Suspends the coroutine execution for the given amount of seconds using unscaled time.
static public int set_waitTime(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.WaitForSecondsRealtime self = (UnityEngine.WaitForSecondsRealtime)checkSelf(l); float v; checkType(l, 2, out v); self.waitTime = v; pushValue(l, true); return(1); } 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 }
static public int constructor(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.WaitForSecondsRealtime o; System.Single a1; checkType(l, 2, out a1); o = new UnityEngine.WaitForSecondsRealtime(a1); pushValue(l, true); pushValue(l, o); 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 }
static public int get_keepWaiting(IntPtr l) { try { UnityEngine.WaitForSecondsRealtime self = (UnityEngine.WaitForSecondsRealtime)checkSelf(l); pushValue(l, true); pushValue(l, self.keepWaiting); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_waitTime(IntPtr l) { try { UnityEngine.WaitForSecondsRealtime self = (UnityEngine.WaitForSecondsRealtime)checkSelf(l); float v; checkType(l, 2, out v); self.waitTime = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.WaitForSecondsRealtime o; System.Single a1; checkType(l, 2, out a1); o = new UnityEngine.WaitForSecondsRealtime(a1); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }