public SetFloats ( int nameID ) : void | ||
nameID | int | Property name ID, use Shader.PropertyToID to get it. |
return | void |
static public int SetFloats(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (matchType(l, argc, 2, typeof(int), typeof(System.Single[]))) { UnityEngine.ComputeShader self = (UnityEngine.ComputeShader)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); System.Single[] a2; checkParams(l, 3, out a2); self.SetFloats(a1, a2); pushValue(l, true); return(1); } else if (matchType(l, argc, 2, typeof(string), typeof(System.Single[]))) { UnityEngine.ComputeShader self = (UnityEngine.ComputeShader)checkSelf(l); System.String a1; checkType(l, 2, out a1); System.Single[] a2; checkParams(l, 3, out a2); self.SetFloats(a1, a2); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function SetFloats to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int SetFloats(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 int argc = LuaDLL.lua_gettop(l); if (matchType(l, argc, 2, typeof(int), typeof(System.Single[]))) { UnityEngine.ComputeShader self = (UnityEngine.ComputeShader)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); System.Single[] a2; checkParams(l, 3, out a2); self.SetFloats(a1, a2); pushValue(l, true); return(1); } else if (matchType(l, argc, 2, typeof(string), typeof(System.Single[]))) { UnityEngine.ComputeShader self = (UnityEngine.ComputeShader)checkSelf(l); System.String a1; checkType(l, 2, out a1); System.Single[] a2; checkParams(l, 3, out a2); self.SetFloats(a1, a2); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function SetFloats to call"); 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 SetFloats(IntPtr l) { try { UnityEngine.ComputeShader self = (UnityEngine.ComputeShader)checkSelf(l); System.String a1; checkType(l, 2, out a1); System.Single[] a2; checkParams(l, 3, out a2); self.SetFloats(a1, a2); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int SetFloats(IntPtr l) { try { UnityEngine.ComputeShader self = (UnityEngine.ComputeShader)checkSelf(l); System.String a1; checkType(l, 2, out a1); System.Single[] a2; checkParams(l, 3, out a2); self.SetFloats(a1, a2); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }