ptr_of_this_method->Value]; if (___obj is ILTypeInstance) { ((ILTypeInstance)___obj)[ptr_of_this_method->ValueLow] = instance_of_this_method; } else { var t = __domain.GetType(___obj.GetType()) as CLRType; t.SetFieldValue(ptr_of_this_method->ValueLow, ref ___obj, instance_of_this_method); } } break; case ObjectTypes.StaticFieldReference: { var t = __domain.GetType(ptr_of_this_method->Value); if (t is ILType) { ((ILType)t).StaticInstance[ptr_of_this_method->ValueLow] = instance_of_this_method; } else { ((CLRType)t).SetStaticFieldValue(ptr_of_this_method->ValueLow, instance_of_this_method); } } break; case ObjectTypes.ArrayReference: { var instance_of_arrayReference = __mStack[ptr_of_this_method->Value] as UnityEngine.SpriteMeshType[]; instance_of_arrayReference[ptr_of_this_method->ValueLow] = instance_of_this_method; } break; } }
/** CreateUiInputField */ public static UnityEngine.GameObject CreateUiInputField(string a_name, UnityEngine.Transform a_parent_transform) { UnityEngine.UI.DefaultControls.Resources t_resources = new UnityEngine.UI.DefaultControls.Resources(); { //テクスチャー読み込み。 { if (s_inputfield_sprite == null) { UnityEngine.Texture2D t_texture = UnityEngine.Resources.Load <UnityEngine.Texture2D>(Config.TEXTURE_NAME_INPUTFIELD); UnityEngine.Rect t_rect = new UnityEngine.Rect(0.0f, 0.0f, t_texture.width, t_texture.height); UnityEngine.Vector2 t_pivot = new UnityEngine.Vector2(t_texture.width / 2, t_texture.height / 2); float t_pixels_per_unit = 100.0f; uint t_extrude = 1; UnityEngine.SpriteMeshType t_mesh_type = UnityEngine.SpriteMeshType.FullRect; UnityEngine.Vector4 t_border = new UnityEngine.Vector4(4.0f, 4.0f, 4.0f, 4.0f); bool t_generate_fallback_physicsshape = true; s_inputfield_sprite = UnityEngine.Sprite.Create(t_texture, t_rect, t_pivot, t_pixels_per_unit, t_extrude, t_mesh_type, t_border, t_generate_fallback_physicsshape); } } t_resources.inputField = s_inputfield_sprite; } UnityEngine.GameObject t_gameobject = UnityEngine.UI.DefaultControls.CreateInputField(t_resources); if (t_gameobject != null) { //name t_gameobject.name = a_name; //parent t_gameobject.GetComponent <UnityEngine.Transform>().SetParent(a_parent_transform); //image UnityEngine.UI.Image t_image = t_gameobject.GetComponent <UnityEngine.UI.Image>(); { t_image.type = UnityEngine.UI.Image.Type.Sliced; } } else { Tool.Assert(false); } return(t_gameobject); }
static int Create(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 3) { UnityEngine.Texture2D arg0 = (UnityEngine.Texture2D)ToLua.CheckObject(L, 1, typeof(UnityEngine.Texture2D)); UnityEngine.Rect arg1 = StackTraits <UnityEngine.Rect> .Check(L, 2); UnityEngine.Vector2 arg2 = ToLua.ToVector2(L, 3); UnityEngine.Sprite o = UnityEngine.Sprite.Create(arg0, arg1, arg2); ToLua.PushSealed(L, o); return(1); } else if (count == 4) { UnityEngine.Texture2D arg0 = (UnityEngine.Texture2D)ToLua.CheckObject(L, 1, typeof(UnityEngine.Texture2D)); UnityEngine.Rect arg1 = StackTraits <UnityEngine.Rect> .Check(L, 2); UnityEngine.Vector2 arg2 = ToLua.ToVector2(L, 3); float arg3 = (float)LuaDLL.luaL_checknumber(L, 4); UnityEngine.Sprite o = UnityEngine.Sprite.Create(arg0, arg1, arg2, arg3); ToLua.PushSealed(L, o); return(1); } else if (count == 5) { UnityEngine.Texture2D arg0 = (UnityEngine.Texture2D)ToLua.CheckObject(L, 1, typeof(UnityEngine.Texture2D)); UnityEngine.Rect arg1 = StackTraits <UnityEngine.Rect> .Check(L, 2); UnityEngine.Vector2 arg2 = ToLua.ToVector2(L, 3); float arg3 = (float)LuaDLL.luaL_checknumber(L, 4); uint arg4 = (uint)LuaDLL.luaL_checknumber(L, 5); UnityEngine.Sprite o = UnityEngine.Sprite.Create(arg0, arg1, arg2, arg3, arg4); ToLua.PushSealed(L, o); return(1); } else if (count == 6) { UnityEngine.Texture2D arg0 = (UnityEngine.Texture2D)ToLua.CheckObject(L, 1, typeof(UnityEngine.Texture2D)); UnityEngine.Rect arg1 = StackTraits <UnityEngine.Rect> .Check(L, 2); UnityEngine.Vector2 arg2 = ToLua.ToVector2(L, 3); float arg3 = (float)LuaDLL.luaL_checknumber(L, 4); uint arg4 = (uint)LuaDLL.luaL_checknumber(L, 5); UnityEngine.SpriteMeshType arg5 = (UnityEngine.SpriteMeshType)ToLua.CheckObject(L, 6, typeof(UnityEngine.SpriteMeshType)); UnityEngine.Sprite o = UnityEngine.Sprite.Create(arg0, arg1, arg2, arg3, arg4, arg5); ToLua.PushSealed(L, o); return(1); } else if (count == 7) { UnityEngine.Texture2D arg0 = (UnityEngine.Texture2D)ToLua.CheckObject(L, 1, typeof(UnityEngine.Texture2D)); UnityEngine.Rect arg1 = StackTraits <UnityEngine.Rect> .Check(L, 2); UnityEngine.Vector2 arg2 = ToLua.ToVector2(L, 3); float arg3 = (float)LuaDLL.luaL_checknumber(L, 4); uint arg4 = (uint)LuaDLL.luaL_checknumber(L, 5); UnityEngine.SpriteMeshType arg5 = (UnityEngine.SpriteMeshType)ToLua.CheckObject(L, 6, typeof(UnityEngine.SpriteMeshType)); UnityEngine.Vector4 arg6 = ToLua.ToVector4(L, 7); UnityEngine.Sprite o = UnityEngine.Sprite.Create(arg0, arg1, arg2, arg3, arg4, arg5, arg6); ToLua.PushSealed(L, o); return(1); } else if (count == 8) { UnityEngine.Texture2D arg0 = (UnityEngine.Texture2D)ToLua.CheckObject(L, 1, typeof(UnityEngine.Texture2D)); UnityEngine.Rect arg1 = StackTraits <UnityEngine.Rect> .Check(L, 2); UnityEngine.Vector2 arg2 = ToLua.ToVector2(L, 3); float arg3 = (float)LuaDLL.luaL_checknumber(L, 4); uint arg4 = (uint)LuaDLL.luaL_checknumber(L, 5); UnityEngine.SpriteMeshType arg5 = (UnityEngine.SpriteMeshType)ToLua.CheckObject(L, 6, typeof(UnityEngine.SpriteMeshType)); UnityEngine.Vector4 arg6 = ToLua.ToVector4(L, 7); bool arg7 = LuaDLL.luaL_checkboolean(L, 8); UnityEngine.Sprite o = UnityEngine.Sprite.Create(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7); ToLua.PushSealed(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Sprite.Create")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int Create(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Texture2D), typeof(UnityEngine.Rect), typeof(UnityEngine.Vector2))) { UnityEngine.Texture2D arg0 = (UnityEngine.Texture2D)ToLua.ToObject(L, 1); UnityEngine.Rect arg1 = (UnityEngine.Rect)ToLua.ToObject(L, 2); UnityEngine.Vector2 arg2 = ToLua.ToVector2(L, 3); UnityEngine.Sprite o = UnityEngine.Sprite.Create(arg0, arg1, arg2); ToLua.Push(L, o); return(1); } else if (count == 4 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Texture2D), typeof(UnityEngine.Rect), typeof(UnityEngine.Vector2), typeof(float))) { UnityEngine.Texture2D arg0 = (UnityEngine.Texture2D)ToLua.ToObject(L, 1); UnityEngine.Rect arg1 = (UnityEngine.Rect)ToLua.ToObject(L, 2); UnityEngine.Vector2 arg2 = ToLua.ToVector2(L, 3); float arg3 = (float)LuaDLL.lua_tonumber(L, 4); UnityEngine.Sprite o = UnityEngine.Sprite.Create(arg0, arg1, arg2, arg3); ToLua.Push(L, o); return(1); } else if (count == 5 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Texture2D), typeof(UnityEngine.Rect), typeof(UnityEngine.Vector2), typeof(float), typeof(uint))) { UnityEngine.Texture2D arg0 = (UnityEngine.Texture2D)ToLua.ToObject(L, 1); UnityEngine.Rect arg1 = (UnityEngine.Rect)ToLua.ToObject(L, 2); UnityEngine.Vector2 arg2 = ToLua.ToVector2(L, 3); float arg3 = (float)LuaDLL.lua_tonumber(L, 4); uint arg4 = (uint)LuaDLL.lua_tonumber(L, 5); UnityEngine.Sprite o = UnityEngine.Sprite.Create(arg0, arg1, arg2, arg3, arg4); ToLua.Push(L, o); return(1); } else if (count == 6 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Texture2D), typeof(UnityEngine.Rect), typeof(UnityEngine.Vector2), typeof(float), typeof(uint), typeof(UnityEngine.SpriteMeshType))) { UnityEngine.Texture2D arg0 = (UnityEngine.Texture2D)ToLua.ToObject(L, 1); UnityEngine.Rect arg1 = (UnityEngine.Rect)ToLua.ToObject(L, 2); UnityEngine.Vector2 arg2 = ToLua.ToVector2(L, 3); float arg3 = (float)LuaDLL.lua_tonumber(L, 4); uint arg4 = (uint)LuaDLL.lua_tonumber(L, 5); UnityEngine.SpriteMeshType arg5 = (UnityEngine.SpriteMeshType)ToLua.ToObject(L, 6); UnityEngine.Sprite o = UnityEngine.Sprite.Create(arg0, arg1, arg2, arg3, arg4, arg5); ToLua.Push(L, o); return(1); } else if (count == 7 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Texture2D), typeof(UnityEngine.Rect), typeof(UnityEngine.Vector2), typeof(float), typeof(uint), typeof(UnityEngine.SpriteMeshType), typeof(UnityEngine.Vector4))) { UnityEngine.Texture2D arg0 = (UnityEngine.Texture2D)ToLua.ToObject(L, 1); UnityEngine.Rect arg1 = (UnityEngine.Rect)ToLua.ToObject(L, 2); UnityEngine.Vector2 arg2 = ToLua.ToVector2(L, 3); float arg3 = (float)LuaDLL.lua_tonumber(L, 4); uint arg4 = (uint)LuaDLL.lua_tonumber(L, 5); UnityEngine.SpriteMeshType arg5 = (UnityEngine.SpriteMeshType)ToLua.ToObject(L, 6); UnityEngine.Vector4 arg6 = ToLua.ToVector4(L, 7); UnityEngine.Sprite o = UnityEngine.Sprite.Create(arg0, arg1, arg2, arg3, arg4, arg5, arg6); ToLua.Push(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Sprite.Create")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
/** [シングルトン]constructor */ private Instantiate() { //Sprite のグラフィックスとして適用させるテクスチャ。 UnityEngine.Texture2D t_texture = UnityEngine.Texture2D.whiteTexture; { t_texture = new UnityEngine.Texture2D(64, 64); for (int xx = 0; xx < t_texture.width; xx++) { for (int yy = 0; yy < t_texture.height; yy++) { float t_value_x; if (xx < (t_texture.width / 2)) { t_value_x = xx; } else { t_value_x = t_texture.width - 1 - xx; } float t_value_y; if (yy < (t_texture.height / 2)) { t_value_y = yy; } else { t_value_y = t_texture.width - 1 - yy; } float t_value = UnityEngine.Mathf.Min(t_value_x, t_value_y); t_value = UnityEngine.Mathf.Clamp01(t_value * 0.8f); t_texture.SetPixel(xx, yy, new UnityEngine.Color(1.0f, 1.0f, 1.0f, t_value)); } } t_texture.filterMode = UnityEngine.FilterMode.Bilinear; t_texture.wrapMode = UnityEngine.TextureWrapMode.Clamp; t_texture.Apply(); } //Sprite に適用させるテクスチャの Rect 領域。 UnityEngine.Rect t_rect = new UnityEngine.Rect(0.0f, 0.0f, t_texture.width, t_texture.height); //グラフィックスの Rect に対するピボット地点の相対位置。 UnityEngine.Vector2 t_pivot = new UnityEngine.Vector2(t_texture.width / 2, t_texture.height / 2); //ワールド空間座標の 1 単位分に相当する、スプライトのピクセル数。 const float t_pixels_per_unit = 100.0f; //スプライトメッシュが外側に拡張する量。 const uint t_extrude = 0; //スプライトのために生成されるメッシュタイプの制御。 //FullRect : 矩形はメッシュと等しいユーザーが指定したスプライトサイズ。 //Tight : ピクセルのアルファ値を基にしたタイトなメッシュ。多くの余分なピクセルは可能な限りクロップされます。 UnityEngine.SpriteMeshType t_mesh_type = UnityEngine.SpriteMeshType.FullRect; //スプライトのサイズ (X=左、Y=下、Z=右、W=上)。 UnityEngine.Vector4 t_border = new UnityEngine.Vector4(0.0f, 0.0f, 0.0f, 0.0f); //Generates a default physics shape for the sprite. bool t_generate_fallback_physicsshape = true; //UnityEngine.Sprite.Create this.inputfield_sprite = UnityEngine.Sprite.Create(t_texture, t_rect, t_pivot, t_pixels_per_unit, t_extrude, t_mesh_type, t_border, t_generate_fallback_physicsshape); }
static int QPYX_Create_YXQP(IntPtr L_YXQP) { try { int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP); if (QPYX_count_YXQP == 3) { UnityEngine.Texture2D QPYX_arg0_YXQP = (UnityEngine.Texture2D)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Texture2D)); UnityEngine.Rect QPYX_arg1_YXQP = StackTraits <UnityEngine.Rect> .Check(L_YXQP, 2); UnityEngine.Vector2 QPYX_arg2_YXQP = ToLua.ToVector2(L_YXQP, 3); UnityEngine.Sprite QPYX_o_YXQP = UnityEngine.Sprite.Create(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP); ToLua.PushSealed(L_YXQP, QPYX_o_YXQP); return(1); } else if (QPYX_count_YXQP == 4) { UnityEngine.Texture2D QPYX_arg0_YXQP = (UnityEngine.Texture2D)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Texture2D)); UnityEngine.Rect QPYX_arg1_YXQP = StackTraits <UnityEngine.Rect> .Check(L_YXQP, 2); UnityEngine.Vector2 QPYX_arg2_YXQP = ToLua.ToVector2(L_YXQP, 3); float QPYX_arg3_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 4); UnityEngine.Sprite QPYX_o_YXQP = UnityEngine.Sprite.Create(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP, QPYX_arg3_YXQP); ToLua.PushSealed(L_YXQP, QPYX_o_YXQP); return(1); } else if (QPYX_count_YXQP == 5) { UnityEngine.Texture2D QPYX_arg0_YXQP = (UnityEngine.Texture2D)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Texture2D)); UnityEngine.Rect QPYX_arg1_YXQP = StackTraits <UnityEngine.Rect> .Check(L_YXQP, 2); UnityEngine.Vector2 QPYX_arg2_YXQP = ToLua.ToVector2(L_YXQP, 3); float QPYX_arg3_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 4); uint QPYX_arg4_YXQP = (uint)LuaDLL.luaL_checknumber(L_YXQP, 5); UnityEngine.Sprite QPYX_o_YXQP = UnityEngine.Sprite.Create(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP, QPYX_arg3_YXQP, QPYX_arg4_YXQP); ToLua.PushSealed(L_YXQP, QPYX_o_YXQP); return(1); } else if (QPYX_count_YXQP == 6) { UnityEngine.Texture2D QPYX_arg0_YXQP = (UnityEngine.Texture2D)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Texture2D)); UnityEngine.Rect QPYX_arg1_YXQP = StackTraits <UnityEngine.Rect> .Check(L_YXQP, 2); UnityEngine.Vector2 QPYX_arg2_YXQP = ToLua.ToVector2(L_YXQP, 3); float QPYX_arg3_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 4); uint QPYX_arg4_YXQP = (uint)LuaDLL.luaL_checknumber(L_YXQP, 5); UnityEngine.SpriteMeshType QPYX_arg5_YXQP = (UnityEngine.SpriteMeshType)ToLua.CheckObject(L_YXQP, 6, typeof(UnityEngine.SpriteMeshType)); UnityEngine.Sprite QPYX_o_YXQP = UnityEngine.Sprite.Create(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP, QPYX_arg3_YXQP, QPYX_arg4_YXQP, QPYX_arg5_YXQP); ToLua.PushSealed(L_YXQP, QPYX_o_YXQP); return(1); } else if (QPYX_count_YXQP == 7) { UnityEngine.Texture2D QPYX_arg0_YXQP = (UnityEngine.Texture2D)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Texture2D)); UnityEngine.Rect QPYX_arg1_YXQP = StackTraits <UnityEngine.Rect> .Check(L_YXQP, 2); UnityEngine.Vector2 QPYX_arg2_YXQP = ToLua.ToVector2(L_YXQP, 3); float QPYX_arg3_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 4); uint QPYX_arg4_YXQP = (uint)LuaDLL.luaL_checknumber(L_YXQP, 5); UnityEngine.SpriteMeshType QPYX_arg5_YXQP = (UnityEngine.SpriteMeshType)ToLua.CheckObject(L_YXQP, 6, typeof(UnityEngine.SpriteMeshType)); UnityEngine.Vector4 QPYX_arg6_YXQP = ToLua.ToVector4(L_YXQP, 7); UnityEngine.Sprite QPYX_o_YXQP = UnityEngine.Sprite.Create(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP, QPYX_arg3_YXQP, QPYX_arg4_YXQP, QPYX_arg5_YXQP, QPYX_arg6_YXQP); ToLua.PushSealed(L_YXQP, QPYX_o_YXQP); return(1); } else if (QPYX_count_YXQP == 8) { UnityEngine.Texture2D QPYX_arg0_YXQP = (UnityEngine.Texture2D)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Texture2D)); UnityEngine.Rect QPYX_arg1_YXQP = StackTraits <UnityEngine.Rect> .Check(L_YXQP, 2); UnityEngine.Vector2 QPYX_arg2_YXQP = ToLua.ToVector2(L_YXQP, 3); float QPYX_arg3_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 4); uint QPYX_arg4_YXQP = (uint)LuaDLL.luaL_checknumber(L_YXQP, 5); UnityEngine.SpriteMeshType QPYX_arg5_YXQP = (UnityEngine.SpriteMeshType)ToLua.CheckObject(L_YXQP, 6, typeof(UnityEngine.SpriteMeshType)); UnityEngine.Vector4 QPYX_arg6_YXQP = ToLua.ToVector4(L_YXQP, 7); bool QPYX_arg7_YXQP = LuaDLL.luaL_checkboolean(L_YXQP, 8); UnityEngine.Sprite QPYX_o_YXQP = UnityEngine.Sprite.Create(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP, QPYX_arg3_YXQP, QPYX_arg4_YXQP, QPYX_arg5_YXQP, QPYX_arg6_YXQP, QPYX_arg7_YXQP); ToLua.PushSealed(L_YXQP, QPYX_o_YXQP); return(1); } else { return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.Sprite.Create")); } } catch (Exception e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP)); } }