Raycast() private method

private Raycast ( Vector2 direction, RaycastHit2D results ) : int
direction Vector2
results RaycastHit2D
return int
コード例 #1
0
    static int Raycast(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Collider2D), typeof(UnityEngine.Vector2), typeof(UnityEngine.RaycastHit2D[])))
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.ToObject(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.CheckObjectArray <UnityEngine.RaycastHit2D>(L, 3);
                int o = obj.Raycast(arg0, arg1);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 4 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Collider2D), typeof(UnityEngine.Vector2), typeof(UnityEngine.RaycastHit2D[]), typeof(float)))
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.ToObject(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.CheckObjectArray <UnityEngine.RaycastHit2D>(L, 3);
                float arg2 = (float)LuaDLL.lua_tonumber(L, 4);
                int   o    = obj.Raycast(arg0, arg1, arg2);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 5 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Collider2D), typeof(UnityEngine.Vector2), typeof(UnityEngine.RaycastHit2D[]), typeof(float), typeof(int)))
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.ToObject(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.CheckObjectArray <UnityEngine.RaycastHit2D>(L, 3);
                float arg2 = (float)LuaDLL.lua_tonumber(L, 4);
                int   arg3 = (int)LuaDLL.lua_tonumber(L, 5);
                int   o    = obj.Raycast(arg0, arg1, arg2, arg3);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 6 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Collider2D), typeof(UnityEngine.Vector2), typeof(UnityEngine.RaycastHit2D[]), typeof(float), typeof(int), typeof(float)))
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.ToObject(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.CheckObjectArray <UnityEngine.RaycastHit2D>(L, 3);
                float arg2 = (float)LuaDLL.lua_tonumber(L, 4);
                int   arg3 = (int)LuaDLL.lua_tonumber(L, 5);
                float arg4 = (float)LuaDLL.lua_tonumber(L, 6);
                int   o    = obj.Raycast(arg0, arg1, arg2, arg3, arg4);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 7 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Collider2D), typeof(UnityEngine.Vector2), typeof(UnityEngine.RaycastHit2D[]), typeof(float), typeof(int), typeof(float), typeof(float)))
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.ToObject(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.CheckObjectArray <UnityEngine.RaycastHit2D>(L, 3);
                float arg2 = (float)LuaDLL.lua_tonumber(L, 4);
                int   arg3 = (int)LuaDLL.lua_tonumber(L, 5);
                float arg4 = (float)LuaDLL.lua_tonumber(L, 6);
                float arg5 = (float)LuaDLL.lua_tonumber(L, 7);
                int   o    = obj.Raycast(arg0, arg1, arg2, arg3, arg4, arg5);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Collider2D.Raycast"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #2
0
    static int Raycast(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 3)
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.CheckStructArray <UnityEngine.RaycastHit2D>(L, 3);
                int o = obj.Raycast(arg0, arg1);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 4 && TypeChecker.CheckTypes <UnityEngine.ContactFilter2D, UnityEngine.RaycastHit2D[]>(L, 3))
            {
                UnityEngine.Collider2D      obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Vector2         arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.ContactFilter2D arg1 = StackTraits <UnityEngine.ContactFilter2D> .To(L, 3);

                UnityEngine.RaycastHit2D[] arg2 = ToLua.ToStructArray <UnityEngine.RaycastHit2D>(L, 4);
                int o = obj.Raycast(arg0, arg1, arg2);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 4 && TypeChecker.CheckTypes <UnityEngine.RaycastHit2D[], float>(L, 3))
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.ToStructArray <UnityEngine.RaycastHit2D>(L, 3);
                float arg2 = (float)LuaDLL.lua_tonumber(L, 4);
                int   o    = obj.Raycast(arg0, arg1, arg2);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 5 && TypeChecker.CheckTypes <UnityEngine.ContactFilter2D, UnityEngine.RaycastHit2D[], float>(L, 3))
            {
                UnityEngine.Collider2D      obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Vector2         arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.ContactFilter2D arg1 = StackTraits <UnityEngine.ContactFilter2D> .To(L, 3);

                UnityEngine.RaycastHit2D[] arg2 = ToLua.ToStructArray <UnityEngine.RaycastHit2D>(L, 4);
                float arg3 = (float)LuaDLL.lua_tonumber(L, 5);
                int   o    = obj.Raycast(arg0, arg1, arg2, arg3);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 5 && TypeChecker.CheckTypes <UnityEngine.RaycastHit2D[], float, int>(L, 3))
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.ToStructArray <UnityEngine.RaycastHit2D>(L, 3);
                float arg2 = (float)LuaDLL.lua_tonumber(L, 4);
                int   arg3 = (int)LuaDLL.lua_tonumber(L, 5);
                int   o    = obj.Raycast(arg0, arg1, arg2, arg3);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 6)
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.CheckStructArray <UnityEngine.RaycastHit2D>(L, 3);
                float arg2 = (float)LuaDLL.luaL_checknumber(L, 4);
                int   arg3 = (int)LuaDLL.luaL_checknumber(L, 5);
                float arg4 = (float)LuaDLL.luaL_checknumber(L, 6);
                int   o    = obj.Raycast(arg0, arg1, arg2, arg3, arg4);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else if (count == 7)
            {
                UnityEngine.Collider2D     obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Vector2        arg0 = ToLua.ToVector2(L, 2);
                UnityEngine.RaycastHit2D[] arg1 = ToLua.CheckStructArray <UnityEngine.RaycastHit2D>(L, 3);
                float arg2 = (float)LuaDLL.luaL_checknumber(L, 4);
                int   arg3 = (int)LuaDLL.luaL_checknumber(L, 5);
                float arg4 = (float)LuaDLL.luaL_checknumber(L, 6);
                float arg5 = (float)LuaDLL.luaL_checknumber(L, 7);
                int   o    = obj.Raycast(arg0, arg1, arg2, arg3, arg4, arg5);
                LuaDLL.lua_pushinteger(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Collider2D.Raycast"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #3
0
 static public int Raycast(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
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 3)
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.RaycastHit2D[] a2;
             checkArray(l, 3, out a2);
             var ret = self.Raycast(a1, a2);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Vector2), typeof(UnityEngine.RaycastHit2D[]), typeof(float)))
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.RaycastHit2D[] a2;
             checkArray(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             var ret = self.Raycast(a1, a2, a3);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Vector2), typeof(UnityEngine.ContactFilter2D), typeof(UnityEngine.RaycastHit2D[])))
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.ContactFilter2D a2;
             checkValueType(l, 3, out a2);
             UnityEngine.RaycastHit2D[] a3;
             checkArray(l, 4, out a3);
             var ret = self.Raycast(a1, a2, a3);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Vector2), typeof(UnityEngine.RaycastHit2D[]), typeof(float), typeof(int)))
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.RaycastHit2D[] a2;
             checkArray(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             var ret = self.Raycast(a1, a2, a3, a4);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Vector2), typeof(UnityEngine.ContactFilter2D), typeof(UnityEngine.RaycastHit2D[]), typeof(float)))
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.ContactFilter2D a2;
             checkValueType(l, 3, out a2);
             UnityEngine.RaycastHit2D[] a3;
             checkArray(l, 4, out a3);
             System.Single a4;
             checkType(l, 5, out a4);
             var ret = self.Raycast(a1, a2, a3, a4);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 6)
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.RaycastHit2D[] a2;
             checkArray(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             System.Single a5;
             checkType(l, 6, out a5);
             var ret = self.Raycast(a1, a2, a3, a4, a5);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 7)
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.RaycastHit2D[] a2;
             checkArray(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             System.Single a5;
             checkType(l, 6, out a5);
             System.Single a6;
             checkType(l, 7, out a6);
             var ret = self.Raycast(a1, a2, a3, a4, a5, a6);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function Raycast to call");
         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 #4
0
 static public int Raycast(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 3)
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.RaycastHit2D[] a2;
             checkArray(l, 3, out a2);
             var ret = self.Raycast(a1, a2);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 4)
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.RaycastHit2D[] a2;
             checkArray(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             var ret = self.Raycast(a1, a2, a3);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 5)
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.RaycastHit2D[] a2;
             checkArray(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             var ret = self.Raycast(a1, a2, a3, a4);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 6)
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.RaycastHit2D[] a2;
             checkArray(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             System.Single a5;
             checkType(l, 6, out a5);
             var ret = self.Raycast(a1, a2, a3, a4, a5);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 7)
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.RaycastHit2D[] a2;
             checkArray(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             System.Single a5;
             checkType(l, 6, out a5);
             System.Single a6;
             checkType(l, 7, out a6);
             var ret = self.Raycast(a1, a2, a3, a4, a5, a6);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function Raycast to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #5
0
 static public int Raycast(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 3)
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.RaycastHit2D[] a2;
             checkType(l, 3, out a2);
             var ret = self.Raycast(a1, a2);
             pushValue(l, ret);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Vector2), typeof(UnityEngine.RaycastHit2D[]), typeof(float)))
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.RaycastHit2D[] a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             var ret = self.Raycast(a1, a2, a3);
             pushValue(l, ret);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Vector2), typeof(UnityEngine.ContactFilter2D), typeof(UnityEngine.RaycastHit2D[])))
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.ContactFilter2D a2;
             checkValueType(l, 3, out a2);
             UnityEngine.RaycastHit2D[] a3;
             checkType(l, 4, out a3);
             var ret = self.Raycast(a1, a2, a3);
             pushValue(l, ret);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Vector2), typeof(UnityEngine.RaycastHit2D[]), typeof(float), typeof(int)))
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.RaycastHit2D[] a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             var ret = self.Raycast(a1, a2, a3, a4);
             pushValue(l, ret);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Vector2), typeof(UnityEngine.ContactFilter2D), typeof(UnityEngine.RaycastHit2D[]), typeof(float)))
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.ContactFilter2D a2;
             checkValueType(l, 3, out a2);
             UnityEngine.RaycastHit2D[] a3;
             checkType(l, 4, out a3);
             System.Single a4;
             checkType(l, 5, out a4);
             var ret = self.Raycast(a1, a2, a3, a4);
             pushValue(l, ret);
             return(1);
         }
         else if (argc == 6)
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.RaycastHit2D[] a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             System.Single a5;
             checkType(l, 6, out a5);
             var ret = self.Raycast(a1, a2, a3, a4, a5);
             pushValue(l, ret);
             return(1);
         }
         else if (argc == 7)
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Vector2    a1;
             checkType(l, 2, out a1);
             UnityEngine.RaycastHit2D[] a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             System.Single a5;
             checkType(l, 6, out a5);
             System.Single a6;
             checkType(l, 7, out a6);
             var ret = self.Raycast(a1, a2, a3, a4, a5, a6);
             pushValue(l, ret);
             return(1);
         }
         return(error(l, "No matched override function to call"));
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #6
0
    static int QPYX_Raycast_YXQP(IntPtr L_YXQP)
    {
        try
        {
            int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP);
            if (QPYX_count_YXQP == 3)
            {
                UnityEngine.Collider2D     QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Vector2        QPYX_arg0_YXQP = ToLua.ToVector2(L_YXQP, 2);
                UnityEngine.RaycastHit2D[] QPYX_arg1_YXQP = ToLua.CheckStructArray <UnityEngine.RaycastHit2D>(L_YXQP, 3);
                int QPYX_o_YXQP = QPYX_obj_YXQP.Raycast(QPYX_arg0_YXQP, QPYX_arg1_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 4 && TypeChecker.CheckTypes <UnityEngine.RaycastHit2D[], float>(L_YXQP, 3))
            {
                UnityEngine.Collider2D     QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Vector2        QPYX_arg0_YXQP = ToLua.ToVector2(L_YXQP, 2);
                UnityEngine.RaycastHit2D[] QPYX_arg1_YXQP = ToLua.ToStructArray <UnityEngine.RaycastHit2D>(L_YXQP, 3);
                float QPYX_arg2_YXQP = (float)LuaDLL.lua_tonumber(L_YXQP, 4);
                int   QPYX_o_YXQP    = QPYX_obj_YXQP.Raycast(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 4 && TypeChecker.CheckTypes <UnityEngine.ContactFilter2D, UnityEngine.RaycastHit2D[]>(L_YXQP, 3))
            {
                UnityEngine.Collider2D      QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Vector2         QPYX_arg0_YXQP = ToLua.ToVector2(L_YXQP, 2);
                UnityEngine.ContactFilter2D QPYX_arg1_YXQP = StackTraits <UnityEngine.ContactFilter2D> .To(L_YXQP, 3);

                UnityEngine.RaycastHit2D[] QPYX_arg2_YXQP = ToLua.ToStructArray <UnityEngine.RaycastHit2D>(L_YXQP, 4);
                int QPYX_o_YXQP = QPYX_obj_YXQP.Raycast(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 5 && TypeChecker.CheckTypes <UnityEngine.RaycastHit2D[], float, int>(L_YXQP, 3))
            {
                UnityEngine.Collider2D     QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Vector2        QPYX_arg0_YXQP = ToLua.ToVector2(L_YXQP, 2);
                UnityEngine.RaycastHit2D[] QPYX_arg1_YXQP = ToLua.ToStructArray <UnityEngine.RaycastHit2D>(L_YXQP, 3);
                float QPYX_arg2_YXQP = (float)LuaDLL.lua_tonumber(L_YXQP, 4);
                int   QPYX_arg3_YXQP = (int)LuaDLL.lua_tonumber(L_YXQP, 5);
                int   QPYX_o_YXQP    = QPYX_obj_YXQP.Raycast(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP, QPYX_arg3_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 5 && TypeChecker.CheckTypes <UnityEngine.ContactFilter2D, UnityEngine.RaycastHit2D[], float>(L_YXQP, 3))
            {
                UnityEngine.Collider2D      QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Vector2         QPYX_arg0_YXQP = ToLua.ToVector2(L_YXQP, 2);
                UnityEngine.ContactFilter2D QPYX_arg1_YXQP = StackTraits <UnityEngine.ContactFilter2D> .To(L_YXQP, 3);

                UnityEngine.RaycastHit2D[] QPYX_arg2_YXQP = ToLua.ToStructArray <UnityEngine.RaycastHit2D>(L_YXQP, 4);
                float QPYX_arg3_YXQP = (float)LuaDLL.lua_tonumber(L_YXQP, 5);
                int   QPYX_o_YXQP    = QPYX_obj_YXQP.Raycast(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP, QPYX_arg3_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 6)
            {
                UnityEngine.Collider2D     QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Vector2        QPYX_arg0_YXQP = ToLua.ToVector2(L_YXQP, 2);
                UnityEngine.RaycastHit2D[] QPYX_arg1_YXQP = ToLua.CheckStructArray <UnityEngine.RaycastHit2D>(L_YXQP, 3);
                float QPYX_arg2_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 4);
                int   QPYX_arg3_YXQP = (int)LuaDLL.luaL_checknumber(L_YXQP, 5);
                float QPYX_arg4_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 6);
                int   QPYX_o_YXQP    = QPYX_obj_YXQP.Raycast(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP, QPYX_arg3_YXQP, QPYX_arg4_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 7)
            {
                UnityEngine.Collider2D     QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Vector2        QPYX_arg0_YXQP = ToLua.ToVector2(L_YXQP, 2);
                UnityEngine.RaycastHit2D[] QPYX_arg1_YXQP = ToLua.CheckStructArray <UnityEngine.RaycastHit2D>(L_YXQP, 3);
                float QPYX_arg2_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 4);
                int   QPYX_arg3_YXQP = (int)LuaDLL.luaL_checknumber(L_YXQP, 5);
                float QPYX_arg4_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 6);
                float QPYX_arg5_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 7);
                int   QPYX_o_YXQP    = QPYX_obj_YXQP.Raycast(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP, QPYX_arg3_YXQP, QPYX_arg4_YXQP, QPYX_arg5_YXQP);
                LuaDLL.lua_pushinteger(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.Collider2D.Raycast"));
            }
        }
        catch (Exception e_YXQP)                {
            return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
        }
    }