Suspends the coroutine execution until the supplied delegate evaluates to false.
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.WaitWhile o; System.Func <System.Boolean> a1; checkDelegate(l, 2, out a1); o = new UnityEngine.WaitWhile(a1); 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 get_keepWaiting(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.WaitWhile self = (UnityEngine.WaitWhile)checkSelf(l); pushValue(l, true); pushValue(l, self.keepWaiting); 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 }
// fields // properties static void WaitWhile_keepWaiting(JSVCall vc) { UnityEngine.WaitWhile _this = (UnityEngine.WaitWhile)vc.csObj; var result = _this.keepWaiting; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result)); }
static public int get_keepWaiting(IntPtr l) { try { UnityEngine.WaitWhile self = (UnityEngine.WaitWhile)checkSelf(l); pushValue(l, true); pushValue(l, self.keepWaiting); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.WaitWhile o; System.Func<System.Boolean> a1; LuaDelegation.checkDelegate(l,2,out a1); o=new UnityEngine.WaitWhile(a1); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
static public int ctor_s(IntPtr l) { try { UnityEngine.WaitWhile o; System.Func <System.Boolean> a1; LuaDelegation.checkDelegate(l, 1, out a1); o = new UnityEngine.WaitWhile(a1); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
/// <summary> /// Set the next instruction to be a WaitWhile yield instruction. /// </summary> /// <param name="func"></param> /// <returns>The FCBuilder on which this was called.</returns> /// <remarks> /// See the Unity Scripting API documentation on WaitWhile for more information. /// </remarks> public FCBuilder WaitWhile(Func <bool> func) { CustomYieldInstruction yieldInstruction = new UnityEngine.WaitWhile(func); return(Yield(() => new WaitWhile(func))); }