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;
            }
        }
Exemple #4
0
        /** 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));
        }
    }
Exemple #6
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    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));
        }
    }
Exemple #7
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        /** [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);
        }
Exemple #8
0
    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));
        }
    }