public string __Gen_Delegate_Imp31(XLuaTest.StructTest p0) { #if THREAD_SAFE || HOTFIX_ENABLE lock (luaEnv.luaEnvLock) { #endif RealStatePtr L = luaEnv.rawL; int errFunc = LuaAPI.pcall_prepare(L, errorFuncRef, luaReference); ObjectTranslator translator = luaEnv.translator; translator.Push(L, p0); PCall(L, 1, 1, errFunc); string __gen_ret = LuaAPI.lua_tostring(L, errFunc + 1); LuaAPI.lua_settop(L, errFunc - 1); return(__gen_ret); #if THREAD_SAFE || HOTFIX_ENABLE } #endif }
public void __Gen_Delegate_Imp32(XLuaTest.StructTest p0, object p1) { #if THREAD_SAFE || HOTFIX_ENABLE lock (luaEnv.luaEnvLock) { #endif RealStatePtr L = luaEnv.rawL; int errFunc = LuaAPI.pcall_prepare(L, errorFuncRef, luaReference); ObjectTranslator translator = luaEnv.translator; translator.Push(L, p0); translator.PushAny(L, p1); PCall(L, 2, 0, errFunc); LuaAPI.lua_settop(L, errFunc - 1); #if THREAD_SAFE || HOTFIX_ENABLE } #endif }
public UnityEngine.GameObject __Gen_Delegate_Imp30(XLuaTest.StructTest p0, int p1, object p2) { #if THREAD_SAFE || HOTFIX_ENABLE lock (luaEnv.luaEnvLock) { #endif RealStatePtr L = luaEnv.rawL; int errFunc = LuaAPI.pcall_prepare(L, errorFuncRef, luaReference); ObjectTranslator translator = luaEnv.translator; translator.Push(L, p0); LuaAPI.xlua_pushinteger(L, p1); translator.PushAny(L, p2); PCall(L, 3, 1, errFunc); UnityEngine.GameObject __gen_ret = (UnityEngine.GameObject)translator.GetObject(L, errFunc + 1, typeof(UnityEngine.GameObject)); LuaAPI.lua_settop(L, errFunc - 1); return(__gen_ret); #if THREAD_SAFE || HOTFIX_ENABLE } #endif }