/// <summary>
        /// Read the data into the specified value.
        /// </summary>
        /// <param name="value">Value.</param>
        /// <param name="reader">Reader.</param>
        public override void ReadInto(object value, ISaveGameReader reader)
        {
            UnityEngine.EventSystems.Physics2DRaycaster physics2DRaycaster = (UnityEngine.EventSystems.Physics2DRaycaster)value;
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "eventMask":
                    physics2DRaycaster.eventMask = reader.ReadProperty <UnityEngine.LayerMask> ();
                    break;

                case "useGUILayout":
                    physics2DRaycaster.useGUILayout = reader.ReadProperty <System.Boolean> ();
                    break;

                case "enabled":
                    physics2DRaycaster.enabled = reader.ReadProperty <System.Boolean> ();
                    break;

                case "tag":
                    physics2DRaycaster.tag = reader.ReadProperty <System.String> ();
                    break;

                case "name":
                    physics2DRaycaster.name = reader.ReadProperty <System.String> ();
                    break;

                case "hideFlags":
                    physics2DRaycaster.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> ();
                    break;
                }
            }
        }
 /// <summary>
 /// Write the specified value using the writer.
 /// </summary>
 /// <param name="value">Value.</param>
 /// <param name="writer">Writer.</param>
 public override void Write(object value, ISaveGameWriter writer)
 {
     UnityEngine.EventSystems.Physics2DRaycaster physics2DRaycaster = (UnityEngine.EventSystems.Physics2DRaycaster)value;
     writer.WriteProperty("eventMask", physics2DRaycaster.eventMask);
     writer.WriteProperty("useGUILayout", physics2DRaycaster.useGUILayout);
     writer.WriteProperty("enabled", physics2DRaycaster.enabled);
     writer.WriteProperty("tag", physics2DRaycaster.tag);
     writer.WriteProperty("name", physics2DRaycaster.name);
     writer.WriteProperty("hideFlags", physics2DRaycaster.hideFlags);
 }
        static StackObject *Raycast_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 3);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.Collections.Generic.List <UnityEngine.EventSystems.RaycastResult> @resultAppendList = (System.Collections.Generic.List <UnityEngine.EventSystems.RaycastResult>) typeof(System.Collections.Generic.List <UnityEngine.EventSystems.RaycastResult>).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.EventSystems.PointerEventData @eventData = (UnityEngine.EventSystems.PointerEventData) typeof(UnityEngine.EventSystems.PointerEventData).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 3);
            UnityEngine.EventSystems.Physics2DRaycaster instance_of_this_method = (UnityEngine.EventSystems.Physics2DRaycaster) typeof(UnityEngine.EventSystems.Physics2DRaycaster).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.Raycast(@eventData, @resultAppendList);

            return(__ret);
        }
Пример #4
0
        static int _m_Raycast(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            UnityEngine.EventSystems.Physics2DRaycaster __cl_gen_to_be_invoked = (UnityEngine.EventSystems.Physics2DRaycaster)translator.FastGetCSObj(L, 1);


            try {
                {
                    UnityEngine.EventSystems.PointerEventData eventData = (UnityEngine.EventSystems.PointerEventData)translator.GetObject(L, 2, typeof(UnityEngine.EventSystems.PointerEventData));
                    System.Collections.Generic.List <UnityEngine.EventSystems.RaycastResult> resultAppendList = (System.Collections.Generic.List <UnityEngine.EventSystems.RaycastResult>)translator.GetObject(L, 3, typeof(System.Collections.Generic.List <UnityEngine.EventSystems.RaycastResult>));

                    __cl_gen_to_be_invoked.Raycast(eventData, resultAppendList);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
 /// <summary>
 /// Read the data using the reader.
 /// </summary>
 /// <param name="reader">Reader.</param>
 public override object Read(ISaveGameReader reader)
 {
     UnityEngine.EventSystems.Physics2DRaycaster physics2DRaycaster = SaveGameType.CreateComponent <UnityEngine.EventSystems.Physics2DRaycaster> ();
     ReadInto(physics2DRaycaster, reader);
     return(physics2DRaycaster);
 }