static int TransitionToSnapshots(IntPtr L) { try { ToLua.CheckArgsCount(L, 4); UnityEngine.Audio.AudioMixer obj = (UnityEngine.Audio.AudioMixer)ToLua.CheckObject <UnityEngine.Audio.AudioMixer>(L, 1); UnityEngine.Audio.AudioMixerSnapshot[] arg0 = ToLua.CheckObjectArray <UnityEngine.Audio.AudioMixerSnapshot>(L, 2); float[] arg1 = ToLua.CheckNumberArray <float>(L, 3); float arg2 = (float)LuaDLL.luaL_checknumber(L, 4); obj.TransitionToSnapshots(arg0, arg1, arg2); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static public int TransitionToSnapshots(IntPtr l) { try { UnityEngine.Audio.AudioMixer self = (UnityEngine.Audio.AudioMixer)checkSelf(l); UnityEngine.Audio.AudioMixerSnapshot[] a1; checkType(l, 2, out a1); System.Single[] a2; checkType(l, 3, out a2); System.Single a3; checkType(l, 4, out a3); self.TransitionToSnapshots(a1, a2, a3); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int TransitionToSnapshots(IntPtr l) { try { UnityEngine.Audio.AudioMixer self = (UnityEngine.Audio.AudioMixer)checkSelf(l); UnityEngine.Audio.AudioMixerSnapshot[] a1; checkType(l, 2, out a1); System.Single[] a2; checkType(l, 3, out a2); System.Single a3; checkType(l, 4, out a3); self.TransitionToSnapshots(a1, a2, a3); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int TransitionToSnapshots(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.Audio.AudioMixer self = (UnityEngine.Audio.AudioMixer)checkSelf(l); UnityEngine.Audio.AudioMixerSnapshot[] a1; checkArray(l, 2, out a1); System.Single[] a2; checkArray(l, 3, out a2); System.Single a3; checkType(l, 4, out a3); self.TransitionToSnapshots(a1, a2, a3); pushValue(l, true); return(1); } 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 }