internal static bool __tryArrayGet(Type type, RealStatePtr L, ObjectTranslator translator, object obj, int index) { if (type == typeof(UnityEngine.Vector2[])) { UnityEngine.Vector2[] array = obj as UnityEngine.Vector2[]; translator.PushUnityEngineVector2(L, array[index]); return(true); } else if (type == typeof(UnityEngine.Vector3[])) { UnityEngine.Vector3[] array = obj as UnityEngine.Vector3[]; translator.PushUnityEngineVector3(L, array[index]); return(true); } else if (type == typeof(UnityEngine.Vector4[])) { UnityEngine.Vector4[] array = obj as UnityEngine.Vector4[]; translator.PushUnityEngineVector4(L, array[index]); return(true); } else if (type == typeof(UnityEngine.Color[])) { UnityEngine.Color[] array = obj as UnityEngine.Color[]; translator.PushUnityEngineColor(L, array[index]); return(true); } else if (type == typeof(UnityEngine.Quaternion[])) { UnityEngine.Quaternion[] array = obj as UnityEngine.Quaternion[]; translator.PushUnityEngineQuaternion(L, array[index]); return(true); } else if (type == typeof(UnityEngine.Ray[])) { UnityEngine.Ray[] array = obj as UnityEngine.Ray[]; translator.PushUnityEngineRay(L, array[index]); return(true); } else if (type == typeof(UnityEngine.Bounds[])) { UnityEngine.Bounds[] array = obj as UnityEngine.Bounds[]; translator.PushUnityEngineBounds(L, array[index]); return(true); } else if (type == typeof(UnityEngine.Ray2D[])) { UnityEngine.Ray2D[] array = obj as UnityEngine.Ray2D[]; translator.PushUnityEngineRay2D(L, array[index]); return(true); } else if (type == typeof(DotEngine.Asset.AssetLoaderPriority[])) { DotEngine.Asset.AssetLoaderPriority[] array = obj as DotEngine.Asset.AssetLoaderPriority[]; translator.PushDotEngineAssetAssetLoaderPriority(L, array[index]); return(true); } else if (type == typeof(DotEngine.UI.UILayerLevel[])) { DotEngine.UI.UILayerLevel[] array = obj as DotEngine.UI.UILayerLevel[]; translator.PushDotEngineUIUILayerLevel(L, array[index]); return(true); } else if (type == typeof(UnityEngine.SystemLanguage[])) { UnityEngine.SystemLanguage[] array = obj as UnityEngine.SystemLanguage[]; translator.PushUnityEngineSystemLanguage(L, array[index]); return(true); } return(false); }