static int Release(IntPtr L)
    {
        try
        {
            ToLua.CheckArgsCount(L, 1);
            UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object> arg0 = StackTraits <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object> > .Check(L, 1);

            LuaAddressables.Release(arg0);
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
    static int LoadSceneAsync(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1)
            {
                object arg0 = ToLua.ToVarObject(L, 1);
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.LoadSceneAsync(arg0);
                ToLua.PushValue(L, o);
                return(1);
            }
            else if (count == 2)
            {
                object arg0 = ToLua.ToVarObject(L, 1);
                UnityEngine.SceneManagement.LoadSceneMode arg1 = (UnityEngine.SceneManagement.LoadSceneMode)ToLua.CheckObject(L, 2, typeof(UnityEngine.SceneManagement.LoadSceneMode));
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.LoadSceneAsync(arg0, arg1);
                ToLua.PushValue(L, o);
                return(1);
            }
            else if (count == 3)
            {
                object arg0 = ToLua.ToVarObject(L, 1);
                UnityEngine.SceneManagement.LoadSceneMode arg1 = (UnityEngine.SceneManagement.LoadSceneMode)ToLua.CheckObject(L, 2, typeof(UnityEngine.SceneManagement.LoadSceneMode));
                bool arg2 = LuaDLL.luaL_checkboolean(L, 3);
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.LoadSceneAsync(arg0, arg1, arg2);
                ToLua.PushValue(L, o);
                return(1);
            }
            else if (count == 4)
            {
                object arg0 = ToLua.ToVarObject(L, 1);
                UnityEngine.SceneManagement.LoadSceneMode arg1 = (UnityEngine.SceneManagement.LoadSceneMode)ToLua.CheckObject(L, 2, typeof(UnityEngine.SceneManagement.LoadSceneMode));
                bool arg2 = LuaDLL.luaL_checkboolean(L, 3);
                int  arg3 = (int)LuaDLL.luaL_checknumber(L, 4);
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.LoadSceneAsync(arg0, arg1, arg2, arg3);
                ToLua.PushValue(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: LuaAddressables.LoadSceneAsync"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
 static int LoadAssetAsync(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         object arg0 = ToLua.ToVarObject(L, 1);
         UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object> o = LuaAddressables.LoadAssetAsync(arg0);
         ToLua.PushValue(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
    static int UnloadSceneAsync(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1 && TypeChecker.CheckTypes <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> >(L, 1))
            {
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> arg0 = StackTraits <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> > .To(L, 1);

                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.UnloadSceneAsync(arg0);
                ToLua.PushValue(L, o);
                return(1);
            }
            else if (count == 1 && TypeChecker.CheckTypes <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle>(L, 1))
            {
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle arg0 = StackTraits <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle> .To(L, 1);

                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.UnloadSceneAsync(arg0);
                ToLua.PushValue(L, o);
                return(1);
            }
            else if (count == 1 && TypeChecker.CheckTypes <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>(L, 1))
            {
                UnityEngine.ResourceManagement.ResourceProviders.SceneInstance arg0 = StackTraits <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> .To(L, 1);

                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.UnloadSceneAsync(arg0);
                ToLua.PushValue(L, o);
                return(1);
            }
            else if (count == 2 && TypeChecker.CheckTypes <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>, bool>(L, 1))
            {
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> arg0 = StackTraits <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> > .To(L, 1);

                bool arg1 = LuaDLL.lua_toboolean(L, 2);
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.UnloadSceneAsync(arg0, arg1);
                ToLua.PushValue(L, o);
                return(1);
            }
            else if (count == 2 && TypeChecker.CheckTypes <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle, bool>(L, 1))
            {
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle arg0 = StackTraits <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle> .To(L, 1);

                bool arg1 = LuaDLL.lua_toboolean(L, 2);
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.UnloadSceneAsync(arg0, arg1);
                ToLua.PushValue(L, o);
                return(1);
            }
            else if (count == 2 && TypeChecker.CheckTypes <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance, bool>(L, 1))
            {
                UnityEngine.ResourceManagement.ResourceProviders.SceneInstance arg0 = StackTraits <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> .To(L, 1);

                bool arg1 = LuaDLL.lua_toboolean(L, 2);
                UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> o = LuaAddressables.UnloadSceneAsync(arg0, arg1);
                ToLua.PushValue(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: LuaAddressables.UnloadSceneAsync"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }