static object PerformMemberwiseClone(ref object o) { var ins = new UnityEngine.AI.NavMeshLinkInstance(); ins = (UnityEngine.AI.NavMeshLinkInstance)o; return(ins); }
static StackObject *RemoveLink_17(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 1); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); UnityEngine.AI.NavMeshLinkInstance handle = (UnityEngine.AI.NavMeshLinkInstance) typeof(UnityEngine.AI.NavMeshLinkInstance).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); UnityEngine.AI.NavMesh.RemoveLink(handle); return(__ret); }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.AI.NavMeshLinkInstance navMeshLinkInstance = new UnityEngine.AI.NavMeshLinkInstance(); foreach (string property in reader.Properties) { switch (property) { case "owner": Type ownerType = Type.GetType(reader.ReadProperty <System.String> ()); navMeshLinkInstance.owner = (UnityEngine.Object)reader.ReadProperty(ownerType); break; } } return(navMeshLinkInstance); }
static void WriteBackInstance(CSHotFix.Runtime.Enviorment.AppDomain __domain, StackObject *ptr_of_this_method, IList <object> __mStack, ref UnityEngine.AI.NavMeshLinkInstance instance_of_this_method) { ptr_of_this_method = ILIntepreter.GetObjectAndResolveReference(ptr_of_this_method); switch (ptr_of_this_method->ObjectType) { case ObjectTypes.Object: { __mStack[ptr_of_this_method->Value] = instance_of_this_method; } break; case ObjectTypes.FieldReference: { var ___obj = __mStack[ptr_of_this_method->Value]; if (___obj is ILTypeInstance) { ((ILTypeInstance)___obj)[ptr_of_this_method->ValueLow] = instance_of_this_method; } else { var t = __domain.GetType(___obj.GetType()) as CLRType; t.SetFieldValue(ptr_of_this_method->ValueLow, ref ___obj, instance_of_this_method); } } break; case ObjectTypes.StaticFieldReference: { var t = __domain.GetType(ptr_of_this_method->Value); if (t is ILType) { ((ILType)t).StaticInstance[ptr_of_this_method->ValueLow] = instance_of_this_method; } else { ((CLRType)t).SetStaticFieldValue(ptr_of_this_method->ValueLow, instance_of_this_method); } } break; case ObjectTypes.ArrayReference: { var instance_of_arrayReference = __mStack[ptr_of_this_method->Value] as UnityEngine.AI.NavMeshLinkInstance[]; instance_of_arrayReference[ptr_of_this_method->ValueLow] = instance_of_this_method; } break; } }
static int _m_AddLink_xlua_st_(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); int __gen_param_count = LuaAPI.lua_gettop(L); try { if (__gen_param_count == 1 && translator.Assignable <UnityEngine.AI.NavMeshLinkData>(L, 1)) { UnityEngine.AI.NavMeshLinkData link; translator.Get(L, 1, out link); UnityEngine.AI.NavMeshLinkInstance __cl_gen_ret = UnityEngine.AI.NavMesh.AddLink(link); translator.Push(L, __cl_gen_ret); return(1); } if (__gen_param_count == 3 && translator.Assignable <UnityEngine.AI.NavMeshLinkData>(L, 1) && translator.Assignable <UnityEngine.Vector3>(L, 2) && translator.Assignable <UnityEngine.Quaternion>(L, 3)) { UnityEngine.AI.NavMeshLinkData link; translator.Get(L, 1, out link); UnityEngine.Vector3 position; translator.Get(L, 2, out position); UnityEngine.Quaternion rotation; translator.Get(L, 3, out rotation); UnityEngine.AI.NavMeshLinkInstance __cl_gen_ret = UnityEngine.AI.NavMesh.AddLink(link, position, rotation); translator.Push(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 UnityEngine.AI.NavMesh.AddLink!")); }
/// <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.AI.NavMeshLinkInstance navMeshLinkInstance = (UnityEngine.AI.NavMeshLinkInstance)value; writer.WriteProperty("ownerType", navMeshLinkInstance.owner.GetType().AssemblyQualifiedName); writer.WriteProperty("owner", navMeshLinkInstance.owner); }