public static CustomAssetHolder.AssetData CreateAssetDataAssetsWithPath(string savePath) { CustomAssetHolder.AssetData assetData = ScriptableObject.CreateInstance <CustomAssetHolder.AssetData>(); UnityEditor.AssetDatabase.CreateAsset(assetData, savePath); UnityEditor.AssetDatabase.SaveAssets(); UnityEditor.AssetDatabase.Refresh(); return(assetData); }
static int QPYX_get_assetData_YXQP(IntPtr L_YXQP) { object QPYX_o_YXQP = null; try { QPYX_o_YXQP = ToLua.ToObject(L_YXQP, 1); SpriteHolder QPYX_obj_YXQP = (SpriteHolder)QPYX_o_YXQP; CustomAssetHolder.AssetData QPYX_ret_YXQP = QPYX_obj_YXQP.assetData; 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 assetData on a nil value")); } }
static int QPYX_set_assetData_YXQP(IntPtr L_YXQP) { object QPYX_o_YXQP = null; try { QPYX_o_YXQP = ToLua.ToObject(L_YXQP, 1); SpriteHolder QPYX_obj_YXQP = (SpriteHolder)QPYX_o_YXQP; CustomAssetHolder.AssetData QPYX_arg0_YXQP = (CustomAssetHolder.AssetData)ToLua.CheckObject <CustomAssetHolder.AssetData>(L_YXQP, 2); QPYX_obj_YXQP.assetData = 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 assetData on a nil value")); } }
static int get_assetData(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); SpriteHolder obj = (SpriteHolder)o; CustomAssetHolder.AssetData ret = obj.assetData; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index assetData on a nil value")); } }
static int set_assetData(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); SpriteHolder obj = (SpriteHolder)o; CustomAssetHolder.AssetData arg0 = (CustomAssetHolder.AssetData)ToLua.CheckObject <CustomAssetHolder.AssetData>(L, 2); obj.assetData = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index assetData on a nil value")); } }
public static CustomAssetHolder.AssetData LoadPlayAssetDataFromPath(string path) { CustomAssetHolder.AssetData assetData = UnityEditor.AssetDatabase.LoadAssetAtPath <CustomAssetHolder.AssetData>(path); return(assetData); }