#if USE_UNI_LUA using LuaAPI = UniLua.Lua; using RealStatePtr = UniLua.ILuaState; using LuaCSFunction = UniLua.CSharpFunctionDelegate; #else using LuaAPI = XLua.LuaDLL.Lua; using RealStatePtr = System.IntPtr; using LuaCSFunction = XLua.LuaDLL.lua_CSFunction; #endif using XLua; using System.Collections.Generic; namespace XLua.CSObjectWrap { using Utils = XLua.Utils; public class UnityEngineUIBaseMeshEffectWrap { public static void __Register(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); System.Type type = typeof(UnityEngine.UI.BaseMeshEffect); Utils.BeginObjectRegister(type, L, translator, 0, 1, 0, 0); Utils.RegisterFunc(L, Utils.METHOD_IDX, "ModifyMesh", _m_ModifyMesh); Utils.EndObjectRegister(type, L, translator, null, null, null, null, null); Utils.BeginClassRegister(type, L, __CreateInstance, 1, 0, 0); Utils.EndClassRegister(type, L, translator); } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int __CreateInstance(RealStatePtr L) { return LuaAPI.luaL_error(L, "UnityEngine.UI.BaseMeshEffect does not have a constructor!"); } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int _m_ModifyMesh(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); UnityEngine.UI.BaseMeshEffect gen_to_be_invoked = (UnityEngine.UI.BaseMeshEffect)translator.FastGetCSObj(L, 1); int gen_param_count = LuaAPI.lua_gettop(L); if(gen_param_count == 2&& translator.Assignable(L, 2)) { UnityEngine.Mesh _mesh = (UnityEngine.Mesh)translator.GetObject(L, 2, typeof(UnityEngine.Mesh)); gen_to_be_invoked.ModifyMesh( _mesh ); return 0; } if(gen_param_count == 2&& translator.Assignable(L, 2)) { UnityEngine.UI.VertexHelper _vh = (UnityEngine.UI.VertexHelper)translator.GetObject(L, 2, typeof(UnityEngine.UI.VertexHelper)); gen_to_be_invoked.ModifyMesh( _vh ); 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.UI.BaseMeshEffect.ModifyMesh!"); } } }