static StackObject *Ctor_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *__ret = ILIntepreter.Minus(__esp, 0); var result_of_this_method = new UnityEngine.Networking.Types.NetworkAccessToken(); return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method)); }
static StackObject *Ctor_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); System.String strArray = (System.String) typeof(System.String).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); var result_of_this_method = new UnityEngine.Networking.Types.NetworkAccessToken(strArray); return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method)); }
static StackObject *SetAccessTokenForNetwork_1(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); UnityEngine.Networking.Types.NetworkAccessToken accessToken = (UnityEngine.Networking.Types.NetworkAccessToken) typeof(UnityEngine.Networking.Types.NetworkAccessToken).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); ptr_of_this_method = ILIntepreter.Minus(__esp, 2); UnityEngine.Networking.Types.NetworkID netId = (UnityEngine.Networking.Types.NetworkID) typeof(UnityEngine.Networking.Types.NetworkID).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); UnityEngine.Networking.Utility.SetAccessTokenForNetwork(netId, accessToken); return(__ret); }
static void set_array_0(ref object o, object v) { UnityEngine.Networking.Types.NetworkAccessToken _o = (UnityEngine.Networking.Types.NetworkAccessToken)o; _o.array = (System.Byte[])v; }