public static int get_LayerPrefabRoot(IntPtr l) { int result; try { SceneLayerBase sceneLayerBase = (SceneLayerBase)LuaObject.checkSelf(l); LuaObject.pushValue(l, true); LuaObject.pushValue(l, sceneLayerBase.LayerPrefabRoot); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int get_State(IntPtr l) { int result; try { SceneLayerBase sceneLayerBase = (SceneLayerBase)LuaObject.checkSelf(l); LuaObject.pushValue(l, true); LuaObject.pushEnum(l, (int)sceneLayerBase.State); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int IsStayOnTop(IntPtr l) { int result; try { SceneLayerBase sceneLayerBase = (SceneLayerBase)LuaObject.checkSelf(l); bool b = sceneLayerBase.IsStayOnTop(); LuaObject.pushValue(l, true); LuaObject.pushValue(l, b); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int GetRenderSetting(IntPtr l) { int result; try { SceneLayerBase sceneLayerBase = (SceneLayerBase)LuaObject.checkSelf(l); LayerRenderSettingDesc renderSetting = sceneLayerBase.GetRenderSetting(); LuaObject.pushValue(l, true); LuaObject.pushValue(l, renderSetting); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int set_State(IntPtr l) { int result; try { SceneLayerBase sceneLayerBase = (SceneLayerBase)LuaObject.checkSelf(l); SceneLayerBase.LayerState state; LuaObject.checkEnum <SceneLayerBase.LayerState>(l, 2, out state); sceneLayerBase.State = state; LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int SetReserve(IntPtr l) { int result; try { SceneLayerBase sceneLayerBase = (SceneLayerBase)LuaObject.checkSelf(l); bool reserve; LuaObject.checkType(l, 2, out reserve); sceneLayerBase.SetReserve(reserve); LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int AttachGameObject(IntPtr l) { int result; try { SceneLayerBase sceneLayerBase = (SceneLayerBase)LuaObject.checkSelf(l); GameObject go; LuaObject.checkType <GameObject>(l, 2, out go); sceneLayerBase.AttachGameObject(go); LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int FindLayerByName(IntPtr l) { int result; try { SceneManager sceneManager = (SceneManager)LuaObject.checkSelf(l); string name; LuaObject.checkType(l, 2, out name); SceneLayerBase o = sceneManager.FindLayerByName(name); LuaObject.pushValue(l, true); LuaObject.pushValue(l, o); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int FindUILayerUnderLayer(IntPtr l) { int result; try { SceneManager sceneManager = (SceneManager)LuaObject.checkSelf(l); string name; LuaObject.checkType(l, 2, out name); Func <SceneLayerBase, bool> filter; LuaObject.checkDelegate <Func <SceneLayerBase, bool> >(l, 3, out filter); SceneLayerBase o = sceneManager.FindUILayerUnderLayer(name, filter); LuaObject.pushValue(l, true); LuaObject.pushValue(l, o); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }