Suspends the coroutine execution until the supplied delegate evaluates to false.

상속: CustomYieldInstruction
 static public int constructor(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.WaitWhile        o;
         System.Func <System.Boolean> a1;
         checkDelegate(l, 2, out a1);
         o = new UnityEngine.WaitWhile(a1);
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
 static public int get_keepWaiting(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.WaitWhile self = (UnityEngine.WaitWhile)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.keepWaiting);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
예제 #3
0
// fields

// properties
    static void WaitWhile_keepWaiting(JSVCall vc)
    {
        UnityEngine.WaitWhile _this = (UnityEngine.WaitWhile)vc.csObj;
        var result = _this.keepWaiting;

        JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result));
    }
예제 #4
0
 static public int get_keepWaiting(IntPtr l)
 {
     try {
         UnityEngine.WaitWhile self = (UnityEngine.WaitWhile)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.keepWaiting);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
	static public int constructor(IntPtr l) {
		try {
			UnityEngine.WaitWhile o;
			System.Func<System.Boolean> a1;
			LuaDelegation.checkDelegate(l,2,out a1);
			o=new UnityEngine.WaitWhile(a1);
			pushValue(l,true);
			pushValue(l,o);
			return 2;
		}
		catch(Exception e) {
			return error(l,e);
		}
	}
예제 #6
0
 static public int ctor_s(IntPtr l)
 {
     try {
         UnityEngine.WaitWhile        o;
         System.Func <System.Boolean> a1;
         LuaDelegation.checkDelegate(l, 1, out a1);
         o = new UnityEngine.WaitWhile(a1);
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #7
0
        /// <summary>
        /// Set the next instruction to be a WaitWhile yield instruction.
        /// </summary>
        /// <param name="func"></param>
        /// <returns>The FCBuilder on which this was called.</returns>
        /// <remarks>
        /// See the Unity Scripting API documentation on WaitWhile for more information.
        /// </remarks>
        public FCBuilder WaitWhile(Func <bool> func)
        {
            CustomYieldInstruction yieldInstruction = new UnityEngine.WaitWhile(func);

            return(Yield(() => new WaitWhile(func)));
        }