static public int constructor(IntPtr l) { try { UnityEngine.Experimental.LowLevel.PlayerLoop o; o = new UnityEngine.Experimental.LowLevel.PlayerLoop(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
private static PlayerLoopSystem InternalToPlayerLoopSystem(PlayerLoopSystemInternal[] internalSys, ref int offset) { PlayerLoopSystem result = new PlayerLoopSystem { type = internalSys[offset].type, updateDelegate = internalSys[offset].updateDelegate, updateFunction = internalSys[offset].updateFunction, loopConditionFunction = internalSys[offset].loopConditionFunction, subSystemList = null }; int num = offset++; if (internalSys[num].numSubSystems > 0) { List <PlayerLoopSystem> list = new List <PlayerLoopSystem>(); while (offset <= num + internalSys[num].numSubSystems) { list.Add(PlayerLoop.InternalToPlayerLoopSystem(internalSys, ref offset)); } result.subSystemList = list.ToArray(); } return(result); }
private static int PlayerLoopSystemToInternal(PlayerLoopSystem sys, ref List <PlayerLoopSystemInternal> internalSys) { int count = internalSys.Count; PlayerLoopSystemInternal playerLoopSystemInternal = new PlayerLoopSystemInternal { type = sys.type, updateDelegate = sys.updateDelegate, updateFunction = sys.updateFunction, loopConditionFunction = sys.loopConditionFunction, numSubSystems = 0 }; internalSys.Add(playerLoopSystemInternal); if (sys.subSystemList != null) { for (int i = 0; i < sys.subSystemList.Length; i++) { playerLoopSystemInternal.numSubSystems += PlayerLoop.PlayerLoopSystemToInternal(sys.subSystemList[i], ref internalSys); } } internalSys[count] = playerLoopSystemInternal; return(playerLoopSystemInternal.numSubSystems + 1); }