static int _m_GetMatrixArray(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); UnityEngine.MaterialPropertyBlock __cl_gen_to_be_invoked = (UnityEngine.MaterialPropertyBlock)translator.FastGetCSObj(L, 1); int __gen_param_count = LuaAPI.lua_gettop(L); try { if (__gen_param_count == 2 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)) { int nameID = LuaAPI.xlua_tointeger(L, 2); UnityEngine.Matrix4x4[] __cl_gen_ret = __cl_gen_to_be_invoked.GetMatrixArray(nameID); translator.Push(L, __cl_gen_ret); return(1); } if (__gen_param_count == 2 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING)) { string name = LuaAPI.lua_tostring(L, 2); UnityEngine.Matrix4x4[] __cl_gen_ret = __cl_gen_to_be_invoked.GetMatrixArray(name); translator.Push(L, __cl_gen_ret); return(1); } if (__gen_param_count == 3 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2) && translator.Assignable <System.Collections.Generic.List <UnityEngine.Matrix4x4> >(L, 3)) { int nameID = LuaAPI.xlua_tointeger(L, 2); System.Collections.Generic.List <UnityEngine.Matrix4x4> values = (System.Collections.Generic.List <UnityEngine.Matrix4x4>)translator.GetObject(L, 3, typeof(System.Collections.Generic.List <UnityEngine.Matrix4x4>)); __cl_gen_to_be_invoked.GetMatrixArray(nameID, values); return(0); } if (__gen_param_count == 3 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && translator.Assignable <System.Collections.Generic.List <UnityEngine.Matrix4x4> >(L, 3)) { string name = LuaAPI.lua_tostring(L, 2); System.Collections.Generic.List <UnityEngine.Matrix4x4> values = (System.Collections.Generic.List <UnityEngine.Matrix4x4>)translator.GetObject(L, 3, typeof(System.Collections.Generic.List <UnityEngine.Matrix4x4>)); __cl_gen_to_be_invoked.GetMatrixArray(name, values); return(0); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.MaterialPropertyBlock.GetMatrixArray!")); }
void Start() { _propBlock = new UnityEngine.MaterialPropertyBlock(); _renderer = GetComponent <UnityEngine.Renderer>(); }