static int DOPunchAnchorPos(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 3) { UnityEngine.RectTransform obj = (UnityEngine.RectTransform)ToLua.CheckObject(L, 1, typeof(UnityEngine.RectTransform)); UnityEngine.Vector2 arg0 = ToLua.ToVector2(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); DG.Tweening.Tweener o = obj.DOPunchAnchorPos(arg0, arg1); ToLua.PushObject(L, o); return(1); } else if (count == 4) { UnityEngine.RectTransform obj = (UnityEngine.RectTransform)ToLua.CheckObject(L, 1, typeof(UnityEngine.RectTransform)); UnityEngine.Vector2 arg0 = ToLua.ToVector2(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); int arg2 = (int)LuaDLL.luaL_checknumber(L, 4); DG.Tweening.Tweener o = obj.DOPunchAnchorPos(arg0, arg1, arg2); ToLua.PushObject(L, o); return(1); } else if (count == 5) { UnityEngine.RectTransform obj = (UnityEngine.RectTransform)ToLua.CheckObject(L, 1, typeof(UnityEngine.RectTransform)); UnityEngine.Vector2 arg0 = ToLua.ToVector2(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); int arg2 = (int)LuaDLL.luaL_checknumber(L, 4); float arg3 = (float)LuaDLL.luaL_checknumber(L, 5); DG.Tweening.Tweener o = obj.DOPunchAnchorPos(arg0, arg1, arg2, arg3); ToLua.PushObject(L, o); return(1); } else if (count == 6) { UnityEngine.RectTransform obj = (UnityEngine.RectTransform)ToLua.CheckObject(L, 1, typeof(UnityEngine.RectTransform)); UnityEngine.Vector2 arg0 = ToLua.ToVector2(L, 2); float arg1 = (float)LuaDLL.luaL_checknumber(L, 3); int arg2 = (int)LuaDLL.luaL_checknumber(L, 4); float arg3 = (float)LuaDLL.luaL_checknumber(L, 5); bool arg4 = LuaDLL.luaL_checkboolean(L, 6); DG.Tweening.Tweener o = obj.DOPunchAnchorPos(arg0, arg1, arg2, arg3, arg4); ToLua.PushObject(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.RectTransform.DOPunchAnchorPos")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
protected override Tween DOPlay() { if (null == m_rectTransform) { return(null); } // end if return(m_rectTransform.DOPunchAnchorPos(m_punch, m_duration, m_vibrato, m_elasticity, m_isSnapping)); }