コード例 #1
0
        static object PerformMemberwiseClone(ref object o)
        {
            var ins = new UnityEngine.ThreadPriority();

            ins = (UnityEngine.ThreadPriority)o;
            return(ins);
        }
コード例 #2
0
    static int IntToEnum(IntPtr L)
    {
        int arg0 = (int)LuaDLL.lua_tonumber(L, 1);

        UnityEngine.ThreadPriority o = (UnityEngine.ThreadPriority)arg0;
        ToLua.Push(L, o);
        return(1);
    }
コード例 #3
0
 static int QPYX_set_backgroundLoadingPriority_YXQP(IntPtr L_YXQP)
 {
     try
     {
         UnityEngine.ThreadPriority QPYX_arg0_YXQP = (UnityEngine.ThreadPriority)ToLua.CheckObject(L_YXQP, 2, typeof(UnityEngine.ThreadPriority));
         UnityEngine.Application.backgroundLoadingPriority = QPYX_arg0_YXQP;
         return(0);
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
コード例 #4
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    static int RecompressAssetBundleAsync(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.AssetBundle.Register");
#endif
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 3)
            {
                string arg0 = ToLua.CheckString(L, 1);
                string arg1 = ToLua.CheckString(L, 2);
                UnityEngine.BuildCompression arg2 = StackTraits <UnityEngine.BuildCompression> .Check(L, 3);

                UnityEngine.AssetBundleRecompressOperation o = UnityEngine.AssetBundle.RecompressAssetBundleAsync(arg0, arg1, arg2);
                ToLua.PushObject(L, o);
                return(1);
            }
            else if (count == 4)
            {
                string arg0 = ToLua.CheckString(L, 1);
                string arg1 = ToLua.CheckString(L, 2);
                UnityEngine.BuildCompression arg2 = StackTraits <UnityEngine.BuildCompression> .Check(L, 3);

                uint arg3 = (uint)LuaDLL.luaL_checknumber(L, 4);
                UnityEngine.AssetBundleRecompressOperation o = UnityEngine.AssetBundle.RecompressAssetBundleAsync(arg0, arg1, arg2, arg3);
                ToLua.PushObject(L, o);
                return(1);
            }
            else if (count == 5)
            {
                string arg0 = ToLua.CheckString(L, 1);
                string arg1 = ToLua.CheckString(L, 2);
                UnityEngine.BuildCompression arg2 = StackTraits <UnityEngine.BuildCompression> .Check(L, 3);

                uint arg3 = (uint)LuaDLL.luaL_checknumber(L, 4);
                UnityEngine.ThreadPriority arg4 = (UnityEngine.ThreadPriority)ToLua.CheckObject(L, 5, typeof(UnityEngine.ThreadPriority));
                UnityEngine.AssetBundleRecompressOperation o = UnityEngine.AssetBundle.RecompressAssetBundleAsync(arg0, arg1, arg2, arg3, arg4);
                ToLua.PushObject(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.RecompressAssetBundleAsync"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #5
0
 static int set_backgroundLoadingPriority(IntPtr L)
 {
     try
     {
         UnityEngine.ThreadPriority arg0 = (UnityEngine.ThreadPriority)ToLua.CheckObject(L, 2, typeof(UnityEngine.ThreadPriority));
         UnityEngine.Application.backgroundLoadingPriority = arg0;
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
コード例 #6
0
 static int set_backgroundLoadingPriorityter(IntPtr L)
 {
     try
     {
         UnityEngine.ThreadPriority arg0 = (UnityEngine.ThreadPriority)LuaDLL.luaL_checknumber(L, 1);
         UnityEngine.Application.backgroundLoadingPriority = arg0;
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
コード例 #7
0
        static StackObject *set_backgroundLoadingPriority_46(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, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.ThreadPriority value = (UnityEngine.ThreadPriority) typeof(UnityEngine.ThreadPriority).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            UnityEngine.Application.backgroundLoadingPriority = value;

            return(__ret);
        }
コード例 #8
0
    static int QPYX_get_threadPriority_YXQP(IntPtr L_YXQP)
    {
        object QPYX_o_YXQP = null;

        try
        {
            QPYX_o_YXQP = ToLua.ToObject(L_YXQP, 1);                        UnityEngine.WWW QPYX_obj_YXQP = (UnityEngine.WWW)QPYX_o_YXQP;
            UnityEngine.ThreadPriority QPYX_ret_YXQP = QPYX_obj_YXQP.threadPriority;
            ToLua.Push(L_YXQP, QPYX_ret_YXQP);
            return(1);
        }
        catch (Exception QPYX_e_YXQP)            {
            return(LuaDLL.toluaL_exception(L_YXQP, QPYX_e_YXQP, QPYX_o_YXQP, "attempt to index threadPriority on a nil value"));
        }
    }
コード例 #9
0
    static int QPYX_set_threadPriority_YXQP(IntPtr L_YXQP)
    {
        object QPYX_o_YXQP = null;

        try
        {
            QPYX_o_YXQP = ToLua.ToObject(L_YXQP, 1);                        UnityEngine.WWW QPYX_obj_YXQP = (UnityEngine.WWW)QPYX_o_YXQP;
            UnityEngine.ThreadPriority QPYX_arg0_YXQP = (UnityEngine.ThreadPriority)ToLua.CheckObject(L_YXQP, 2, typeof(UnityEngine.ThreadPriority));
            QPYX_obj_YXQP.threadPriority = QPYX_arg0_YXQP;
            return(0);
        }
        catch (Exception QPYX_e_YXQP)            {
            return(LuaDLL.toluaL_exception(L_YXQP, QPYX_e_YXQP, QPYX_o_YXQP, "attempt to index threadPriority on a nil value"));
        }
    }
コード例 #10
0
        static StackObject *SetLoadThreadPriority_13(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, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.ThreadPriority @priority = (UnityEngine.ThreadPriority) typeof(UnityEngine.ThreadPriority).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);


            GameDll.LogicRoot.SetLoadThreadPriority(@priority);

            return(__ret);
        }
コード例 #11
0
        static void WriteBackInstance(CSHotFix.Runtime.Enviorment.AppDomain __domain, StackObject *ptr_of_this_method, IList <object> __mStack, ref UnityEngine.ThreadPriority 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.ThreadPriority[];
                instance_of_arrayReference[ptr_of_this_method->ValueLow] = instance_of_this_method;
            }
            break;
            }
        }
コード例 #12
0
    static int set_threadPriority(IntPtr L)
    {
        UnityEngine.WWW            obj  = (UnityEngine.WWW)ToLua.ToObject(L, 1);
        UnityEngine.ThreadPriority arg0 = (UnityEngine.ThreadPriority)ToLua.CheckObject(L, 2, typeof(UnityEngine.ThreadPriority));

        try
        {
            obj.threadPriority = arg0;
        }
        catch (Exception e)
        {
            return(LuaDLL.luaL_error(L, obj == null ? "attempt to index threadPriority on a nil value" : e.Message));
        }

        return(0);
    }
コード例 #13
0
    static int set_backgroundLoadingPriority(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.Application.backgroundLoadingPriority");
#endif
        try
        {
            UnityEngine.ThreadPriority arg0 = (UnityEngine.ThreadPriority)ToLua.CheckObject(L, 2, typeof(UnityEngine.ThreadPriority));
            UnityEngine.Application.backgroundLoadingPriority = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #14
0
    static int get_threadPriority(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.WWW            obj = (UnityEngine.WWW)o;
            UnityEngine.ThreadPriority ret = obj.threadPriority;
            LuaDLL.lua_pushinteger(L, (int)ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index threadPriority on a nil value"));
        }
    }
コード例 #15
0
    static int get_threadPriority(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.WWW            obj = (UnityEngine.WWW)o;
            UnityEngine.ThreadPriority ret = obj.threadPriority;
            ToLua.Push(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index threadPriority on a nil value" : e.Message));
        }
    }
コード例 #16
0
    static int set_threadPriority(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.WWW            obj  = (UnityEngine.WWW)o;
            UnityEngine.ThreadPriority arg0 = (UnityEngine.ThreadPriority)ToLua.CheckObject(L, 2, typeof(UnityEngine.ThreadPriority));
            obj.threadPriority = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index threadPriority on a nil value"));
        }
    }
コード例 #17
0
        static StackObject *set_threadPriority_12(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.ThreadPriority value = (UnityEngine.ThreadPriority) typeof(UnityEngine.ThreadPriority).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);
            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.WWW instance_of_this_method;
            instance_of_this_method = (UnityEngine.WWW) typeof(UnityEngine.WWW).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.threadPriority = value;

            return(__ret);
        }
コード例 #18
0
    static int set_threadPriority(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.WWW.threadPriority");
#endif
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.WWW            obj  = (UnityEngine.WWW)o;
            UnityEngine.ThreadPriority arg0 = (UnityEngine.ThreadPriority)ToLua.CheckObject(L, 2, typeof(UnityEngine.ThreadPriority));
            obj.threadPriority = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index threadPriority on a nil value"));
        }
    }
コード例 #19
0
    static int get_threadPriority(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.WWW.threadPriority");
#endif
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.WWW            obj = (UnityEngine.WWW)o;
            UnityEngine.ThreadPriority ret = obj.threadPriority;
            ToLua.Push(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index threadPriority on a nil value"));
        }
    }
コード例 #20
0
 static void Push(IntPtr L, UnityEngine.ThreadPriority arg)
 {
     ToLua.Push(L, arg);
 }
コード例 #21
0
    static int QPYX_IntToEnum_YXQP(IntPtr L_YXQP)
    {
        int QPYX_arg0_YXQP = (int)LuaDLL.lua_tonumber(L_YXQP, 1);               UnityEngine.ThreadPriority QPYX_o_YXQP = (UnityEngine.ThreadPriority)QPYX_arg0_YXQP;

        ToLua.Push(L_YXQP, QPYX_o_YXQP);                return(1);
    }
コード例 #22
0
 static void QPYX_Push_YXQP(IntPtr L_YXQP, UnityEngine.ThreadPriority arg_YXQP)
 {
     ToLua.Push(L_YXQP, arg_YXQP);
 }
コード例 #23
0
 static int set_backgroundLoadingPriority(IntPtr L)
 {
     UnityEngine.ThreadPriority arg0 = (UnityEngine.ThreadPriority)ToLua.CheckObject(L, 2, typeof(UnityEngine.ThreadPriority));
     UnityEngine.Application.backgroundLoadingPriority = arg0;
     return(0);
 }