IsModuleSupported() public method

See BaseInputModule.

public IsModuleSupported ( ) : bool
return bool
 static public int IsModuleSupported(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.EventSystems.StandaloneInputModule self = (UnityEngine.EventSystems.StandaloneInputModule)checkSelf(l);
         var ret = self.IsModuleSupported();
         pushValue(l, true);
         pushValue(l, ret);
         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
 }
コード例 #2
0
 static public int IsModuleSupported(IntPtr l)
 {
     try {
         UnityEngine.EventSystems.StandaloneInputModule self = (UnityEngine.EventSystems.StandaloneInputModule)checkSelf(l);
         var ret = self.IsModuleSupported();
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int IsModuleSupported(IntPtr l)
 {
     try{
         UnityEngine.EventSystems.StandaloneInputModule self = (UnityEngine.EventSystems.StandaloneInputModule)checkSelf(l);
         System.Boolean ret = self.IsModuleSupported();
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
コード例 #4
0
 static int IsModuleSupported(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         UnityEngine.EventSystems.StandaloneInputModule obj = (UnityEngine.EventSystems.StandaloneInputModule)ToLua.CheckObject <UnityEngine.EventSystems.StandaloneInputModule>(L, 1);
         bool o = obj.IsModuleSupported();
         LuaDLL.lua_pushboolean(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }