Пример #1
0
        private unsafe static JobHandle ScheduleRaycastBatch(ref JobsUtility.JobScheduleParameters parameters, void *commands, int commandLen, void *result, int resultLen, int minCommandsPerJob)
        {
            JobHandle result2;

            RaycastCommand.ScheduleRaycastBatch_Injected(ref parameters, commands, commandLen, result, resultLen, minCommandsPerJob, out result2);
            return(result2);
        }
Пример #2
0
        public static JobHandle ScheduleBatch(NativeArray <RaycastCommand> commands, NativeArray <RaycastHit> results, int minCommandsPerJob, JobHandle dependsOn = default(JobHandle))
        {
            BatchQueryJob <RaycastCommand, RaycastHit> batchQueryJob = new BatchQueryJob <RaycastCommand, RaycastHit>(commands, results);

            JobsUtility.JobScheduleParameters jobScheduleParameters = new JobsUtility.JobScheduleParameters(UnsafeUtility.AddressOf <BatchQueryJob <RaycastCommand, RaycastHit> >(ref batchQueryJob), BatchQueryJobStruct <BatchQueryJob <RaycastCommand, RaycastHit> > .Initialize(), dependsOn, ScheduleMode.Batched);
            return(RaycastCommand.ScheduleRaycastBatch(ref jobScheduleParameters, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks <RaycastCommand>(commands), commands.Length, NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks <RaycastHit>(results), results.Length, minCommandsPerJob));
        }
 static public int constructor(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         UnityEngine.RaycastCommand o;
         if (argc == 6)
         {
             UnityEngine.Vector3 a1;
             checkType(l, 2, out a1);
             UnityEngine.Vector3 a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             System.Int32 a5;
             checkType(l, 6, out a5);
             o = new UnityEngine.RaycastCommand(a1, a2, a3, a4, a5);
             pushValue(l, true);
             pushValue(l, o);
             return(2);
         }
         else if (argc <= 2)
         {
             o = new UnityEngine.RaycastCommand();
             pushValue(l, true);
             pushValue(l, o);
             return(2);
         }
         return(error(l, "New object failed."));
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int ctor_s(IntPtr l)
 {
     try {
         UnityEngine.RaycastCommand o;
         o = new UnityEngine.RaycastCommand();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Пример #5
0
 static public int constructor(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
         UnityEngine.RaycastCommand o;
         UnityEngine.Vector3        a1;
         checkType(l, 2, out a1);
         UnityEngine.Vector3 a2;
         checkType(l, 3, out a2);
         System.Single a3;
         checkType(l, 4, out a3);
         System.Int32 a4;
         checkType(l, 5, out a4);
         System.Int32 a5;
         checkType(l, 6, out a5);
         o = new UnityEngine.RaycastCommand(a1, a2, a3, a4, a5);
         pushValue(l, true);
         pushValue(l, o);
         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 ctor__Vector3__Vector3__Single__Int32__Int32_s(IntPtr l)
 {
     try {
         UnityEngine.RaycastCommand o;
         UnityEngine.Vector3        a1;
         checkType(l, 1, out a1);
         UnityEngine.Vector3 a2;
         checkType(l, 2, out a2);
         System.Single a3;
         checkType(l, 3, out a3);
         System.Int32 a4;
         checkType(l, 4, out a4);
         System.Int32 a5;
         checkType(l, 5, out a5);
         o = new UnityEngine.RaycastCommand(a1, a2, a3, a4, a5);
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }