See BaseInputModule.
static public int DeactivateModule(IntPtr l) { try{ UnityEngine.EventSystems.TouchInputModule self = (UnityEngine.EventSystems.TouchInputModule)checkSelf(l); self.DeactivateModule(); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int DeactivateModule(IntPtr l) { try { UnityEngine.EventSystems.TouchInputModule self = (UnityEngine.EventSystems.TouchInputModule)checkSelf(l); self.DeactivateModule(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }