static public int constructor(IntPtr l) { UnityEngine.AvatarBuilder o; o = new UnityEngine.AvatarBuilder(); pushObject(l, o); return(1); }
static public int constructor(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.AvatarBuilder o; o = new UnityEngine.AvatarBuilder(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
/// <summary> /// <para>Create a humanoid avatar.</para> /// </summary> /// <param name="go">Root object of your transform hierachy.</param> /// <param name="monoHumanDescription">Description of the avatar.</param> public static Avatar BuildHumanAvatar(GameObject go, HumanDescription monoHumanDescription) { if (go == null) { throw new NullReferenceException(); } return(AvatarBuilder.BuildHumanAvatarMono(go, monoHumanDescription)); }
/// <summary> /// <para>Create a humanoid avatar.</para> /// </summary> /// <param name="go">Root object of your transform hierachy. It must be the top most gameobject when you create the avatar.</param> /// <param name="humanDescription">Humanoid description of the avatar.</param> /// <returns> /// <para>Returns the Avatar, you must always always check the avatar is valid before using it with Avatar.isValid.</para> /// </returns> public static Avatar BuildHumanAvatar(GameObject go, HumanDescription humanDescription) { if ((Object)go == (Object)null) { throw new NullReferenceException(); } return(AvatarBuilder.BuildHumanAvatarInternal(go, humanDescription)); }
public static Avatar BuildHumanAvatar(GameObject go, HumanDescription humanDescription) { bool flag = go == null; if (flag) { throw new NullReferenceException(); } return(AvatarBuilder.BuildHumanAvatarInternal(go, humanDescription)); }
static public int constructor(IntPtr l) { try { UnityEngine.AvatarBuilder o; o=new UnityEngine.AvatarBuilder(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
public static int constructor(IntPtr l) { try { UnityEngine.AvatarBuilder o; o=new UnityEngine.AvatarBuilder(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
static public int constructor(IntPtr l) { try { UnityEngine.AvatarBuilder o; o = new UnityEngine.AvatarBuilder(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int constructor(IntPtr l) { try { UnityEngine.AvatarBuilder o; o = new UnityEngine.AvatarBuilder(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.AvatarBuilder o; if (matchType(l, 1)) { o = new UnityEngine.AvatarBuilder(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
static int _CreateAvatarBuilder(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { AvatarBuilder obj = new AvatarBuilder(); LuaScriptMgr.PushObject(L, obj); return 1; } else { LuaDLL.luaL_error(L, "invalid arguments to method: AvatarBuilder.New"); } return 0; }
private static Avatar BuildHumanAvatarMono(GameObject go, HumanDescription monoHumanDescription) { return(AvatarBuilder.INTERNAL_CALL_BuildHumanAvatarMono(go, ref monoHumanDescription)); }
private static Avatar BuildHumanAvatarInternal(GameObject go, HumanDescription humanDescription) { return(AvatarBuilder.BuildHumanAvatarInternal_Injected(go, ref humanDescription)); }