예제 #1
0
        static StackObject *OnStateIK_11(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, 5);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.Experimental.Director.AnimatorControllerPlayable controller = (UnityEngine.Experimental.Director.AnimatorControllerPlayable) typeof(UnityEngine.Experimental.Director.AnimatorControllerPlayable).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);
            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            System.Int32 layerIndex = ptr_of_this_method->Value;
            ptr_of_this_method = ILIntepreter.Minus(__esp, 3);
            UnityEngine.AnimatorStateInfo stateInfo = (UnityEngine.AnimatorStateInfo) typeof(UnityEngine.AnimatorStateInfo).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);
            ptr_of_this_method = ILIntepreter.Minus(__esp, 4);
            UnityEngine.Animator animator = (UnityEngine.Animator) typeof(UnityEngine.Animator).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);
            ptr_of_this_method = ILIntepreter.Minus(__esp, 5);
            UnityEngine.StateMachineBehaviour instance_of_this_method;
            instance_of_this_method = (UnityEngine.StateMachineBehaviour) typeof(UnityEngine.StateMachineBehaviour).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.OnStateIK(animator, stateInfo, layerIndex, controller);

            return(__ret);
        }
예제 #2
0
        static int _m_OnStateUpdate(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            UnityEngine.StateMachineBehaviour __cl_gen_to_be_invoked = (UnityEngine.StateMachineBehaviour)translator.FastGetCSObj(L, 1);


            int __gen_param_count = LuaAPI.lua_gettop(L);

            try {
                if (__gen_param_count == 4 && translator.Assignable <UnityEngine.Animator>(L, 2) && translator.Assignable <UnityEngine.AnimatorStateInfo>(L, 3) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
                {
                    UnityEngine.Animator          animator = (UnityEngine.Animator)translator.GetObject(L, 2, typeof(UnityEngine.Animator));
                    UnityEngine.AnimatorStateInfo stateInfo; translator.Get(L, 3, out stateInfo);
                    int layerIndex = LuaAPI.xlua_tointeger(L, 4);

                    __cl_gen_to_be_invoked.OnStateUpdate(animator, stateInfo, layerIndex);



                    return(0);
                }
                if (__gen_param_count == 5 && translator.Assignable <UnityEngine.Animator>(L, 2) && translator.Assignable <UnityEngine.AnimatorStateInfo>(L, 3) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4) && translator.Assignable <UnityEngine.Experimental.Director.AnimatorControllerPlayable>(L, 5))
                {
                    UnityEngine.Animator          animator = (UnityEngine.Animator)translator.GetObject(L, 2, typeof(UnityEngine.Animator));
                    UnityEngine.AnimatorStateInfo stateInfo; translator.Get(L, 3, out stateInfo);
                    int layerIndex = LuaAPI.xlua_tointeger(L, 4);
                    UnityEngine.Experimental.Director.AnimatorControllerPlayable controller = (UnityEngine.Experimental.Director.AnimatorControllerPlayable)translator.GetObject(L, 5, typeof(UnityEngine.Experimental.Director.AnimatorControllerPlayable));

                    __cl_gen_to_be_invoked.OnStateUpdate(animator, stateInfo, layerIndex, controller);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.StateMachineBehaviour.OnStateUpdate!"));
        }