static int _m_SetTriggerParticles(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); UnityEngine.ParticleSystem __cl_gen_to_be_invoked = (UnityEngine.ParticleSystem)translator.FastGetCSObj(L, 1); int __gen_param_count = LuaAPI.lua_gettop(L); try { if (__gen_param_count == 3 && translator.Assignable <UnityEngine.ParticleSystemTriggerEventType>(L, 2) && translator.Assignable <System.Collections.Generic.List <UnityEngine.ParticleSystem.Particle> >(L, 3)) { UnityEngine.ParticleSystemTriggerEventType type; translator.Get(L, 2, out type); System.Collections.Generic.List <UnityEngine.ParticleSystem.Particle> particles = (System.Collections.Generic.List <UnityEngine.ParticleSystem.Particle>)translator.GetObject(L, 3, typeof(System.Collections.Generic.List <UnityEngine.ParticleSystem.Particle>)); __cl_gen_to_be_invoked.SetTriggerParticles(type, particles); return(0); } if (__gen_param_count == 5 && translator.Assignable <UnityEngine.ParticleSystemTriggerEventType>(L, 2) && translator.Assignable <System.Collections.Generic.List <UnityEngine.ParticleSystem.Particle> >(L, 3) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)) { UnityEngine.ParticleSystemTriggerEventType type; translator.Get(L, 2, out type); System.Collections.Generic.List <UnityEngine.ParticleSystem.Particle> particles = (System.Collections.Generic.List <UnityEngine.ParticleSystem.Particle>)translator.GetObject(L, 3, typeof(System.Collections.Generic.List <UnityEngine.ParticleSystem.Particle>)); int offset = LuaAPI.xlua_tointeger(L, 4); int count = LuaAPI.xlua_tointeger(L, 5); __cl_gen_to_be_invoked.SetTriggerParticles(type, particles, offset, count); 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.ParticleSystem.SetTriggerParticles!")); }
static public int SetTriggerParticles__ParticleSystem__ParticleSystemTriggerEventType__List_1_Particle(IntPtr l) { try { UnityEngine.ParticleSystem self = (UnityEngine.ParticleSystem)checkSelf(l); UnityEngine.ParticleSystemTriggerEventType a2; checkEnum(l, 2, out a2); System.Collections.Generic.List <UnityEngine.ParticleSystem.Particle> a3; checkType(l, 3, out a3); self.SetTriggerParticles(a2, a3); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }