Пример #1
0
        static int _m_StartFollowOffset(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.Sprite __cl_gen_to_be_invoked = (Game.Sprite)translator.FastGetCSObj(L, 1);



                {
                    Game.ObjBase obj = (Game.ObjBase)translator.GetObject(L, 2, typeof(Game.ObjBase));
                    float        x   = (float)LuaAPI.lua_tonumber(L, 3);
                    float        y   = (float)LuaAPI.lua_tonumber(L, 4);
                    float        z   = (float)LuaAPI.lua_tonumber(L, 5);

                    __cl_gen_to_be_invoked.StartFollowOffset(obj, x, y, z);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Пример #2
0
        static int _m_Load(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);


                int __gen_param_count = LuaAPI.lua_gettop(L);

                if (__gen_param_count == 2 && translator.Assignable <System.Action>(L, 2))
                {
                    System.Action done = translator.GetDelegate <System.Action>(L, 2);

                    __cl_gen_to_be_invoked.Load(done);



                    return(0);
                }
                if (__gen_param_count == 1)
                {
                    __cl_gen_to_be_invoked.Load(  );



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to Game.ObjBase.Load!"));
        }
Пример #3
0
        public void __Gen_Delegate_Imp13(Game.ObjBase p0)
        {
#if THREAD_SAFE || HOTFIX_ENABLE
            lock (luaEnv.luaEnvLock)
            {
#endif
            RealStatePtr L = luaEnv.rawL;
            int err_func   = LuaAPI.load_error_func(L, errorFuncRef);
            ObjectTranslator translator = luaEnv.translator;

            LuaAPI.lua_getref(L, luaReference);

            translator.Push(L, p0);

            int __gen_error = LuaAPI.lua_pcall(L, 1, 0, err_func);
            if (__gen_error != 0)
            {
                luaEnv.ThrowExceptionFromError(err_func - 1);
            }



            LuaAPI.lua_settop(L, err_func - 1);

#if THREAD_SAFE || HOTFIX_ENABLE
        }
#endif
        }
Пример #4
0
        static int _m_CanSkillReach(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.Sprite __cl_gen_to_be_invoked = (Game.Sprite)translator.FastGetCSObj(L, 1);


                int __gen_param_count = LuaAPI.lua_gettop(L);

                if (__gen_param_count == 5 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
                {
                    float tox        = (float)LuaAPI.lua_tonumber(L, 2);
                    float toy        = (float)LuaAPI.lua_tonumber(L, 3);
                    float toz        = (float)LuaAPI.lua_tonumber(L, 4);
                    float skillRange = (float)LuaAPI.lua_tonumber(L, 5);
                    float x;
                    float y;
                    float z;

                    bool __cl_gen_ret = __cl_gen_to_be_invoked.CanSkillReach(tox, toy, toz, skillRange, out x, out y, out z);
                    LuaAPI.lua_pushboolean(L, __cl_gen_ret);
                    LuaAPI.lua_pushnumber(L, x);

                    LuaAPI.lua_pushnumber(L, y);

                    LuaAPI.lua_pushnumber(L, z);



                    return(4);
                }
                if (__gen_param_count == 3 && translator.Assignable <Game.ObjBase>(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
                {
                    Game.ObjBase target     = (Game.ObjBase)translator.GetObject(L, 2, typeof(Game.ObjBase));
                    float        skillRange = (float)LuaAPI.lua_tonumber(L, 3);
                    float        x;
                    float        y;
                    float        z;

                    bool __cl_gen_ret = __cl_gen_to_be_invoked.CanSkillReach(target, skillRange, out x, out y, out z);
                    LuaAPI.lua_pushboolean(L, __cl_gen_ret);
                    LuaAPI.lua_pushnumber(L, x);

                    LuaAPI.lua_pushnumber(L, y);

                    LuaAPI.lua_pushnumber(L, z);



                    return(4);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to Game.Sprite.CanSkillReach!"));
        }
Пример #5
0
        static int _m_GetPos(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);


                int __gen_param_count = LuaAPI.lua_gettop(L);

                if (__gen_param_count == 2 && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 2))
                {
                    bool local = LuaAPI.lua_toboolean(L, 2);

                    UnityEngine.Vector3 __cl_gen_ret = __cl_gen_to_be_invoked.GetPos(local);
                    translator.PushUnityEngineVector3(L, __cl_gen_ret);



                    return(1);
                }
                if (__gen_param_count == 1)
                {
                    UnityEngine.Vector3 __cl_gen_ret = __cl_gen_to_be_invoked.GetPos(  );
                    translator.PushUnityEngineVector3(L, __cl_gen_ret);



                    return(1);
                }
                if (__gen_param_count == 2 && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 2))
                {
                    bool  local = LuaAPI.lua_toboolean(L, 2);
                    float x;
                    float y;
                    float z;

                    __cl_gen_to_be_invoked.GetPos(local, out x, out y, out z);
                    LuaAPI.lua_pushnumber(L, x);

                    LuaAPI.lua_pushnumber(L, y);

                    LuaAPI.lua_pushnumber(L, z);



                    return(3);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to Game.ObjBase.GetPos!"));
        }
Пример #6
0
        static int _g_get_info(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);
                translator.Push(L, __cl_gen_to_be_invoked.info);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(1);
        }
Пример #7
0
        static int _m_SetScale(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);


                int __gen_param_count = LuaAPI.lua_gettop(L);

                if (__gen_param_count == 5 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 5))
                {
                    float x     = (float)LuaAPI.lua_tonumber(L, 2);
                    float y     = (float)LuaAPI.lua_tonumber(L, 3);
                    float z     = (float)LuaAPI.lua_tonumber(L, 4);
                    bool  local = LuaAPI.lua_toboolean(L, 5);

                    __cl_gen_to_be_invoked.SetScale(x, y, z, local);



                    return(0);
                }
                if (__gen_param_count == 4 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
                {
                    float x = (float)LuaAPI.lua_tonumber(L, 2);
                    float y = (float)LuaAPI.lua_tonumber(L, 3);
                    float z = (float)LuaAPI.lua_tonumber(L, 4);

                    __cl_gen_to_be_invoked.SetScale(x, y, z);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to Game.ObjBase.SetScale!"));
        }
Пример #8
0
        static int _m_StartFollow(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.Sprite __cl_gen_to_be_invoked = (Game.Sprite)translator.FastGetCSObj(L, 1);


                int __gen_param_count = LuaAPI.lua_gettop(L);

                if (__gen_param_count == 5 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
                {
                    float x           = (float)LuaAPI.lua_tonumber(L, 2);
                    float y           = (float)LuaAPI.lua_tonumber(L, 3);
                    float z           = (float)LuaAPI.lua_tonumber(L, 4);
                    float arriveRange = (float)LuaAPI.lua_tonumber(L, 5);

                    __cl_gen_to_be_invoked.StartFollow(x, y, z, arriveRange);



                    return(0);
                }
                if (__gen_param_count == 3 && translator.Assignable <Game.ObjBase>(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
                {
                    Game.ObjBase obj         = (Game.ObjBase)translator.GetObject(L, 2, typeof(Game.ObjBase));
                    float        arriveRange = (float)LuaAPI.lua_tonumber(L, 3);

                    __cl_gen_to_be_invoked.StartFollow(obj, arriveRange);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to Game.Sprite.StartFollow!"));
        }
Пример #9
0
        static int _m_IsNear(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);


                int __gen_param_count = LuaAPI.lua_gettop(L);

                if (__gen_param_count == 3 && translator.Assignable <Game.ObjBase>(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
                {
                    Game.ObjBase other = (Game.ObjBase)translator.GetObject(L, 2, typeof(Game.ObjBase));
                    float        dist  = (float)LuaAPI.lua_tonumber(L, 3);

                    bool __cl_gen_ret = __cl_gen_to_be_invoked.IsNear(other, dist);
                    LuaAPI.lua_pushboolean(L, __cl_gen_ret);



                    return(1);
                }
                if (__gen_param_count == 3 && translator.Assignable <UnityEngine.Vector3>(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
                {
                    UnityEngine.Vector3 other; translator.Get(L, 2, out other);
                    float dist = (float)LuaAPI.lua_tonumber(L, 3);

                    bool __cl_gen_ret = __cl_gen_to_be_invoked.IsNear(other, dist);
                    LuaAPI.lua_pushboolean(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to Game.ObjBase.IsNear!"));
        }
Пример #10
0
        static int _m_Release(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);



                {
                    __cl_gen_to_be_invoked.Release(  );



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Пример #11
0
        static int _m_GetBodyCenterPos(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);



                {
                    UnityEngine.Vector3 __cl_gen_ret = __cl_gen_to_be_invoked.GetBodyCenterPos(  );
                    translator.PushUnityEngineVector3(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Пример #12
0
        static int _m_IsVisible(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);



                {
                    bool __cl_gen_ret = __cl_gen_to_be_invoked.IsVisible(  );
                    LuaAPI.lua_pushboolean(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Пример #13
0
        static int _m_SetForward(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);


                int __gen_param_count = LuaAPI.lua_gettop(L);

                if (__gen_param_count == 4 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
                {
                    float x = (float)LuaAPI.lua_tonumber(L, 2);
                    float y = (float)LuaAPI.lua_tonumber(L, 3);
                    float z = (float)LuaAPI.lua_tonumber(L, 4);

                    __cl_gen_to_be_invoked.SetForward(x, y, z);



                    return(0);
                }
                if (__gen_param_count == 2 && translator.Assignable <UnityEngine.Vector3>(L, 2))
                {
                    UnityEngine.Vector3 forward; translator.Get(L, 2, out forward);

                    __cl_gen_to_be_invoked.SetForward(forward);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to Game.ObjBase.SetForward!"));
        }
Пример #14
0
        static int _m_SetParent(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);


                int __gen_param_count = LuaAPI.lua_gettop(L);

                if (__gen_param_count == 3 && translator.Assignable <UnityEngine.Transform>(L, 2) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 3))
                {
                    UnityEngine.Transform parent = (UnityEngine.Transform)translator.GetObject(L, 2, typeof(UnityEngine.Transform));
                    bool worldPosStay            = LuaAPI.lua_toboolean(L, 3);

                    __cl_gen_to_be_invoked.SetParent(parent, worldPosStay);



                    return(0);
                }
                if (__gen_param_count == 2 && translator.Assignable <UnityEngine.Transform>(L, 2))
                {
                    UnityEngine.Transform parent = (UnityEngine.Transform)translator.GetObject(L, 2, typeof(UnityEngine.Transform));

                    __cl_gen_to_be_invoked.SetParent(parent);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to Game.ObjBase.SetParent!"));
        }
Пример #15
0
        static int _m_LookAtH(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);



                {
                    Game.ObjBase other = (Game.ObjBase)translator.GetObject(L, 2, typeof(Game.ObjBase));

                    __cl_gen_to_be_invoked.LookAtH(other);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Пример #16
0
        static int _m_ColliderEnable(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);



                {
                    bool bEnable = LuaAPI.lua_toboolean(L, 2);

                    __cl_gen_to_be_invoked.ColliderEnable(bEnable);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Пример #17
0
        static int _m_LocSameAsTransform(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);



                {
                    UnityEngine.Transform trans = (UnityEngine.Transform)translator.GetObject(L, 2, typeof(UnityEngine.Transform));

                    __cl_gen_to_be_invoked.LocSameAsTransform(trans);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Пример #18
0
        static int _m_Translate(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);



                {
                    UnityEngine.Vector3 mov; translator.Get(L, 2, out mov);

                    __cl_gen_to_be_invoked.Translate(mov);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Пример #19
0
        static int _m_SetRendererLayer(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);



                {
                    int layer = LuaAPI.xlua_tointeger(L, 2);

                    __cl_gen_to_be_invoked.SetRendererLayer(layer);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Пример #20
0
        static int _m_GetRot(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);


                int __gen_param_count = LuaAPI.lua_gettop(L);

                if (__gen_param_count == 2 && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 2))
                {
                    bool local = LuaAPI.lua_toboolean(L, 2);

                    UnityEngine.Quaternion __cl_gen_ret = __cl_gen_to_be_invoked.GetRot(local);
                    translator.PushUnityEngineQuaternion(L, __cl_gen_ret);



                    return(1);
                }
                if (__gen_param_count == 1)
                {
                    UnityEngine.Quaternion __cl_gen_ret = __cl_gen_to_be_invoked.GetRot(  );
                    translator.PushUnityEngineQuaternion(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to Game.ObjBase.GetRot!"));
        }
Пример #21
0
        static int _m_CalcDistSquare(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);



                {
                    UnityEngine.Vector3 other; translator.Get(L, 2, out other);

                    float __cl_gen_ret = __cl_gen_to_be_invoked.CalcDistSquare(other);
                    LuaAPI.lua_pushnumber(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Пример #22
0
        static int _m_InverseTransformDirection(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);



                {
                    UnityEngine.Vector3 dir; translator.Get(L, 2, out dir);

                    UnityEngine.Vector3 __cl_gen_ret = __cl_gen_to_be_invoked.InverseTransformDirection(dir);
                    translator.PushUnityEngineVector3(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Пример #23
0
        static int _m_Rotate(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);



                {
                    UnityEngine.Vector3 axis; translator.Get(L, 2, out axis);
                    float angle = (float)LuaAPI.lua_tonumber(L, 3);

                    __cl_gen_to_be_invoked.Rotate(axis, angle);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Пример #24
0
        static int _m_SetRot(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.ObjBase __cl_gen_to_be_invoked = (Game.ObjBase)translator.FastGetCSObj(L, 1);


                int __gen_param_count = LuaAPI.lua_gettop(L);

                if (__gen_param_count == 5 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 5))
                {
                    float x     = (float)LuaAPI.lua_tonumber(L, 2);
                    float y     = (float)LuaAPI.lua_tonumber(L, 3);
                    float z     = (float)LuaAPI.lua_tonumber(L, 4);
                    bool  local = LuaAPI.lua_toboolean(L, 5);

                    __cl_gen_to_be_invoked.SetRot(x, y, z, local);



                    return(0);
                }
                if (__gen_param_count == 4 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
                {
                    float x = (float)LuaAPI.lua_tonumber(L, 2);
                    float y = (float)LuaAPI.lua_tonumber(L, 3);
                    float z = (float)LuaAPI.lua_tonumber(L, 4);

                    __cl_gen_to_be_invoked.SetRot(x, y, z);



                    return(0);
                }
                if (__gen_param_count == 3 && translator.Assignable <UnityEngine.Vector3>(L, 2) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 3))
                {
                    UnityEngine.Vector3 rot; translator.Get(L, 2, out rot);
                    bool local = LuaAPI.lua_toboolean(L, 3);

                    __cl_gen_to_be_invoked.SetRot(rot, local);



                    return(0);
                }
                if (__gen_param_count == 2 && translator.Assignable <UnityEngine.Vector3>(L, 2))
                {
                    UnityEngine.Vector3 rot; translator.Get(L, 2, out rot);

                    __cl_gen_to_be_invoked.SetRot(rot);



                    return(0);
                }
                if (__gen_param_count == 3 && translator.Assignable <UnityEngine.Quaternion>(L, 2) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 3))
                {
                    UnityEngine.Quaternion quat; translator.Get(L, 2, out quat);
                    bool local = LuaAPI.lua_toboolean(L, 3);

                    __cl_gen_to_be_invoked.SetRot(quat, local);



                    return(0);
                }
                if (__gen_param_count == 2 && translator.Assignable <UnityEngine.Quaternion>(L, 2))
                {
                    UnityEngine.Quaternion quat; translator.Get(L, 2, out quat);

                    __cl_gen_to_be_invoked.SetRot(quat);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to Game.ObjBase.SetRot!"));
        }