static int AddCommandBuffer(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Light), typeof(UnityEngine.Rendering.LightEvent), typeof(UnityEngine.Rendering.CommandBuffer))) { UnityEngine.Light obj = (UnityEngine.Light)ToLua.ToObject(L, 1); UnityEngine.Rendering.LightEvent arg0 = (UnityEngine.Rendering.LightEvent)ToLua.ToObject(L, 2); UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.ToObject(L, 3); obj.AddCommandBuffer(arg0, arg1); return(0); } else if (count == 4 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Light), typeof(UnityEngine.Rendering.LightEvent), typeof(UnityEngine.Rendering.CommandBuffer), typeof(UnityEngine.Rendering.ShadowMapPass))) { UnityEngine.Light obj = (UnityEngine.Light)ToLua.ToObject(L, 1); UnityEngine.Rendering.LightEvent arg0 = (UnityEngine.Rendering.LightEvent)ToLua.ToObject(L, 2); UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.ToObject(L, 3); UnityEngine.Rendering.ShadowMapPass arg2 = (UnityEngine.Rendering.ShadowMapPass)ToLua.ToObject(L, 4); obj.AddCommandBuffer(arg0, arg1, arg2); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Light.AddCommandBuffer")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int AddCommandBufferAsync(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 4) { Light obj = (Light)LuaScriptMgr.GetUnityObjectSelf(L, 1, "Light"); UnityEngine.Rendering.LightEvent arg0 = (UnityEngine.Rendering.LightEvent)LuaScriptMgr.GetNetObject(L, 2, typeof(UnityEngine.Rendering.LightEvent)); UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)LuaScriptMgr.GetNetObject(L, 3, typeof(UnityEngine.Rendering.CommandBuffer)); UnityEngine.Rendering.ComputeQueueType arg2 = (UnityEngine.Rendering.ComputeQueueType)LuaScriptMgr.GetNetObject(L, 4, typeof(UnityEngine.Rendering.ComputeQueueType)); obj.AddCommandBufferAsync(arg0, arg1, arg2); return(0); } else if (count == 5) { Light obj = (Light)LuaScriptMgr.GetUnityObjectSelf(L, 1, "Light"); UnityEngine.Rendering.LightEvent arg0 = (UnityEngine.Rendering.LightEvent)LuaScriptMgr.GetNetObject(L, 2, typeof(UnityEngine.Rendering.LightEvent)); UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)LuaScriptMgr.GetNetObject(L, 3, typeof(UnityEngine.Rendering.CommandBuffer)); UnityEngine.Rendering.ShadowMapPass arg2 = (UnityEngine.Rendering.ShadowMapPass)LuaScriptMgr.GetNetObject(L, 4, typeof(UnityEngine.Rendering.ShadowMapPass)); UnityEngine.Rendering.ComputeQueueType arg3 = (UnityEngine.Rendering.ComputeQueueType)LuaScriptMgr.GetNetObject(L, 5, typeof(UnityEngine.Rendering.ComputeQueueType)); obj.AddCommandBufferAsync(arg0, arg1, arg2, arg3); return(0); } else { LuaDLL.luaL_error(L, "invalid arguments to method: Light.AddCommandBufferAsync"); } return(0); }
static int AddCommandBufferAsync(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 4) { UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject(L, 1, typeof(UnityEngine.Light)); UnityEngine.Rendering.LightEvent arg0 = (UnityEngine.Rendering.LightEvent)ToLua.CheckObject(L, 2, typeof(UnityEngine.Rendering.LightEvent)); UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.CheckObject(L, 3, typeof(UnityEngine.Rendering.CommandBuffer)); UnityEngine.Rendering.ComputeQueueType arg2 = (UnityEngine.Rendering.ComputeQueueType)ToLua.CheckObject(L, 4, typeof(UnityEngine.Rendering.ComputeQueueType)); obj.AddCommandBufferAsync(arg0, arg1, arg2); return(0); } else if (count == 5) { UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject(L, 1, typeof(UnityEngine.Light)); UnityEngine.Rendering.LightEvent arg0 = (UnityEngine.Rendering.LightEvent)ToLua.CheckObject(L, 2, typeof(UnityEngine.Rendering.LightEvent)); UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.CheckObject(L, 3, typeof(UnityEngine.Rendering.CommandBuffer)); UnityEngine.Rendering.ShadowMapPass arg2 = (UnityEngine.Rendering.ShadowMapPass)ToLua.CheckObject(L, 4, typeof(UnityEngine.Rendering.ShadowMapPass)); UnityEngine.Rendering.ComputeQueueType arg3 = (UnityEngine.Rendering.ComputeQueueType)ToLua.CheckObject(L, 5, typeof(UnityEngine.Rendering.ComputeQueueType)); obj.AddCommandBufferAsync(arg0, arg1, arg2, arg3); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Light.AddCommandBufferAsync")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int AddCommandBuffer(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 3) { UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject <UnityEngine.Light>(L, 1); UnityEngine.Rendering.LightEvent arg0 = (UnityEngine.Rendering.LightEvent)ToLua.CheckObject(L, 2, TypeTraits <UnityEngine.Rendering.LightEvent> .type); UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.CheckObject <UnityEngine.Rendering.CommandBuffer>(L, 3); obj.AddCommandBuffer(arg0, arg1); return(0); } else if (count == 4) { UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject <UnityEngine.Light>(L, 1); UnityEngine.Rendering.LightEvent arg0 = (UnityEngine.Rendering.LightEvent)ToLua.CheckObject(L, 2, TypeTraits <UnityEngine.Rendering.LightEvent> .type); UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.CheckObject <UnityEngine.Rendering.CommandBuffer>(L, 3); UnityEngine.Rendering.ShadowMapPass arg2 = (UnityEngine.Rendering.ShadowMapPass)ToLua.CheckObject(L, 4, TypeTraits <UnityEngine.Rendering.ShadowMapPass> .type); obj.AddCommandBuffer(arg0, arg1, arg2); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Light.AddCommandBuffer")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int AddCommandBuffer1(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); var obj = (UnityEngine.Light)ToLua.ToObject(L, 1); UnityEngine.Rendering.LightEvent arg0 = (UnityEngine.Rendering.LightEvent)LuaDLL.lua_tonumber(L, 2); UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.ToObject(L, 3); UnityEngine.Rendering.ShadowMapPass arg2 = (UnityEngine.Rendering.ShadowMapPass)LuaDLL.lua_tonumber(L, 4); obj.AddCommandBuffer(arg0, arg1, arg2); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int AddCommandBuffer(IntPtr L) { #if UNITY_EDITOR ToluaProfiler.AddCallRecord("UnityEngine.Light.Register"); #endif try { int count = LuaDLL.lua_gettop(L); if (count == 3) { UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject(L, 1, typeof(UnityEngine.Light)); UnityEngine.Rendering.LightEvent arg0 = (UnityEngine.Rendering.LightEvent)ToLua.CheckObject(L, 2, typeof(UnityEngine.Rendering.LightEvent)); UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.CheckObject(L, 3, typeof(UnityEngine.Rendering.CommandBuffer)); obj.AddCommandBuffer(arg0, arg1); return(0); } else if (count == 4) { UnityEngine.Light obj = (UnityEngine.Light)ToLua.CheckObject(L, 1, typeof(UnityEngine.Light)); UnityEngine.Rendering.LightEvent arg0 = (UnityEngine.Rendering.LightEvent)ToLua.CheckObject(L, 2, typeof(UnityEngine.Rendering.LightEvent)); UnityEngine.Rendering.CommandBuffer arg1 = (UnityEngine.Rendering.CommandBuffer)ToLua.CheckObject(L, 3, typeof(UnityEngine.Rendering.CommandBuffer)); UnityEngine.Rendering.ShadowMapPass arg2 = (UnityEngine.Rendering.ShadowMapPass)ToLua.CheckObject(L, 4, typeof(UnityEngine.Rendering.ShadowMapPass)); obj.AddCommandBuffer(arg0, arg1, arg2); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Light.AddCommandBuffer")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
extern public void AddCommandBufferAsync(UnityEngine.Rendering.LightEvent evt, UnityEngine.Rendering.CommandBuffer buffer, UnityEngine.Rendering.ShadowMapPass shadowPassMask, UnityEngine.Rendering.ComputeQueueType queueType);
extern public void AddCommandBuffer(UnityEngine.Rendering.LightEvent evt, UnityEngine.Rendering.CommandBuffer buffer, UnityEngine.Rendering.ShadowMapPass shadowPassMask);