static int AddCommandBuffer(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 3 && TypeChecker.CheckTypes <UnityEngine.Light, UnityEngine.Rendering.LightEvent, UnityEngine.Rendering.CommandBuffer>(L, 1))
            {
                UnityEngine.Light obj = (UnityEngine.Light)ToLua.ToObject(L, 1);
                UnityEngine.Rendering.LightEvent    arg0 = (UnityEngine.Rendering.LightEvent)ToLua.ToObject(L, 2);
                UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.ToObject(L, 3);
                obj.AddCommandBuffer(arg0, arg1);
                return(0);
            }
            else if (count == 4 && TypeChecker.CheckTypes <UnityEngine.Light, UnityEngine.Rendering.LightEvent, UnityEngine.Rendering.CommandBuffer, UnityEngine.Rendering.ShadowMapPass>(L, 1))
            {
                UnityEngine.Light obj = (UnityEngine.Light)ToLua.ToObject(L, 1);
                UnityEngine.Rendering.LightEvent    arg0 = (UnityEngine.Rendering.LightEvent)ToLua.ToObject(L, 2);
                UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.ToObject(L, 3);
                UnityEngine.Rendering.ShadowMapPass arg2 = (UnityEngine.Rendering.ShadowMapPass)ToLua.ToObject(L, 4);
                obj.AddCommandBuffer(arg0, arg1, arg2);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Light.AddCommandBuffer"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
예제 #2
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    static int AddCommandBufferAsync(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 4)
            {
                UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject(L, 1, typeof(UnityEngine.Light));
                UnityEngine.Rendering.LightEvent       arg0 = (UnityEngine.Rendering.LightEvent)ToLua.CheckObject(L, 2, typeof(UnityEngine.Rendering.LightEvent));
                UnityEngine.Rendering.CommandBuffer    arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.CheckObject <UnityEngine.Rendering.CommandBuffer>(L, 3);
                UnityEngine.Rendering.ComputeQueueType arg2 = (UnityEngine.Rendering.ComputeQueueType)ToLua.CheckObject(L, 4, typeof(UnityEngine.Rendering.ComputeQueueType));
                obj.AddCommandBufferAsync(arg0, arg1, arg2);
                return(0);
            }
            else if (count == 5)
            {
                UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject(L, 1, typeof(UnityEngine.Light));
                UnityEngine.Rendering.LightEvent       arg0 = (UnityEngine.Rendering.LightEvent)ToLua.CheckObject(L, 2, typeof(UnityEngine.Rendering.LightEvent));
                UnityEngine.Rendering.CommandBuffer    arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.CheckObject <UnityEngine.Rendering.CommandBuffer>(L, 3);
                UnityEngine.Rendering.ShadowMapPass    arg2 = (UnityEngine.Rendering.ShadowMapPass)ToLua.CheckObject(L, 4, typeof(UnityEngine.Rendering.ShadowMapPass));
                UnityEngine.Rendering.ComputeQueueType arg3 = (UnityEngine.Rendering.ComputeQueueType)ToLua.CheckObject(L, 5, typeof(UnityEngine.Rendering.ComputeQueueType));
                obj.AddCommandBufferAsync(arg0, arg1, arg2, arg3);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Light.AddCommandBufferAsync"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
예제 #3
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    static int AddCommandBuffer(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 3)
            {
                UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject(L, 1, typeof(UnityEngine.Light));
                UnityEngine.Rendering.LightEvent    arg0 = (UnityEngine.Rendering.LightEvent)LuaDLL.luaL_checknumber(L, 2);
                UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.CheckObject(L, 3, typeof(UnityEngine.Rendering.CommandBuffer));
                obj.AddCommandBuffer(arg0, arg1);
                return(0);
            }
            else if (count == 4)
            {
                UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject(L, 1, typeof(UnityEngine.Light));
                UnityEngine.Rendering.LightEvent    arg0 = (UnityEngine.Rendering.LightEvent)LuaDLL.luaL_checknumber(L, 2);
                UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.CheckObject(L, 3, typeof(UnityEngine.Rendering.CommandBuffer));
                UnityEngine.Rendering.ShadowMapPass arg2 = (UnityEngine.Rendering.ShadowMapPass)LuaDLL.luaL_checknumber(L, 4);
                obj.AddCommandBuffer(arg0, arg1, arg2);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Light.AddCommandBuffer"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
예제 #4
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    static int AddCommandBuffer(IntPtr L)
    {
        int count = LuaDLL.lua_gettop(L);

        if (count == 3)
        {
            Light obj = (Light)LuaScriptMgr.GetUnityObjectSelf(L, 1, "Light");
            UnityEngine.Rendering.LightEvent    arg0 = (UnityEngine.Rendering.LightEvent)LuaScriptMgr.GetNetObject(L, 2, typeof(UnityEngine.Rendering.LightEvent));
            UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)LuaScriptMgr.GetNetObject(L, 3, typeof(UnityEngine.Rendering.CommandBuffer));
            obj.AddCommandBuffer(arg0, arg1);
            return(0);
        }
        else if (count == 4)
        {
            Light obj = (Light)LuaScriptMgr.GetUnityObjectSelf(L, 1, "Light");
            UnityEngine.Rendering.LightEvent    arg0 = (UnityEngine.Rendering.LightEvent)LuaScriptMgr.GetNetObject(L, 2, typeof(UnityEngine.Rendering.LightEvent));
            UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)LuaScriptMgr.GetNetObject(L, 3, typeof(UnityEngine.Rendering.CommandBuffer));
            UnityEngine.Rendering.ShadowMapPass arg2 = (UnityEngine.Rendering.ShadowMapPass)LuaScriptMgr.GetNetObject(L, 4, typeof(UnityEngine.Rendering.ShadowMapPass));
            obj.AddCommandBuffer(arg0, arg1, arg2);
            return(0);
        }
        else
        {
            LuaDLL.luaL_error(L, "invalid arguments to method: Light.AddCommandBuffer");
        }

        return(0);
    }
예제 #5
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    static int RemoveCommandBuffers(IntPtr L)
    {
        LuaScriptMgr.CheckArgsCount(L, 2);
        Light obj = (Light)LuaScriptMgr.GetUnityObjectSelf(L, 1, "Light");

        UnityEngine.Rendering.LightEvent arg0 = (UnityEngine.Rendering.LightEvent)LuaScriptMgr.GetNetObject(L, 2, typeof(UnityEngine.Rendering.LightEvent));
        obj.RemoveCommandBuffers(arg0);
        return(0);
    }
예제 #6
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    static int GetCommandBuffers(IntPtr L)
    {
        LuaScriptMgr.CheckArgsCount(L, 2);
        Light obj = (Light)LuaScriptMgr.GetUnityObjectSelf(L, 1, "Light");

        UnityEngine.Rendering.LightEvent      arg0 = (UnityEngine.Rendering.LightEvent)LuaScriptMgr.GetNetObject(L, 2, typeof(UnityEngine.Rendering.LightEvent));
        UnityEngine.Rendering.CommandBuffer[] o    = obj.GetCommandBuffers(arg0);
        LuaScriptMgr.PushArray(L, o);
        return(1);
    }
예제 #7
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    static int AddCommandBuffer(IntPtr L)
    {
        LuaScriptMgr.CheckArgsCount(L, 3);
        Light obj = (Light)LuaScriptMgr.GetUnityObjectSelf(L, 1, "Light");

        UnityEngine.Rendering.LightEvent    arg0 = (UnityEngine.Rendering.LightEvent)LuaScriptMgr.GetNetObject(L, 2, typeof(UnityEngine.Rendering.LightEvent));
        UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)LuaScriptMgr.GetNetObject(L, 3, typeof(UnityEngine.Rendering.CommandBuffer));
        obj.AddCommandBuffer(arg0, arg1);
        return(0);
    }
 static int RemoveCommandBuffers(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject(L, 1, typeof(UnityEngine.Light));
         UnityEngine.Rendering.LightEvent arg0 = (UnityEngine.Rendering.LightEvent)ToLua.CheckObject(L, 2, typeof(UnityEngine.Rendering.LightEvent));
         obj.RemoveCommandBuffers(arg0);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
 static int AddCommandBuffer(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 3);
         UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject(L, 1, typeof(UnityEngine.Light));
         UnityEngine.Rendering.LightEvent    arg0 = (UnityEngine.Rendering.LightEvent)ToLua.CheckObject(L, 2, typeof(UnityEngine.Rendering.LightEvent));
         UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.CheckObject(L, 3, typeof(UnityEngine.Rendering.CommandBuffer));
         obj.AddCommandBuffer(arg0, arg1);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
 static int RemoveCommandBuffer(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 3);
         UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject <UnityEngine.Light>(L, 1);
         UnityEngine.Rendering.LightEvent    arg0 = (UnityEngine.Rendering.LightEvent)ToLua.CheckObject(L, 2, TypeTraits <UnityEngine.Rendering.LightEvent> .type);
         UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.CheckObject <UnityEngine.Rendering.CommandBuffer>(L, 3);
         obj.RemoveCommandBuffer(arg0, arg1);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
예제 #11
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 static int GetCommandBuffers(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         var obj = (UnityEngine.Light)ToLua.CheckObject(L, 1, typeof(UnityEngine.Light));
         UnityEngine.Rendering.LightEvent arg0 = (UnityEngine.Rendering.LightEvent)LuaDLL.luaL_checknumber(L, 2);
         var o = obj.GetCommandBuffers(arg0);
         ToLua.Push(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
 static int GetCommandBuffers(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject <UnityEngine.Light>(L, 1);
         UnityEngine.Rendering.LightEvent      arg0 = (UnityEngine.Rendering.LightEvent)ToLua.CheckObject(L, 2, TypeTraits <UnityEngine.Rendering.LightEvent> .type);
         UnityEngine.Rendering.CommandBuffer[] o    = obj.GetCommandBuffers(arg0);
         ToLua.Push(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
예제 #13
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    static int AddCommandBuffer0(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            var obj = (UnityEngine.Light)ToLua.ToObject(L, 1);
            UnityEngine.Rendering.LightEvent    arg0 = (UnityEngine.Rendering.LightEvent)LuaDLL.lua_tonumber(L, 2);
            UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.ToObject(L, 3);
            obj.AddCommandBuffer(arg0, arg1);
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
예제 #14
0
    static int RemoveCommandBuffers(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.Light.RemoveCommandBuffers");
#endif
        try
        {
            ToLua.CheckArgsCount(L, 2);
            UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject(L, 1, typeof(UnityEngine.Light));
            UnityEngine.Rendering.LightEvent arg0 = (UnityEngine.Rendering.LightEvent)ToLua.CheckObject(L, 2, typeof(UnityEngine.Rendering.LightEvent));
            obj.RemoveCommandBuffers(arg0);
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
예제 #15
0
    static int AddCommandBufferAsync1(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            var obj = (UnityEngine.Light)ToLua.ToObject(L, 1);
            UnityEngine.Rendering.LightEvent       arg0 = (UnityEngine.Rendering.LightEvent)LuaDLL.lua_tonumber(L, 2);
            UnityEngine.Rendering.CommandBuffer    arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.ToObject(L, 3);
            UnityEngine.Rendering.ShadowMapPass    arg2 = (UnityEngine.Rendering.ShadowMapPass)LuaDLL.lua_tonumber(L, 4);
            UnityEngine.Rendering.ComputeQueueType arg3 = (UnityEngine.Rendering.ComputeQueueType)LuaDLL.lua_tonumber(L, 5);
            obj.AddCommandBufferAsync(arg0, arg1, arg2, arg3);
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
예제 #16
0
    static int AddCommandBuffer(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.Light.Register");
#endif
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 3)
            {
                UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject(L, 1, typeof(UnityEngine.Light));
                UnityEngine.Rendering.LightEvent    arg0 = (UnityEngine.Rendering.LightEvent)ToLua.CheckObject(L, 2, typeof(UnityEngine.Rendering.LightEvent));
                UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.CheckObject(L, 3, typeof(UnityEngine.Rendering.CommandBuffer));
                obj.AddCommandBuffer(arg0, arg1);
                return(0);
            }
            else if (count == 4)
            {
                UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject(L, 1, typeof(UnityEngine.Light));
                UnityEngine.Rendering.LightEvent    arg0 = (UnityEngine.Rendering.LightEvent)ToLua.CheckObject(L, 2, typeof(UnityEngine.Rendering.LightEvent));
                UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.CheckObject(L, 3, typeof(UnityEngine.Rendering.CommandBuffer));
                UnityEngine.Rendering.ShadowMapPass arg2 = (UnityEngine.Rendering.ShadowMapPass)ToLua.CheckObject(L, 4, typeof(UnityEngine.Rendering.ShadowMapPass));
                obj.AddCommandBuffer(arg0, arg1, arg2);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Light.AddCommandBuffer"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
 public void AddCommandBufferAsync(UnityEngine.Rendering.LightEvent evt, UnityEngine.Rendering.CommandBuffer buffer, UnityEngine.Rendering.ComputeQueueType queueType)
 {
     AddCommandBufferAsync(evt, buffer, UnityEngine.Rendering.ShadowMapPass.All, queueType);
 }
예제 #18
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 private void AddCommandBuffer(UnityEngine.Rendering.LightEvent lightEvent)
 {
     this.usedLightEvent = lightEvent;
     this.lightEventHandler.LightComponent.AddCommandBuffer(this.usedLightEvent, this.commandBuffer);
 }
 extern public UnityEngine.Rendering.CommandBuffer[] GetCommandBuffers(UnityEngine.Rendering.LightEvent evt);
 extern public void RemoveCommandBuffers(UnityEngine.Rendering.LightEvent evt);
 extern public void RemoveCommandBuffer(UnityEngine.Rendering.LightEvent evt, UnityEngine.Rendering.CommandBuffer buffer);
 extern public void AddCommandBufferAsync(UnityEngine.Rendering.LightEvent evt, UnityEngine.Rendering.CommandBuffer buffer, UnityEngine.Rendering.ShadowMapPass shadowPassMask, UnityEngine.Rendering.ComputeQueueType queueType);
 extern public void AddCommandBuffer(UnityEngine.Rendering.LightEvent evt, UnityEngine.Rendering.CommandBuffer buffer, UnityEngine.Rendering.ShadowMapPass shadowPassMask);
 public void AddCommandBuffer(UnityEngine.Rendering.LightEvent evt, UnityEngine.Rendering.CommandBuffer buffer)
 {
     AddCommandBuffer(evt, buffer, UnityEngine.Rendering.ShadowMapPass.All);
 }