/// <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.PhysicsRaycaster physicsRaycaster = (UnityEngine.EventSystems.PhysicsRaycaster)value;
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "eventMask":
                    physicsRaycaster.eventMask = reader.ReadProperty <UnityEngine.LayerMask> ();
                    break;

                case "useGUILayout":
                    physicsRaycaster.useGUILayout = reader.ReadProperty <System.Boolean> ();
                    break;

                case "enabled":
                    physicsRaycaster.enabled = reader.ReadProperty <System.Boolean> ();
                    break;

                case "tag":
                    physicsRaycaster.tag = reader.ReadProperty <System.String> ();
                    break;

                case "name":
                    physicsRaycaster.name = reader.ReadProperty <System.String> ();
                    break;

                case "hideFlags":
                    physicsRaycaster.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> ();
                    break;
                }
            }
        }
 public override void ReadFrom(object obj)
 {
     base.ReadFrom(obj);
     if (obj == null)
     {
         return;
     }
     UnityEngine.EventSystems.PhysicsRaycaster o = (UnityEngine.EventSystems.PhysicsRaycaster)obj;
     eventMask = o.eventMask;
 }
 /// <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.PhysicsRaycaster physicsRaycaster = (UnityEngine.EventSystems.PhysicsRaycaster)value;
     writer.WriteProperty("eventMask", physicsRaycaster.eventMask);
     writer.WriteProperty("useGUILayout", physicsRaycaster.useGUILayout);
     writer.WriteProperty("enabled", physicsRaycaster.enabled);
     writer.WriteProperty("tag", physicsRaycaster.tag);
     writer.WriteProperty("name", physicsRaycaster.name);
     writer.WriteProperty("hideFlags", physicsRaycaster.hideFlags);
 }
 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.EventSystems.PhysicsRaycaster o = (UnityEngine.EventSystems.PhysicsRaycaster)obj;
     o.eventMask = eventMask;
     return(o);
 }
예제 #5
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        static int _g_get_depth(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                UnityEngine.EventSystems.PhysicsRaycaster __cl_gen_to_be_invoked = (UnityEngine.EventSystems.PhysicsRaycaster)translator.FastGetCSObj(L, 1);
                LuaAPI.xlua_pushinteger(L, __cl_gen_to_be_invoked.depth);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(1);
        }
예제 #6
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        static int _s_set_eventMask(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                UnityEngine.EventSystems.PhysicsRaycaster __cl_gen_to_be_invoked = (UnityEngine.EventSystems.PhysicsRaycaster)translator.FastGetCSObj(L, 1);
                UnityEngine.LayerMask __cl_gen_value; translator.Get(L, 2, out __cl_gen_value);
                __cl_gen_to_be_invoked.eventMask = __cl_gen_value;
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(0);
        }
        static StackObject *get_eventCamera_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.EventSystems.PhysicsRaycaster instance_of_this_method = (UnityEngine.EventSystems.PhysicsRaycaster) typeof(UnityEngine.EventSystems.PhysicsRaycaster).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = instance_of_this_method.eventCamera;

            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
        static StackObject *get_finalEventMask_2(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 1);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.EventSystems.PhysicsRaycaster instance_of_this_method = (UnityEngine.EventSystems.PhysicsRaycaster) typeof(UnityEngine.EventSystems.PhysicsRaycaster).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            var result_of_this_method = instance_of_this_method.finalEventMask;

            __ret->ObjectType = ObjectTypes.Integer;
            __ret->Value      = result_of_this_method;
            return(__ret + 1);
        }
        static StackObject *set_maxRayIntersections_6(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.Int32 @value = ptr_of_this_method->Value;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.EventSystems.PhysicsRaycaster instance_of_this_method = (UnityEngine.EventSystems.PhysicsRaycaster) typeof(UnityEngine.EventSystems.PhysicsRaycaster).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.maxRayIntersections = value;

            return(__ret);
        }
        static StackObject *set_eventMask_4(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, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.LayerMask @value = (UnityEngine.LayerMask) typeof(UnityEngine.LayerMask).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.PhysicsRaycaster instance_of_this_method = (UnityEngine.EventSystems.PhysicsRaycaster) typeof(UnityEngine.EventSystems.PhysicsRaycaster).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.eventMask = value;

            return(__ret);
        }
        static StackObject *Raycast_7(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.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.PhysicsRaycaster instance_of_this_method = (UnityEngine.EventSystems.PhysicsRaycaster) typeof(UnityEngine.EventSystems.PhysicsRaycaster).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.Raycast(@eventData, @resultAppendList);

            return(__ret);
        }
예제 #12
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        static int _m_Raycast(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            UnityEngine.EventSystems.PhysicsRaycaster __cl_gen_to_be_invoked = (UnityEngine.EventSystems.PhysicsRaycaster)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.PhysicsRaycaster physicsRaycaster = SaveGameType.CreateComponent <UnityEngine.EventSystems.PhysicsRaycaster> ();
     ReadInto(physicsRaycaster, reader);
     return(physicsRaycaster);
 }