/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.EventSystems.Physics2DRaycaster physics2DRaycaster = (UnityEngine.EventSystems.Physics2DRaycaster)value; foreach (string property in reader.Properties) { switch (property) { case "eventMask": physics2DRaycaster.eventMask = reader.ReadProperty <UnityEngine.LayerMask> (); break; case "useGUILayout": physics2DRaycaster.useGUILayout = reader.ReadProperty <System.Boolean> (); break; case "enabled": physics2DRaycaster.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": physics2DRaycaster.tag = reader.ReadProperty <System.String> (); break; case "name": physics2DRaycaster.name = reader.ReadProperty <System.String> (); break; case "hideFlags": physics2DRaycaster.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.EventSystems.Physics2DRaycaster physics2DRaycaster = (UnityEngine.EventSystems.Physics2DRaycaster)value; writer.WriteProperty("eventMask", physics2DRaycaster.eventMask); writer.WriteProperty("useGUILayout", physics2DRaycaster.useGUILayout); writer.WriteProperty("enabled", physics2DRaycaster.enabled); writer.WriteProperty("tag", physics2DRaycaster.tag); writer.WriteProperty("name", physics2DRaycaster.name); writer.WriteProperty("hideFlags", physics2DRaycaster.hideFlags); }
static StackObject *Raycast_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 3); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); System.Collections.Generic.List <UnityEngine.EventSystems.RaycastResult> @resultAppendList = (System.Collections.Generic.List <UnityEngine.EventSystems.RaycastResult>) typeof(System.Collections.Generic.List <UnityEngine.EventSystems.RaycastResult>).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); ptr_of_this_method = ILIntepreter.Minus(__esp, 2); UnityEngine.EventSystems.PointerEventData @eventData = (UnityEngine.EventSystems.PointerEventData) typeof(UnityEngine.EventSystems.PointerEventData).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); ptr_of_this_method = ILIntepreter.Minus(__esp, 3); UnityEngine.EventSystems.Physics2DRaycaster instance_of_this_method = (UnityEngine.EventSystems.Physics2DRaycaster) typeof(UnityEngine.EventSystems.Physics2DRaycaster).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); instance_of_this_method.Raycast(@eventData, @resultAppendList); return(__ret); }
static int _m_Raycast(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); UnityEngine.EventSystems.Physics2DRaycaster __cl_gen_to_be_invoked = (UnityEngine.EventSystems.Physics2DRaycaster)translator.FastGetCSObj(L, 1); try { { UnityEngine.EventSystems.PointerEventData eventData = (UnityEngine.EventSystems.PointerEventData)translator.GetObject(L, 2, typeof(UnityEngine.EventSystems.PointerEventData)); System.Collections.Generic.List <UnityEngine.EventSystems.RaycastResult> resultAppendList = (System.Collections.Generic.List <UnityEngine.EventSystems.RaycastResult>)translator.GetObject(L, 3, typeof(System.Collections.Generic.List <UnityEngine.EventSystems.RaycastResult>)); __cl_gen_to_be_invoked.Raycast(eventData, resultAppendList); return(0); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.EventSystems.Physics2DRaycaster physics2DRaycaster = SaveGameType.CreateComponent <UnityEngine.EventSystems.Physics2DRaycaster> (); ReadInto(physics2DRaycaster, reader); return(physics2DRaycaster); }