c1_unity/Assets/XLua/Gen/UnityEngine_Physics2DWrap.cs
2023-04-03 11:04:31 +08:00

4836 lines
268 KiB
C#

#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 UnityEnginePhysics2DWrap
{
public static void __Register(RealStatePtr L)
{
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
System.Type type = typeof(UnityEngine.Physics2D);
Utils.BeginObjectRegister(type, L, translator, 0, 0, 0, 0);
Utils.EndObjectRegister(type, L, translator, null, null,
null, null, null);
Utils.BeginClassRegister(type, L, __CreateInstance, 51, 31, 30);
Utils.RegisterFunc(L, Utils.CLS_IDX, "Simulate", _m_Simulate_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "SyncTransforms", _m_SyncTransforms_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "IgnoreCollision", _m_IgnoreCollision_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "GetIgnoreCollision", _m_GetIgnoreCollision_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "IgnoreLayerCollision", _m_IgnoreLayerCollision_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "GetIgnoreLayerCollision", _m_GetIgnoreLayerCollision_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "SetLayerCollisionMask", _m_SetLayerCollisionMask_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "GetLayerCollisionMask", _m_GetLayerCollisionMask_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "IsTouching", _m_IsTouching_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "IsTouchingLayers", _m_IsTouchingLayers_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "Distance", _m_Distance_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "ClosestPoint", _m_ClosestPoint_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "Linecast", _m_Linecast_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "LinecastAll", _m_LinecastAll_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "LinecastNonAlloc", _m_LinecastNonAlloc_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "Raycast", _m_Raycast_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "RaycastNonAlloc", _m_RaycastNonAlloc_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "RaycastAll", _m_RaycastAll_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "CircleCast", _m_CircleCast_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "CircleCastAll", _m_CircleCastAll_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "CircleCastNonAlloc", _m_CircleCastNonAlloc_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "BoxCast", _m_BoxCast_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "BoxCastAll", _m_BoxCastAll_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "BoxCastNonAlloc", _m_BoxCastNonAlloc_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "CapsuleCast", _m_CapsuleCast_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "CapsuleCastAll", _m_CapsuleCastAll_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "CapsuleCastNonAlloc", _m_CapsuleCastNonAlloc_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "GetRayIntersection", _m_GetRayIntersection_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "GetRayIntersectionAll", _m_GetRayIntersectionAll_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "GetRayIntersectionNonAlloc", _m_GetRayIntersectionNonAlloc_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "OverlapPoint", _m_OverlapPoint_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "OverlapPointAll", _m_OverlapPointAll_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "OverlapPointNonAlloc", _m_OverlapPointNonAlloc_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "OverlapCircle", _m_OverlapCircle_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "OverlapCircleAll", _m_OverlapCircleAll_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "OverlapCircleNonAlloc", _m_OverlapCircleNonAlloc_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "OverlapBox", _m_OverlapBox_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "OverlapBoxAll", _m_OverlapBoxAll_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "OverlapBoxNonAlloc", _m_OverlapBoxNonAlloc_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "OverlapArea", _m_OverlapArea_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "OverlapAreaAll", _m_OverlapAreaAll_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "OverlapAreaNonAlloc", _m_OverlapAreaNonAlloc_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "OverlapCapsule", _m_OverlapCapsule_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "OverlapCapsuleAll", _m_OverlapCapsuleAll_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "OverlapCapsuleNonAlloc", _m_OverlapCapsuleNonAlloc_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "OverlapCollider", _m_OverlapCollider_xlua_st_);
Utils.RegisterFunc(L, Utils.CLS_IDX, "GetContacts", _m_GetContacts_xlua_st_);
Utils.RegisterObject(L, translator, Utils.CLS_IDX, "IgnoreRaycastLayer", UnityEngine.Physics2D.IgnoreRaycastLayer);
Utils.RegisterObject(L, translator, Utils.CLS_IDX, "DefaultRaycastLayers", UnityEngine.Physics2D.DefaultRaycastLayers);
Utils.RegisterObject(L, translator, Utils.CLS_IDX, "AllLayers", UnityEngine.Physics2D.AllLayers);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "defaultPhysicsScene", _g_get_defaultPhysicsScene);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "velocityIterations", _g_get_velocityIterations);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "positionIterations", _g_get_positionIterations);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "gravity", _g_get_gravity);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "queriesHitTriggers", _g_get_queriesHitTriggers);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "queriesStartInColliders", _g_get_queriesStartInColliders);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "callbacksOnDisable", _g_get_callbacksOnDisable);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "reuseCollisionCallbacks", _g_get_reuseCollisionCallbacks);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "autoSyncTransforms", _g_get_autoSyncTransforms);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "simulationMode", _g_get_simulationMode);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "jobOptions", _g_get_jobOptions);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "velocityThreshold", _g_get_velocityThreshold);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "maxLinearCorrection", _g_get_maxLinearCorrection);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "maxAngularCorrection", _g_get_maxAngularCorrection);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "maxTranslationSpeed", _g_get_maxTranslationSpeed);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "maxRotationSpeed", _g_get_maxRotationSpeed);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "defaultContactOffset", _g_get_defaultContactOffset);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "baumgarteScale", _g_get_baumgarteScale);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "baumgarteTOIScale", _g_get_baumgarteTOIScale);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "timeToSleep", _g_get_timeToSleep);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "linearSleepTolerance", _g_get_linearSleepTolerance);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "angularSleepTolerance", _g_get_angularSleepTolerance);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "alwaysShowColliders", _g_get_alwaysShowColliders);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "showColliderSleep", _g_get_showColliderSleep);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "showColliderContacts", _g_get_showColliderContacts);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "showColliderAABB", _g_get_showColliderAABB);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "contactArrowScale", _g_get_contactArrowScale);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "colliderAwakeColor", _g_get_colliderAwakeColor);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "colliderAsleepColor", _g_get_colliderAsleepColor);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "colliderContactColor", _g_get_colliderContactColor);
Utils.RegisterFunc(L, Utils.CLS_GETTER_IDX, "colliderAABBColor", _g_get_colliderAABBColor);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "velocityIterations", _s_set_velocityIterations);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "positionIterations", _s_set_positionIterations);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "gravity", _s_set_gravity);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "queriesHitTriggers", _s_set_queriesHitTriggers);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "queriesStartInColliders", _s_set_queriesStartInColliders);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "callbacksOnDisable", _s_set_callbacksOnDisable);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "reuseCollisionCallbacks", _s_set_reuseCollisionCallbacks);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "autoSyncTransforms", _s_set_autoSyncTransforms);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "simulationMode", _s_set_simulationMode);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "jobOptions", _s_set_jobOptions);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "velocityThreshold", _s_set_velocityThreshold);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "maxLinearCorrection", _s_set_maxLinearCorrection);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "maxAngularCorrection", _s_set_maxAngularCorrection);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "maxTranslationSpeed", _s_set_maxTranslationSpeed);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "maxRotationSpeed", _s_set_maxRotationSpeed);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "defaultContactOffset", _s_set_defaultContactOffset);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "baumgarteScale", _s_set_baumgarteScale);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "baumgarteTOIScale", _s_set_baumgarteTOIScale);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "timeToSleep", _s_set_timeToSleep);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "linearSleepTolerance", _s_set_linearSleepTolerance);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "angularSleepTolerance", _s_set_angularSleepTolerance);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "alwaysShowColliders", _s_set_alwaysShowColliders);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "showColliderSleep", _s_set_showColliderSleep);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "showColliderContacts", _s_set_showColliderContacts);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "showColliderAABB", _s_set_showColliderAABB);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "contactArrowScale", _s_set_contactArrowScale);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "colliderAwakeColor", _s_set_colliderAwakeColor);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "colliderAsleepColor", _s_set_colliderAsleepColor);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "colliderContactColor", _s_set_colliderContactColor);
Utils.RegisterFunc(L, Utils.CLS_SETTER_IDX, "colliderAABBColor", _s_set_colliderAABBColor);
Utils.EndClassRegister(type, L, translator);
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int __CreateInstance(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
if(LuaAPI.lua_gettop(L) == 1)
{
var gen_ret = new UnityEngine.Physics2D();
translator.Push(L, gen_ret);
return 1;
}
}
catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D constructor!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_Simulate_xlua_st_(RealStatePtr L)
{
try {
{
float _step = (float)LuaAPI.lua_tonumber(L, 1);
var gen_ret = UnityEngine.Physics2D.Simulate( _step );
LuaAPI.lua_pushboolean(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_SyncTransforms_xlua_st_(RealStatePtr L)
{
try {
{
UnityEngine.Physics2D.SyncTransforms( );
return 0;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_IgnoreCollision_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& translator.Assignable<UnityEngine.Collider2D>(L, 2))
{
UnityEngine.Collider2D _collider1 = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
UnityEngine.Collider2D _collider2 = (UnityEngine.Collider2D)translator.GetObject(L, 2, typeof(UnityEngine.Collider2D));
UnityEngine.Physics2D.IgnoreCollision( _collider1, _collider2 );
return 0;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& translator.Assignable<UnityEngine.Collider2D>(L, 2)&& LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 3))
{
UnityEngine.Collider2D _collider1 = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
UnityEngine.Collider2D _collider2 = (UnityEngine.Collider2D)translator.GetObject(L, 2, typeof(UnityEngine.Collider2D));
bool _ignore = LuaAPI.lua_toboolean(L, 3);
UnityEngine.Physics2D.IgnoreCollision( _collider1, _collider2, _ignore );
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.Physics2D.IgnoreCollision!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_GetIgnoreCollision_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
{
UnityEngine.Collider2D _collider1 = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
UnityEngine.Collider2D _collider2 = (UnityEngine.Collider2D)translator.GetObject(L, 2, typeof(UnityEngine.Collider2D));
var gen_ret = UnityEngine.Physics2D.GetIgnoreCollision( _collider1, _collider2 );
LuaAPI.lua_pushboolean(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_IgnoreLayerCollision_xlua_st_(RealStatePtr L)
{
try {
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 2&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2))
{
int _layer1 = LuaAPI.xlua_tointeger(L, 1);
int _layer2 = LuaAPI.xlua_tointeger(L, 2);
UnityEngine.Physics2D.IgnoreLayerCollision( _layer1, _layer2 );
return 0;
}
if(gen_param_count == 3&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 3))
{
int _layer1 = LuaAPI.xlua_tointeger(L, 1);
int _layer2 = LuaAPI.xlua_tointeger(L, 2);
bool _ignore = LuaAPI.lua_toboolean(L, 3);
UnityEngine.Physics2D.IgnoreLayerCollision( _layer1, _layer2, _ignore );
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.Physics2D.IgnoreLayerCollision!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_GetIgnoreLayerCollision_xlua_st_(RealStatePtr L)
{
try {
{
int _layer1 = LuaAPI.xlua_tointeger(L, 1);
int _layer2 = LuaAPI.xlua_tointeger(L, 2);
var gen_ret = UnityEngine.Physics2D.GetIgnoreLayerCollision( _layer1, _layer2 );
LuaAPI.lua_pushboolean(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_SetLayerCollisionMask_xlua_st_(RealStatePtr L)
{
try {
{
int _layer = LuaAPI.xlua_tointeger(L, 1);
int _layerMask = LuaAPI.xlua_tointeger(L, 2);
UnityEngine.Physics2D.SetLayerCollisionMask( _layer, _layerMask );
return 0;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_GetLayerCollisionMask_xlua_st_(RealStatePtr L)
{
try {
{
int _layer = LuaAPI.xlua_tointeger(L, 1);
var gen_ret = UnityEngine.Physics2D.GetLayerCollisionMask( _layer );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_IsTouching_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& translator.Assignable<UnityEngine.Collider2D>(L, 2))
{
UnityEngine.Collider2D _collider1 = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
UnityEngine.Collider2D _collider2 = (UnityEngine.Collider2D)translator.GetObject(L, 2, typeof(UnityEngine.Collider2D));
var gen_ret = UnityEngine.Physics2D.IsTouching( _collider1, _collider2 );
LuaAPI.lua_pushboolean(L, gen_ret);
return 1;
}
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 2))
{
UnityEngine.Collider2D _collider = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 2, out _contactFilter);
var gen_ret = UnityEngine.Physics2D.IsTouching( _collider, _contactFilter );
LuaAPI.lua_pushboolean(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& translator.Assignable<UnityEngine.Collider2D>(L, 2)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 3))
{
UnityEngine.Collider2D _collider1 = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
UnityEngine.Collider2D _collider2 = (UnityEngine.Collider2D)translator.GetObject(L, 2, typeof(UnityEngine.Collider2D));
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 3, out _contactFilter);
var gen_ret = UnityEngine.Physics2D.IsTouching( _collider1, _collider2, _contactFilter );
LuaAPI.lua_pushboolean(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.IsTouching!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_IsTouchingLayers_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 1&& translator.Assignable<UnityEngine.Collider2D>(L, 1))
{
UnityEngine.Collider2D _collider = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
var gen_ret = UnityEngine.Physics2D.IsTouchingLayers( _collider );
LuaAPI.lua_pushboolean(L, gen_ret);
return 1;
}
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2))
{
UnityEngine.Collider2D _collider = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
int _layerMask = LuaAPI.xlua_tointeger(L, 2);
var gen_ret = UnityEngine.Physics2D.IsTouchingLayers( _collider, _layerMask );
LuaAPI.lua_pushboolean(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.IsTouchingLayers!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_Distance_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
{
UnityEngine.Collider2D _colliderA = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
UnityEngine.Collider2D _colliderB = (UnityEngine.Collider2D)translator.GetObject(L, 2, typeof(UnityEngine.Collider2D));
var gen_ret = UnityEngine.Physics2D.Distance( _colliderA, _colliderB );
translator.Push(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_ClosestPoint_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Collider2D>(L, 2))
{
UnityEngine.Vector2 _position;translator.Get(L, 1, out _position);
UnityEngine.Collider2D _collider = (UnityEngine.Collider2D)translator.GetObject(L, 2, typeof(UnityEngine.Collider2D));
var gen_ret = UnityEngine.Physics2D.ClosestPoint( _position, _collider );
translator.PushUnityEngineVector2(L, gen_ret);
return 1;
}
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Rigidbody2D>(L, 2))
{
UnityEngine.Vector2 _position;translator.Get(L, 1, out _position);
UnityEngine.Rigidbody2D _rigidbody = (UnityEngine.Rigidbody2D)translator.GetObject(L, 2, typeof(UnityEngine.Rigidbody2D));
var gen_ret = UnityEngine.Physics2D.ClosestPoint( _position, _rigidbody );
translator.PushUnityEngineVector2(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.ClosestPoint!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_Linecast_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2))
{
UnityEngine.Vector2 _start;translator.Get(L, 1, out _start);
UnityEngine.Vector2 _end;translator.Get(L, 2, out _end);
var gen_ret = UnityEngine.Physics2D.Linecast( _start, _end );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
{
UnityEngine.Vector2 _start;translator.Get(L, 1, out _start);
UnityEngine.Vector2 _end;translator.Get(L, 2, out _end);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
var gen_ret = UnityEngine.Physics2D.Linecast( _start, _end, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _start;translator.Get(L, 1, out _start);
UnityEngine.Vector2 _end;translator.Get(L, 2, out _end);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 4);
var gen_ret = UnityEngine.Physics2D.Linecast( _start, _end, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _start;translator.Get(L, 1, out _start);
UnityEngine.Vector2 _end;translator.Get(L, 2, out _end);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 4);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.Linecast( _start, _end, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 3)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 4))
{
UnityEngine.Vector2 _start;translator.Get(L, 1, out _start);
UnityEngine.Vector2 _end;translator.Get(L, 2, out _end);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 3, out _contactFilter);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 4, typeof(UnityEngine.RaycastHit2D[]));
var gen_ret = UnityEngine.Physics2D.Linecast( _start, _end, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 3)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.RaycastHit2D>>(L, 4))
{
UnityEngine.Vector2 _start;translator.Get(L, 1, out _start);
UnityEngine.Vector2 _end;translator.Get(L, 2, out _end);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 3, out _contactFilter);
System.Collections.Generic.List<UnityEngine.RaycastHit2D> _results = (System.Collections.Generic.List<UnityEngine.RaycastHit2D>)translator.GetObject(L, 4, typeof(System.Collections.Generic.List<UnityEngine.RaycastHit2D>));
var gen_ret = UnityEngine.Physics2D.Linecast( _start, _end, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.Linecast!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_LinecastAll_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2))
{
UnityEngine.Vector2 _start;translator.Get(L, 1, out _start);
UnityEngine.Vector2 _end;translator.Get(L, 2, out _end);
var gen_ret = UnityEngine.Physics2D.LinecastAll( _start, _end );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
{
UnityEngine.Vector2 _start;translator.Get(L, 1, out _start);
UnityEngine.Vector2 _end;translator.Get(L, 2, out _end);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
var gen_ret = UnityEngine.Physics2D.LinecastAll( _start, _end, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _start;translator.Get(L, 1, out _start);
UnityEngine.Vector2 _end;translator.Get(L, 2, out _end);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 4);
var gen_ret = UnityEngine.Physics2D.LinecastAll( _start, _end, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _start;translator.Get(L, 1, out _start);
UnityEngine.Vector2 _end;translator.Get(L, 2, out _end);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 4);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.LinecastAll( _start, _end, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.LinecastAll!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_LinecastNonAlloc_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 3))
{
UnityEngine.Vector2 _start;translator.Get(L, 1, out _start);
UnityEngine.Vector2 _end;translator.Get(L, 2, out _end);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 3, typeof(UnityEngine.RaycastHit2D[]));
var gen_ret = UnityEngine.Physics2D.LinecastNonAlloc( _start, _end, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _start;translator.Get(L, 1, out _start);
UnityEngine.Vector2 _end;translator.Get(L, 2, out _end);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 3, typeof(UnityEngine.RaycastHit2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
var gen_ret = UnityEngine.Physics2D.LinecastNonAlloc( _start, _end, _results, _layerMask );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _start;translator.Get(L, 1, out _start);
UnityEngine.Vector2 _end;translator.Get(L, 2, out _end);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 3, typeof(UnityEngine.RaycastHit2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.LinecastNonAlloc( _start, _end, _results, _layerMask, _minDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _start;translator.Get(L, 1, out _start);
UnityEngine.Vector2 _end;translator.Get(L, 2, out _end);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 3, typeof(UnityEngine.RaycastHit2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 5);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.LinecastNonAlloc( _start, _end, _results, _layerMask, _minDepth, _maxDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.LinecastNonAlloc!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_Raycast_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
var gen_ret = UnityEngine.Physics2D.Raycast( _origin, _direction );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 3);
var gen_ret = UnityEngine.Physics2D.Raycast( _origin, _direction, _distance );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 3);
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
var gen_ret = UnityEngine.Physics2D.Raycast( _origin, _direction, _distance, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 3);
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.Raycast( _origin, _direction, _distance, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 3);
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 5);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.Raycast( _origin, _direction, _distance, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 3)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 4))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 3, out _contactFilter);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 4, typeof(UnityEngine.RaycastHit2D[]));
var gen_ret = UnityEngine.Physics2D.Raycast( _origin, _direction, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 3)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 3, out _contactFilter);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 4, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.Raycast( _origin, _direction, _contactFilter, _results, _distance );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 3)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.RaycastHit2D>>(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 3, out _contactFilter);
System.Collections.Generic.List<UnityEngine.RaycastHit2D> _results = (System.Collections.Generic.List<UnityEngine.RaycastHit2D>)translator.GetObject(L, 4, typeof(System.Collections.Generic.List<UnityEngine.RaycastHit2D>));
float _distance = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.Raycast( _origin, _direction, _contactFilter, _results, _distance );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 3)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.RaycastHit2D>>(L, 4))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 3, out _contactFilter);
System.Collections.Generic.List<UnityEngine.RaycastHit2D> _results = (System.Collections.Generic.List<UnityEngine.RaycastHit2D>)translator.GetObject(L, 4, typeof(System.Collections.Generic.List<UnityEngine.RaycastHit2D>));
var gen_ret = UnityEngine.Physics2D.Raycast( _origin, _direction, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.Raycast!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_RaycastNonAlloc_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 3))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 3, typeof(UnityEngine.RaycastHit2D[]));
var gen_ret = UnityEngine.Physics2D.RaycastNonAlloc( _origin, _direction, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 3, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 4);
var gen_ret = UnityEngine.Physics2D.RaycastNonAlloc( _origin, _direction, _results, _distance );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 3, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 4);
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
var gen_ret = UnityEngine.Physics2D.RaycastNonAlloc( _origin, _direction, _results, _distance, _layerMask );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 3, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 4);
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.RaycastNonAlloc( _origin, _direction, _results, _distance, _layerMask, _minDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 3, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 4);
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 6);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 7);
var gen_ret = UnityEngine.Physics2D.RaycastNonAlloc( _origin, _direction, _results, _distance, _layerMask, _minDepth, _maxDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.RaycastNonAlloc!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_RaycastAll_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
var gen_ret = UnityEngine.Physics2D.RaycastAll( _origin, _direction );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 3);
var gen_ret = UnityEngine.Physics2D.RaycastAll( _origin, _direction, _distance );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 3);
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
var gen_ret = UnityEngine.Physics2D.RaycastAll( _origin, _direction, _distance, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 3);
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.RaycastAll( _origin, _direction, _distance, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _direction;translator.Get(L, 2, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 3);
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 5);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.RaycastAll( _origin, _direction, _distance, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.RaycastAll!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_CircleCast_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
var gen_ret = UnityEngine.Physics2D.CircleCast( _origin, _radius, _direction );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 4);
var gen_ret = UnityEngine.Physics2D.CircleCast( _origin, _radius, _direction, _distance );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 4);
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
var gen_ret = UnityEngine.Physics2D.CircleCast( _origin, _radius, _direction, _distance, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 4);
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.CircleCast( _origin, _radius, _direction, _distance, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 4);
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 6);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 7);
var gen_ret = UnityEngine.Physics2D.CircleCast( _origin, _radius, _direction, _distance, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 4)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 5))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 4, out _contactFilter);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 5, typeof(UnityEngine.RaycastHit2D[]));
var gen_ret = UnityEngine.Physics2D.CircleCast( _origin, _radius, _direction, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 4)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 4, out _contactFilter);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 5, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.CircleCast( _origin, _radius, _direction, _contactFilter, _results, _distance );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 4)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.RaycastHit2D>>(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 4, out _contactFilter);
System.Collections.Generic.List<UnityEngine.RaycastHit2D> _results = (System.Collections.Generic.List<UnityEngine.RaycastHit2D>)translator.GetObject(L, 5, typeof(System.Collections.Generic.List<UnityEngine.RaycastHit2D>));
float _distance = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.CircleCast( _origin, _radius, _direction, _contactFilter, _results, _distance );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 4)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.RaycastHit2D>>(L, 5))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 4, out _contactFilter);
System.Collections.Generic.List<UnityEngine.RaycastHit2D> _results = (System.Collections.Generic.List<UnityEngine.RaycastHit2D>)translator.GetObject(L, 5, typeof(System.Collections.Generic.List<UnityEngine.RaycastHit2D>));
var gen_ret = UnityEngine.Physics2D.CircleCast( _origin, _radius, _direction, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.CircleCast!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_CircleCastAll_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
var gen_ret = UnityEngine.Physics2D.CircleCastAll( _origin, _radius, _direction );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 4);
var gen_ret = UnityEngine.Physics2D.CircleCastAll( _origin, _radius, _direction, _distance );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 4);
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
var gen_ret = UnityEngine.Physics2D.CircleCastAll( _origin, _radius, _direction, _distance, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 4);
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.CircleCastAll( _origin, _radius, _direction, _distance, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 4);
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 6);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 7);
var gen_ret = UnityEngine.Physics2D.CircleCastAll( _origin, _radius, _direction, _distance, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.CircleCastAll!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_CircleCastNonAlloc_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 4))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 4, typeof(UnityEngine.RaycastHit2D[]));
var gen_ret = UnityEngine.Physics2D.CircleCastNonAlloc( _origin, _radius, _direction, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 4, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.CircleCastNonAlloc( _origin, _radius, _direction, _results, _distance );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 4, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 5);
int _layerMask = LuaAPI.xlua_tointeger(L, 6);
var gen_ret = UnityEngine.Physics2D.CircleCastNonAlloc( _origin, _radius, _direction, _results, _distance, _layerMask );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 4, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 5);
int _layerMask = LuaAPI.xlua_tointeger(L, 6);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 7);
var gen_ret = UnityEngine.Physics2D.CircleCastNonAlloc( _origin, _radius, _direction, _results, _distance, _layerMask, _minDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 8&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Vector2>(L, 3)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 8))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Vector2 _direction;translator.Get(L, 3, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 4, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 5);
int _layerMask = LuaAPI.xlua_tointeger(L, 6);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 7);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 8);
var gen_ret = UnityEngine.Physics2D.CircleCastNonAlloc( _origin, _radius, _direction, _results, _distance, _layerMask, _minDepth, _maxDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.CircleCastNonAlloc!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_BoxCast_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
var gen_ret = UnityEngine.Physics2D.BoxCast( _origin, _size, _angle, _direction );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.BoxCast( _origin, _size, _angle, _direction, _distance );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 5);
int _layerMask = LuaAPI.xlua_tointeger(L, 6);
var gen_ret = UnityEngine.Physics2D.BoxCast( _origin, _size, _angle, _direction, _distance, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 5);
int _layerMask = LuaAPI.xlua_tointeger(L, 6);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 7);
var gen_ret = UnityEngine.Physics2D.BoxCast( _origin, _size, _angle, _direction, _distance, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 8&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 8))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 5);
int _layerMask = LuaAPI.xlua_tointeger(L, 6);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 7);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 8);
var gen_ret = UnityEngine.Physics2D.BoxCast( _origin, _size, _angle, _direction, _distance, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 5)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 6))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 5, out _contactFilter);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 6, typeof(UnityEngine.RaycastHit2D[]));
var gen_ret = UnityEngine.Physics2D.BoxCast( _origin, _size, _angle, _direction, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 5)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 5, out _contactFilter);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 6, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 7);
var gen_ret = UnityEngine.Physics2D.BoxCast( _origin, _size, _angle, _direction, _contactFilter, _results, _distance );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 5)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.RaycastHit2D>>(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 5, out _contactFilter);
System.Collections.Generic.List<UnityEngine.RaycastHit2D> _results = (System.Collections.Generic.List<UnityEngine.RaycastHit2D>)translator.GetObject(L, 6, typeof(System.Collections.Generic.List<UnityEngine.RaycastHit2D>));
float _distance = (float)LuaAPI.lua_tonumber(L, 7);
var gen_ret = UnityEngine.Physics2D.BoxCast( _origin, _size, _angle, _direction, _contactFilter, _results, _distance );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 5)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.RaycastHit2D>>(L, 6))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 5, out _contactFilter);
System.Collections.Generic.List<UnityEngine.RaycastHit2D> _results = (System.Collections.Generic.List<UnityEngine.RaycastHit2D>)translator.GetObject(L, 6, typeof(System.Collections.Generic.List<UnityEngine.RaycastHit2D>));
var gen_ret = UnityEngine.Physics2D.BoxCast( _origin, _size, _angle, _direction, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.BoxCast!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_BoxCastAll_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
var gen_ret = UnityEngine.Physics2D.BoxCastAll( _origin, _size, _angle, _direction );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.BoxCastAll( _origin, _size, _angle, _direction, _distance );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 5);
int _layerMask = LuaAPI.xlua_tointeger(L, 6);
var gen_ret = UnityEngine.Physics2D.BoxCastAll( _origin, _size, _angle, _direction, _distance, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 5);
int _layerMask = LuaAPI.xlua_tointeger(L, 6);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 7);
var gen_ret = UnityEngine.Physics2D.BoxCastAll( _origin, _size, _angle, _direction, _distance, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 8&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 8))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 5);
int _layerMask = LuaAPI.xlua_tointeger(L, 6);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 7);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 8);
var gen_ret = UnityEngine.Physics2D.BoxCastAll( _origin, _size, _angle, _direction, _distance, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.BoxCastAll!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_BoxCastNonAlloc_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 5))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 5, typeof(UnityEngine.RaycastHit2D[]));
var gen_ret = UnityEngine.Physics2D.BoxCastNonAlloc( _origin, _size, _angle, _direction, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 5, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.BoxCastNonAlloc( _origin, _size, _angle, _direction, _results, _distance );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 5, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 6);
int _layerMask = LuaAPI.xlua_tointeger(L, 7);
var gen_ret = UnityEngine.Physics2D.BoxCastNonAlloc( _origin, _size, _angle, _direction, _results, _distance, _layerMask );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 8&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 8))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 5, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 6);
int _layerMask = LuaAPI.xlua_tointeger(L, 7);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 8);
var gen_ret = UnityEngine.Physics2D.BoxCastNonAlloc( _origin, _size, _angle, _direction, _results, _distance, _layerMask, _minDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 9&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Vector2>(L, 4)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 8)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 9))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Vector2 _direction;translator.Get(L, 4, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 5, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 6);
int _layerMask = LuaAPI.xlua_tointeger(L, 7);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 8);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 9);
var gen_ret = UnityEngine.Physics2D.BoxCastNonAlloc( _origin, _size, _angle, _direction, _results, _distance, _layerMask, _minDepth, _maxDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.BoxCastNonAlloc!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_CapsuleCast_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
var gen_ret = UnityEngine.Physics2D.CapsuleCast( _origin, _size, _capsuleDirection, _angle, _direction );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.CapsuleCast( _origin, _size, _capsuleDirection, _angle, _direction, _distance );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 6);
int _layerMask = LuaAPI.xlua_tointeger(L, 7);
var gen_ret = UnityEngine.Physics2D.CapsuleCast( _origin, _size, _capsuleDirection, _angle, _direction, _distance, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 8&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 8))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 6);
int _layerMask = LuaAPI.xlua_tointeger(L, 7);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 8);
var gen_ret = UnityEngine.Physics2D.CapsuleCast( _origin, _size, _capsuleDirection, _angle, _direction, _distance, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 9&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 8)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 9))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 6);
int _layerMask = LuaAPI.xlua_tointeger(L, 7);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 8);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 9);
var gen_ret = UnityEngine.Physics2D.CapsuleCast( _origin, _size, _capsuleDirection, _angle, _direction, _distance, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 6)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 7))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 6, out _contactFilter);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 7, typeof(UnityEngine.RaycastHit2D[]));
var gen_ret = UnityEngine.Physics2D.CapsuleCast( _origin, _size, _capsuleDirection, _angle, _direction, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 8&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 6)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 7)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 8))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 6, out _contactFilter);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 7, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 8);
var gen_ret = UnityEngine.Physics2D.CapsuleCast( _origin, _size, _capsuleDirection, _angle, _direction, _contactFilter, _results, _distance );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 8&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 6)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.RaycastHit2D>>(L, 7)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 8))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 6, out _contactFilter);
System.Collections.Generic.List<UnityEngine.RaycastHit2D> _results = (System.Collections.Generic.List<UnityEngine.RaycastHit2D>)translator.GetObject(L, 7, typeof(System.Collections.Generic.List<UnityEngine.RaycastHit2D>));
float _distance = (float)LuaAPI.lua_tonumber(L, 8);
var gen_ret = UnityEngine.Physics2D.CapsuleCast( _origin, _size, _capsuleDirection, _angle, _direction, _contactFilter, _results, _distance );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 6)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.RaycastHit2D>>(L, 7))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 6, out _contactFilter);
System.Collections.Generic.List<UnityEngine.RaycastHit2D> _results = (System.Collections.Generic.List<UnityEngine.RaycastHit2D>)translator.GetObject(L, 7, typeof(System.Collections.Generic.List<UnityEngine.RaycastHit2D>));
var gen_ret = UnityEngine.Physics2D.CapsuleCast( _origin, _size, _capsuleDirection, _angle, _direction, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.CapsuleCast!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_CapsuleCastAll_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
var gen_ret = UnityEngine.Physics2D.CapsuleCastAll( _origin, _size, _capsuleDirection, _angle, _direction );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.CapsuleCastAll( _origin, _size, _capsuleDirection, _angle, _direction, _distance );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 6);
int _layerMask = LuaAPI.xlua_tointeger(L, 7);
var gen_ret = UnityEngine.Physics2D.CapsuleCastAll( _origin, _size, _capsuleDirection, _angle, _direction, _distance, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 8&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 8))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 6);
int _layerMask = LuaAPI.xlua_tointeger(L, 7);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 8);
var gen_ret = UnityEngine.Physics2D.CapsuleCastAll( _origin, _size, _capsuleDirection, _angle, _direction, _distance, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 9&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 8)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 9))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
float _distance = (float)LuaAPI.lua_tonumber(L, 6);
int _layerMask = LuaAPI.xlua_tointeger(L, 7);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 8);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 9);
var gen_ret = UnityEngine.Physics2D.CapsuleCastAll( _origin, _size, _capsuleDirection, _angle, _direction, _distance, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.CapsuleCastAll!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_CapsuleCastNonAlloc_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 6))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 6, typeof(UnityEngine.RaycastHit2D[]));
var gen_ret = UnityEngine.Physics2D.CapsuleCastNonAlloc( _origin, _size, _capsuleDirection, _angle, _direction, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 6, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 7);
var gen_ret = UnityEngine.Physics2D.CapsuleCastNonAlloc( _origin, _size, _capsuleDirection, _angle, _direction, _results, _distance );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 8&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 8))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 6, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 7);
int _layerMask = LuaAPI.xlua_tointeger(L, 8);
var gen_ret = UnityEngine.Physics2D.CapsuleCastNonAlloc( _origin, _size, _capsuleDirection, _angle, _direction, _results, _distance, _layerMask );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 9&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 8)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 9))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 6, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 7);
int _layerMask = LuaAPI.xlua_tointeger(L, 8);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 9);
var gen_ret = UnityEngine.Physics2D.CapsuleCastNonAlloc( _origin, _size, _capsuleDirection, _angle, _direction, _results, _distance, _layerMask, _minDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 10&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Vector2>(L, 5)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 8)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 9)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 10))
{
UnityEngine.Vector2 _origin;translator.Get(L, 1, out _origin);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _capsuleDirection;translator.Get(L, 3, out _capsuleDirection);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector2 _direction;translator.Get(L, 5, out _direction);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 6, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 7);
int _layerMask = LuaAPI.xlua_tointeger(L, 8);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 9);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 10);
var gen_ret = UnityEngine.Physics2D.CapsuleCastNonAlloc( _origin, _size, _capsuleDirection, _angle, _direction, _results, _distance, _layerMask, _minDepth, _maxDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.CapsuleCastNonAlloc!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_GetRayIntersection_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 1&& translator.Assignable<UnityEngine.Ray>(L, 1))
{
UnityEngine.Ray _ray;translator.Get(L, 1, out _ray);
var gen_ret = UnityEngine.Physics2D.GetRayIntersection( _ray );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Ray>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2))
{
UnityEngine.Ray _ray;translator.Get(L, 1, out _ray);
float _distance = (float)LuaAPI.lua_tonumber(L, 2);
var gen_ret = UnityEngine.Physics2D.GetRayIntersection( _ray, _distance );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Ray>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
{
UnityEngine.Ray _ray;translator.Get(L, 1, out _ray);
float _distance = (float)LuaAPI.lua_tonumber(L, 2);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
var gen_ret = UnityEngine.Physics2D.GetRayIntersection( _ray, _distance, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.GetRayIntersection!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_GetRayIntersectionAll_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 1&& translator.Assignable<UnityEngine.Ray>(L, 1))
{
UnityEngine.Ray _ray;translator.Get(L, 1, out _ray);
var gen_ret = UnityEngine.Physics2D.GetRayIntersectionAll( _ray );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Ray>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2))
{
UnityEngine.Ray _ray;translator.Get(L, 1, out _ray);
float _distance = (float)LuaAPI.lua_tonumber(L, 2);
var gen_ret = UnityEngine.Physics2D.GetRayIntersectionAll( _ray, _distance );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Ray>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
{
UnityEngine.Ray _ray;translator.Get(L, 1, out _ray);
float _distance = (float)LuaAPI.lua_tonumber(L, 2);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
var gen_ret = UnityEngine.Physics2D.GetRayIntersectionAll( _ray, _distance, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.GetRayIntersectionAll!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_GetRayIntersectionNonAlloc_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Ray>(L, 1)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 2))
{
UnityEngine.Ray _ray;translator.Get(L, 1, out _ray);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 2, typeof(UnityEngine.RaycastHit2D[]));
var gen_ret = UnityEngine.Physics2D.GetRayIntersectionNonAlloc( _ray, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Ray>(L, 1)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
{
UnityEngine.Ray _ray;translator.Get(L, 1, out _ray);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 2, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 3);
var gen_ret = UnityEngine.Physics2D.GetRayIntersectionNonAlloc( _ray, _results, _distance );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Ray>(L, 1)&& translator.Assignable<UnityEngine.RaycastHit2D[]>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Ray _ray;translator.Get(L, 1, out _ray);
UnityEngine.RaycastHit2D[] _results = (UnityEngine.RaycastHit2D[])translator.GetObject(L, 2, typeof(UnityEngine.RaycastHit2D[]));
float _distance = (float)LuaAPI.lua_tonumber(L, 3);
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
var gen_ret = UnityEngine.Physics2D.GetRayIntersectionNonAlloc( _ray, _results, _distance, _layerMask );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.GetRayIntersectionNonAlloc!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_OverlapPoint_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 1&& translator.Assignable<UnityEngine.Vector2>(L, 1))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
var gen_ret = UnityEngine.Physics2D.OverlapPoint( _point );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
int _layerMask = LuaAPI.xlua_tointeger(L, 2);
var gen_ret = UnityEngine.Physics2D.OverlapPoint( _point, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
int _layerMask = LuaAPI.xlua_tointeger(L, 2);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 3);
var gen_ret = UnityEngine.Physics2D.OverlapPoint( _point, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
int _layerMask = LuaAPI.xlua_tointeger(L, 2);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 3);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 4);
var gen_ret = UnityEngine.Physics2D.OverlapPoint( _point, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 2)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 3))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 2, out _contactFilter);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 3, typeof(UnityEngine.Collider2D[]));
var gen_ret = UnityEngine.Physics2D.OverlapPoint( _point, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 2)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.Collider2D>>(L, 3))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 2, out _contactFilter);
System.Collections.Generic.List<UnityEngine.Collider2D> _results = (System.Collections.Generic.List<UnityEngine.Collider2D>)translator.GetObject(L, 3, typeof(System.Collections.Generic.List<UnityEngine.Collider2D>));
var gen_ret = UnityEngine.Physics2D.OverlapPoint( _point, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.OverlapPoint!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_OverlapPointAll_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 1&& translator.Assignable<UnityEngine.Vector2>(L, 1))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
var gen_ret = UnityEngine.Physics2D.OverlapPointAll( _point );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
int _layerMask = LuaAPI.xlua_tointeger(L, 2);
var gen_ret = UnityEngine.Physics2D.OverlapPointAll( _point, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
int _layerMask = LuaAPI.xlua_tointeger(L, 2);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 3);
var gen_ret = UnityEngine.Physics2D.OverlapPointAll( _point, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
int _layerMask = LuaAPI.xlua_tointeger(L, 2);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 3);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 4);
var gen_ret = UnityEngine.Physics2D.OverlapPointAll( _point, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.OverlapPointAll!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_OverlapPointNonAlloc_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 2))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 2, typeof(UnityEngine.Collider2D[]));
var gen_ret = UnityEngine.Physics2D.OverlapPointNonAlloc( _point, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 2, typeof(UnityEngine.Collider2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
var gen_ret = UnityEngine.Physics2D.OverlapPointNonAlloc( _point, _results, _layerMask );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 2, typeof(UnityEngine.Collider2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 4);
var gen_ret = UnityEngine.Physics2D.OverlapPointNonAlloc( _point, _results, _layerMask, _minDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 2, typeof(UnityEngine.Collider2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 4);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.OverlapPointNonAlloc( _point, _results, _layerMask, _minDepth, _maxDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.OverlapPointNonAlloc!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_OverlapCircle_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
var gen_ret = UnityEngine.Physics2D.OverlapCircle( _point, _radius );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
var gen_ret = UnityEngine.Physics2D.OverlapCircle( _point, _radius, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 4);
var gen_ret = UnityEngine.Physics2D.OverlapCircle( _point, _radius, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 4);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.OverlapCircle( _point, _radius, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 3)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 4))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 3, out _contactFilter);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 4, typeof(UnityEngine.Collider2D[]));
var gen_ret = UnityEngine.Physics2D.OverlapCircle( _point, _radius, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 3)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.Collider2D>>(L, 4))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 3, out _contactFilter);
System.Collections.Generic.List<UnityEngine.Collider2D> _results = (System.Collections.Generic.List<UnityEngine.Collider2D>)translator.GetObject(L, 4, typeof(System.Collections.Generic.List<UnityEngine.Collider2D>));
var gen_ret = UnityEngine.Physics2D.OverlapCircle( _point, _radius, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.OverlapCircle!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_OverlapCircleAll_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
var gen_ret = UnityEngine.Physics2D.OverlapCircleAll( _point, _radius );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
var gen_ret = UnityEngine.Physics2D.OverlapCircleAll( _point, _radius, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 4);
var gen_ret = UnityEngine.Physics2D.OverlapCircleAll( _point, _radius, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 4);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.OverlapCircleAll( _point, _radius, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.OverlapCircleAll!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_OverlapCircleNonAlloc_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 3))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 3, typeof(UnityEngine.Collider2D[]));
var gen_ret = UnityEngine.Physics2D.OverlapCircleNonAlloc( _point, _radius, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 3, typeof(UnityEngine.Collider2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
var gen_ret = UnityEngine.Physics2D.OverlapCircleNonAlloc( _point, _radius, _results, _layerMask );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 3, typeof(UnityEngine.Collider2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.OverlapCircleNonAlloc( _point, _radius, _results, _layerMask, _minDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
float _radius = (float)LuaAPI.lua_tonumber(L, 2);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 3, typeof(UnityEngine.Collider2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 5);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.OverlapCircleNonAlloc( _point, _radius, _results, _layerMask, _minDepth, _maxDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.OverlapCircleNonAlloc!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_OverlapBox_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
var gen_ret = UnityEngine.Physics2D.OverlapBox( _point, _size, _angle );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
var gen_ret = UnityEngine.Physics2D.OverlapBox( _point, _size, _angle, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.OverlapBox( _point, _size, _angle, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 5);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.OverlapBox( _point, _size, _angle, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 4)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 5))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 4, out _contactFilter);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 5, typeof(UnityEngine.Collider2D[]));
var gen_ret = UnityEngine.Physics2D.OverlapBox( _point, _size, _angle, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 4)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.Collider2D>>(L, 5))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 4, out _contactFilter);
System.Collections.Generic.List<UnityEngine.Collider2D> _results = (System.Collections.Generic.List<UnityEngine.Collider2D>)translator.GetObject(L, 5, typeof(System.Collections.Generic.List<UnityEngine.Collider2D>));
var gen_ret = UnityEngine.Physics2D.OverlapBox( _point, _size, _angle, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.OverlapBox!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_OverlapBoxAll_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
var gen_ret = UnityEngine.Physics2D.OverlapBoxAll( _point, _size, _angle );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
var gen_ret = UnityEngine.Physics2D.OverlapBoxAll( _point, _size, _angle, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.OverlapBoxAll( _point, _size, _angle, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 5);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.OverlapBoxAll( _point, _size, _angle, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.OverlapBoxAll!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_OverlapBoxNonAlloc_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 4))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 4, typeof(UnityEngine.Collider2D[]));
var gen_ret = UnityEngine.Physics2D.OverlapBoxNonAlloc( _point, _size, _angle, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 4, typeof(UnityEngine.Collider2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
var gen_ret = UnityEngine.Physics2D.OverlapBoxNonAlloc( _point, _size, _angle, _results, _layerMask );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 4, typeof(UnityEngine.Collider2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.OverlapBoxNonAlloc( _point, _size, _angle, _results, _layerMask, _minDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
float _angle = (float)LuaAPI.lua_tonumber(L, 3);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 4, typeof(UnityEngine.Collider2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 6);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 7);
var gen_ret = UnityEngine.Physics2D.OverlapBoxNonAlloc( _point, _size, _angle, _results, _layerMask, _minDepth, _maxDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.OverlapBoxNonAlloc!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_OverlapArea_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2))
{
UnityEngine.Vector2 _pointA;translator.Get(L, 1, out _pointA);
UnityEngine.Vector2 _pointB;translator.Get(L, 2, out _pointB);
var gen_ret = UnityEngine.Physics2D.OverlapArea( _pointA, _pointB );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
{
UnityEngine.Vector2 _pointA;translator.Get(L, 1, out _pointA);
UnityEngine.Vector2 _pointB;translator.Get(L, 2, out _pointB);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
var gen_ret = UnityEngine.Physics2D.OverlapArea( _pointA, _pointB, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _pointA;translator.Get(L, 1, out _pointA);
UnityEngine.Vector2 _pointB;translator.Get(L, 2, out _pointB);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 4);
var gen_ret = UnityEngine.Physics2D.OverlapArea( _pointA, _pointB, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _pointA;translator.Get(L, 1, out _pointA);
UnityEngine.Vector2 _pointB;translator.Get(L, 2, out _pointB);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 4);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.OverlapArea( _pointA, _pointB, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 3)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 4))
{
UnityEngine.Vector2 _pointA;translator.Get(L, 1, out _pointA);
UnityEngine.Vector2 _pointB;translator.Get(L, 2, out _pointB);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 3, out _contactFilter);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 4, typeof(UnityEngine.Collider2D[]));
var gen_ret = UnityEngine.Physics2D.OverlapArea( _pointA, _pointB, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 3)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.Collider2D>>(L, 4))
{
UnityEngine.Vector2 _pointA;translator.Get(L, 1, out _pointA);
UnityEngine.Vector2 _pointB;translator.Get(L, 2, out _pointB);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 3, out _contactFilter);
System.Collections.Generic.List<UnityEngine.Collider2D> _results = (System.Collections.Generic.List<UnityEngine.Collider2D>)translator.GetObject(L, 4, typeof(System.Collections.Generic.List<UnityEngine.Collider2D>));
var gen_ret = UnityEngine.Physics2D.OverlapArea( _pointA, _pointB, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.OverlapArea!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_OverlapAreaAll_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2))
{
UnityEngine.Vector2 _pointA;translator.Get(L, 1, out _pointA);
UnityEngine.Vector2 _pointB;translator.Get(L, 2, out _pointB);
var gen_ret = UnityEngine.Physics2D.OverlapAreaAll( _pointA, _pointB );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
{
UnityEngine.Vector2 _pointA;translator.Get(L, 1, out _pointA);
UnityEngine.Vector2 _pointB;translator.Get(L, 2, out _pointB);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
var gen_ret = UnityEngine.Physics2D.OverlapAreaAll( _pointA, _pointB, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _pointA;translator.Get(L, 1, out _pointA);
UnityEngine.Vector2 _pointB;translator.Get(L, 2, out _pointB);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 4);
var gen_ret = UnityEngine.Physics2D.OverlapAreaAll( _pointA, _pointB, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _pointA;translator.Get(L, 1, out _pointA);
UnityEngine.Vector2 _pointB;translator.Get(L, 2, out _pointB);
int _layerMask = LuaAPI.xlua_tointeger(L, 3);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 4);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.OverlapAreaAll( _pointA, _pointB, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.OverlapAreaAll!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_OverlapAreaNonAlloc_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 3))
{
UnityEngine.Vector2 _pointA;translator.Get(L, 1, out _pointA);
UnityEngine.Vector2 _pointB;translator.Get(L, 2, out _pointB);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 3, typeof(UnityEngine.Collider2D[]));
var gen_ret = UnityEngine.Physics2D.OverlapAreaNonAlloc( _pointA, _pointB, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _pointA;translator.Get(L, 1, out _pointA);
UnityEngine.Vector2 _pointB;translator.Get(L, 2, out _pointB);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 3, typeof(UnityEngine.Collider2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
var gen_ret = UnityEngine.Physics2D.OverlapAreaNonAlloc( _pointA, _pointB, _results, _layerMask );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _pointA;translator.Get(L, 1, out _pointA);
UnityEngine.Vector2 _pointB;translator.Get(L, 2, out _pointB);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 3, typeof(UnityEngine.Collider2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 5);
var gen_ret = UnityEngine.Physics2D.OverlapAreaNonAlloc( _pointA, _pointB, _results, _layerMask, _minDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _pointA;translator.Get(L, 1, out _pointA);
UnityEngine.Vector2 _pointB;translator.Get(L, 2, out _pointB);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 3, typeof(UnityEngine.Collider2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 4);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 5);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.OverlapAreaNonAlloc( _pointA, _pointB, _results, _layerMask, _minDepth, _maxDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.OverlapAreaNonAlloc!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_OverlapCapsule_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _direction;translator.Get(L, 3, out _direction);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
var gen_ret = UnityEngine.Physics2D.OverlapCapsule( _point, _size, _direction, _angle );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _direction;translator.Get(L, 3, out _direction);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
var gen_ret = UnityEngine.Physics2D.OverlapCapsule( _point, _size, _direction, _angle, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _direction;translator.Get(L, 3, out _direction);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.OverlapCapsule( _point, _size, _direction, _angle, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _direction;translator.Get(L, 3, out _direction);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 6);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 7);
var gen_ret = UnityEngine.Physics2D.OverlapCapsule( _point, _size, _direction, _angle, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 5)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 6))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _direction;translator.Get(L, 3, out _direction);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 5, out _contactFilter);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 6, typeof(UnityEngine.Collider2D[]));
var gen_ret = UnityEngine.Physics2D.OverlapCapsule( _point, _size, _direction, _angle, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 5)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.Collider2D>>(L, 6))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _direction;translator.Get(L, 3, out _direction);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 5, out _contactFilter);
System.Collections.Generic.List<UnityEngine.Collider2D> _results = (System.Collections.Generic.List<UnityEngine.Collider2D>)translator.GetObject(L, 6, typeof(System.Collections.Generic.List<UnityEngine.Collider2D>));
var gen_ret = UnityEngine.Physics2D.OverlapCapsule( _point, _size, _direction, _angle, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.OverlapCapsule!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_OverlapCapsuleAll_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _direction;translator.Get(L, 3, out _direction);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
var gen_ret = UnityEngine.Physics2D.OverlapCapsuleAll( _point, _size, _direction, _angle );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _direction;translator.Get(L, 3, out _direction);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
var gen_ret = UnityEngine.Physics2D.OverlapCapsuleAll( _point, _size, _direction, _angle, _layerMask );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _direction;translator.Get(L, 3, out _direction);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 6);
var gen_ret = UnityEngine.Physics2D.OverlapCapsuleAll( _point, _size, _direction, _angle, _layerMask, _minDepth );
translator.Push(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _direction;translator.Get(L, 3, out _direction);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
int _layerMask = LuaAPI.xlua_tointeger(L, 5);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 6);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 7);
var gen_ret = UnityEngine.Physics2D.OverlapCapsuleAll( _point, _size, _direction, _angle, _layerMask, _minDepth, _maxDepth );
translator.Push(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.OverlapCapsuleAll!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_OverlapCapsuleNonAlloc_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 5&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 5))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _direction;translator.Get(L, 3, out _direction);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 5, typeof(UnityEngine.Collider2D[]));
var gen_ret = UnityEngine.Physics2D.OverlapCapsuleNonAlloc( _point, _size, _direction, _angle, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 6&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _direction;translator.Get(L, 3, out _direction);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 5, typeof(UnityEngine.Collider2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 6);
var gen_ret = UnityEngine.Physics2D.OverlapCapsuleNonAlloc( _point, _size, _direction, _angle, _results, _layerMask );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 7&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _direction;translator.Get(L, 3, out _direction);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 5, typeof(UnityEngine.Collider2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 6);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 7);
var gen_ret = UnityEngine.Physics2D.OverlapCapsuleNonAlloc( _point, _size, _direction, _angle, _results, _layerMask, _minDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 8&& translator.Assignable<UnityEngine.Vector2>(L, 1)&& translator.Assignable<UnityEngine.Vector2>(L, 2)&& translator.Assignable<UnityEngine.CapsuleDirection2D>(L, 3)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 5)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 6)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 7)&& LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 8))
{
UnityEngine.Vector2 _point;translator.Get(L, 1, out _point);
UnityEngine.Vector2 _size;translator.Get(L, 2, out _size);
UnityEngine.CapsuleDirection2D _direction;translator.Get(L, 3, out _direction);
float _angle = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 5, typeof(UnityEngine.Collider2D[]));
int _layerMask = LuaAPI.xlua_tointeger(L, 6);
float _minDepth = (float)LuaAPI.lua_tonumber(L, 7);
float _maxDepth = (float)LuaAPI.lua_tonumber(L, 8);
var gen_ret = UnityEngine.Physics2D.OverlapCapsuleNonAlloc( _point, _size, _direction, _angle, _results, _layerMask, _minDepth, _maxDepth );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.OverlapCapsuleNonAlloc!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_OverlapCollider_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 2)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 3))
{
UnityEngine.Collider2D _collider = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 2, out _contactFilter);
UnityEngine.Collider2D[] _results = (UnityEngine.Collider2D[])translator.GetObject(L, 3, typeof(UnityEngine.Collider2D[]));
var gen_ret = UnityEngine.Physics2D.OverlapCollider( _collider, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 2)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.Collider2D>>(L, 3))
{
UnityEngine.Collider2D _collider = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 2, out _contactFilter);
System.Collections.Generic.List<UnityEngine.Collider2D> _results = (System.Collections.Generic.List<UnityEngine.Collider2D>)translator.GetObject(L, 3, typeof(System.Collections.Generic.List<UnityEngine.Collider2D>));
var gen_ret = UnityEngine.Physics2D.OverlapCollider( _collider, _contactFilter, _results );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.OverlapCollider!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _m_GetContacts_xlua_st_(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
int gen_param_count = LuaAPI.lua_gettop(L);
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& translator.Assignable<UnityEngine.ContactPoint2D[]>(L, 2))
{
UnityEngine.Collider2D _collider = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
UnityEngine.ContactPoint2D[] _contacts = (UnityEngine.ContactPoint2D[])translator.GetObject(L, 2, typeof(UnityEngine.ContactPoint2D[]));
var gen_ret = UnityEngine.Physics2D.GetContacts( _collider, _contacts );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 2))
{
UnityEngine.Collider2D _collider = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
UnityEngine.Collider2D[] _colliders = (UnityEngine.Collider2D[])translator.GetObject(L, 2, typeof(UnityEngine.Collider2D[]));
var gen_ret = UnityEngine.Physics2D.GetContacts( _collider, _colliders );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Rigidbody2D>(L, 1)&& translator.Assignable<UnityEngine.ContactPoint2D[]>(L, 2))
{
UnityEngine.Rigidbody2D _rigidbody = (UnityEngine.Rigidbody2D)translator.GetObject(L, 1, typeof(UnityEngine.Rigidbody2D));
UnityEngine.ContactPoint2D[] _contacts = (UnityEngine.ContactPoint2D[])translator.GetObject(L, 2, typeof(UnityEngine.ContactPoint2D[]));
var gen_ret = UnityEngine.Physics2D.GetContacts( _rigidbody, _contacts );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Rigidbody2D>(L, 1)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 2))
{
UnityEngine.Rigidbody2D _rigidbody = (UnityEngine.Rigidbody2D)translator.GetObject(L, 1, typeof(UnityEngine.Rigidbody2D));
UnityEngine.Collider2D[] _colliders = (UnityEngine.Collider2D[])translator.GetObject(L, 2, typeof(UnityEngine.Collider2D[]));
var gen_ret = UnityEngine.Physics2D.GetContacts( _rigidbody, _colliders );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.ContactPoint2D>>(L, 2))
{
UnityEngine.Collider2D _collider = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
System.Collections.Generic.List<UnityEngine.ContactPoint2D> _contacts = (System.Collections.Generic.List<UnityEngine.ContactPoint2D>)translator.GetObject(L, 2, typeof(System.Collections.Generic.List<UnityEngine.ContactPoint2D>));
var gen_ret = UnityEngine.Physics2D.GetContacts( _collider, _contacts );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.Collider2D>>(L, 2))
{
UnityEngine.Collider2D _collider = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
System.Collections.Generic.List<UnityEngine.Collider2D> _colliders = (System.Collections.Generic.List<UnityEngine.Collider2D>)translator.GetObject(L, 2, typeof(System.Collections.Generic.List<UnityEngine.Collider2D>));
var gen_ret = UnityEngine.Physics2D.GetContacts( _collider, _colliders );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Rigidbody2D>(L, 1)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.ContactPoint2D>>(L, 2))
{
UnityEngine.Rigidbody2D _rigidbody = (UnityEngine.Rigidbody2D)translator.GetObject(L, 1, typeof(UnityEngine.Rigidbody2D));
System.Collections.Generic.List<UnityEngine.ContactPoint2D> _contacts = (System.Collections.Generic.List<UnityEngine.ContactPoint2D>)translator.GetObject(L, 2, typeof(System.Collections.Generic.List<UnityEngine.ContactPoint2D>));
var gen_ret = UnityEngine.Physics2D.GetContacts( _rigidbody, _contacts );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 2&& translator.Assignable<UnityEngine.Rigidbody2D>(L, 1)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.Collider2D>>(L, 2))
{
UnityEngine.Rigidbody2D _rigidbody = (UnityEngine.Rigidbody2D)translator.GetObject(L, 1, typeof(UnityEngine.Rigidbody2D));
System.Collections.Generic.List<UnityEngine.Collider2D> _colliders = (System.Collections.Generic.List<UnityEngine.Collider2D>)translator.GetObject(L, 2, typeof(System.Collections.Generic.List<UnityEngine.Collider2D>));
var gen_ret = UnityEngine.Physics2D.GetContacts( _rigidbody, _colliders );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 2)&& translator.Assignable<UnityEngine.ContactPoint2D[]>(L, 3))
{
UnityEngine.Collider2D _collider = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 2, out _contactFilter);
UnityEngine.ContactPoint2D[] _contacts = (UnityEngine.ContactPoint2D[])translator.GetObject(L, 3, typeof(UnityEngine.ContactPoint2D[]));
var gen_ret = UnityEngine.Physics2D.GetContacts( _collider, _contactFilter, _contacts );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 2)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 3))
{
UnityEngine.Collider2D _collider = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 2, out _contactFilter);
UnityEngine.Collider2D[] _colliders = (UnityEngine.Collider2D[])translator.GetObject(L, 3, typeof(UnityEngine.Collider2D[]));
var gen_ret = UnityEngine.Physics2D.GetContacts( _collider, _contactFilter, _colliders );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Rigidbody2D>(L, 1)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 2)&& translator.Assignable<UnityEngine.ContactPoint2D[]>(L, 3))
{
UnityEngine.Rigidbody2D _rigidbody = (UnityEngine.Rigidbody2D)translator.GetObject(L, 1, typeof(UnityEngine.Rigidbody2D));
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 2, out _contactFilter);
UnityEngine.ContactPoint2D[] _contacts = (UnityEngine.ContactPoint2D[])translator.GetObject(L, 3, typeof(UnityEngine.ContactPoint2D[]));
var gen_ret = UnityEngine.Physics2D.GetContacts( _rigidbody, _contactFilter, _contacts );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Rigidbody2D>(L, 1)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 2)&& translator.Assignable<UnityEngine.Collider2D[]>(L, 3))
{
UnityEngine.Rigidbody2D _rigidbody = (UnityEngine.Rigidbody2D)translator.GetObject(L, 1, typeof(UnityEngine.Rigidbody2D));
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 2, out _contactFilter);
UnityEngine.Collider2D[] _colliders = (UnityEngine.Collider2D[])translator.GetObject(L, 3, typeof(UnityEngine.Collider2D[]));
var gen_ret = UnityEngine.Physics2D.GetContacts( _rigidbody, _contactFilter, _colliders );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 2)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.ContactPoint2D>>(L, 3))
{
UnityEngine.Collider2D _collider = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 2, out _contactFilter);
System.Collections.Generic.List<UnityEngine.ContactPoint2D> _contacts = (System.Collections.Generic.List<UnityEngine.ContactPoint2D>)translator.GetObject(L, 3, typeof(System.Collections.Generic.List<UnityEngine.ContactPoint2D>));
var gen_ret = UnityEngine.Physics2D.GetContacts( _collider, _contactFilter, _contacts );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 2)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.Collider2D>>(L, 3))
{
UnityEngine.Collider2D _collider = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 2, out _contactFilter);
System.Collections.Generic.List<UnityEngine.Collider2D> _colliders = (System.Collections.Generic.List<UnityEngine.Collider2D>)translator.GetObject(L, 3, typeof(System.Collections.Generic.List<UnityEngine.Collider2D>));
var gen_ret = UnityEngine.Physics2D.GetContacts( _collider, _contactFilter, _colliders );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Rigidbody2D>(L, 1)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 2)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.ContactPoint2D>>(L, 3))
{
UnityEngine.Rigidbody2D _rigidbody = (UnityEngine.Rigidbody2D)translator.GetObject(L, 1, typeof(UnityEngine.Rigidbody2D));
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 2, out _contactFilter);
System.Collections.Generic.List<UnityEngine.ContactPoint2D> _contacts = (System.Collections.Generic.List<UnityEngine.ContactPoint2D>)translator.GetObject(L, 3, typeof(System.Collections.Generic.List<UnityEngine.ContactPoint2D>));
var gen_ret = UnityEngine.Physics2D.GetContacts( _rigidbody, _contactFilter, _contacts );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 3&& translator.Assignable<UnityEngine.Rigidbody2D>(L, 1)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 2)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.Collider2D>>(L, 3))
{
UnityEngine.Rigidbody2D _rigidbody = (UnityEngine.Rigidbody2D)translator.GetObject(L, 1, typeof(UnityEngine.Rigidbody2D));
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 2, out _contactFilter);
System.Collections.Generic.List<UnityEngine.Collider2D> _colliders = (System.Collections.Generic.List<UnityEngine.Collider2D>)translator.GetObject(L, 3, typeof(System.Collections.Generic.List<UnityEngine.Collider2D>));
var gen_ret = UnityEngine.Physics2D.GetContacts( _rigidbody, _contactFilter, _colliders );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& translator.Assignable<UnityEngine.Collider2D>(L, 2)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 3)&& translator.Assignable<UnityEngine.ContactPoint2D[]>(L, 4))
{
UnityEngine.Collider2D _collider1 = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
UnityEngine.Collider2D _collider2 = (UnityEngine.Collider2D)translator.GetObject(L, 2, typeof(UnityEngine.Collider2D));
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 3, out _contactFilter);
UnityEngine.ContactPoint2D[] _contacts = (UnityEngine.ContactPoint2D[])translator.GetObject(L, 4, typeof(UnityEngine.ContactPoint2D[]));
var gen_ret = UnityEngine.Physics2D.GetContacts( _collider1, _collider2, _contactFilter, _contacts );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
if(gen_param_count == 4&& translator.Assignable<UnityEngine.Collider2D>(L, 1)&& translator.Assignable<UnityEngine.Collider2D>(L, 2)&& translator.Assignable<UnityEngine.ContactFilter2D>(L, 3)&& translator.Assignable<System.Collections.Generic.List<UnityEngine.ContactPoint2D>>(L, 4))
{
UnityEngine.Collider2D _collider1 = (UnityEngine.Collider2D)translator.GetObject(L, 1, typeof(UnityEngine.Collider2D));
UnityEngine.Collider2D _collider2 = (UnityEngine.Collider2D)translator.GetObject(L, 2, typeof(UnityEngine.Collider2D));
UnityEngine.ContactFilter2D _contactFilter;translator.Get(L, 3, out _contactFilter);
System.Collections.Generic.List<UnityEngine.ContactPoint2D> _contacts = (System.Collections.Generic.List<UnityEngine.ContactPoint2D>)translator.GetObject(L, 4, typeof(System.Collections.Generic.List<UnityEngine.ContactPoint2D>));
var gen_ret = UnityEngine.Physics2D.GetContacts( _collider1, _collider2, _contactFilter, _contacts );
LuaAPI.xlua_pushinteger(L, gen_ret);
return 1;
}
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Physics2D.GetContacts!");
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_defaultPhysicsScene(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
translator.Push(L, UnityEngine.Physics2D.defaultPhysicsScene);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_velocityIterations(RealStatePtr L)
{
try {
LuaAPI.xlua_pushinteger(L, UnityEngine.Physics2D.velocityIterations);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_positionIterations(RealStatePtr L)
{
try {
LuaAPI.xlua_pushinteger(L, UnityEngine.Physics2D.positionIterations);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_gravity(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
translator.PushUnityEngineVector2(L, UnityEngine.Physics2D.gravity);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_queriesHitTriggers(RealStatePtr L)
{
try {
LuaAPI.lua_pushboolean(L, UnityEngine.Physics2D.queriesHitTriggers);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_queriesStartInColliders(RealStatePtr L)
{
try {
LuaAPI.lua_pushboolean(L, UnityEngine.Physics2D.queriesStartInColliders);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_callbacksOnDisable(RealStatePtr L)
{
try {
LuaAPI.lua_pushboolean(L, UnityEngine.Physics2D.callbacksOnDisable);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_reuseCollisionCallbacks(RealStatePtr L)
{
try {
LuaAPI.lua_pushboolean(L, UnityEngine.Physics2D.reuseCollisionCallbacks);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_autoSyncTransforms(RealStatePtr L)
{
try {
LuaAPI.lua_pushboolean(L, UnityEngine.Physics2D.autoSyncTransforms);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_simulationMode(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
translator.Push(L, UnityEngine.Physics2D.simulationMode);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_jobOptions(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
translator.Push(L, UnityEngine.Physics2D.jobOptions);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_velocityThreshold(RealStatePtr L)
{
try {
LuaAPI.lua_pushnumber(L, UnityEngine.Physics2D.velocityThreshold);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_maxLinearCorrection(RealStatePtr L)
{
try {
LuaAPI.lua_pushnumber(L, UnityEngine.Physics2D.maxLinearCorrection);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_maxAngularCorrection(RealStatePtr L)
{
try {
LuaAPI.lua_pushnumber(L, UnityEngine.Physics2D.maxAngularCorrection);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_maxTranslationSpeed(RealStatePtr L)
{
try {
LuaAPI.lua_pushnumber(L, UnityEngine.Physics2D.maxTranslationSpeed);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_maxRotationSpeed(RealStatePtr L)
{
try {
LuaAPI.lua_pushnumber(L, UnityEngine.Physics2D.maxRotationSpeed);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_defaultContactOffset(RealStatePtr L)
{
try {
LuaAPI.lua_pushnumber(L, UnityEngine.Physics2D.defaultContactOffset);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_baumgarteScale(RealStatePtr L)
{
try {
LuaAPI.lua_pushnumber(L, UnityEngine.Physics2D.baumgarteScale);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_baumgarteTOIScale(RealStatePtr L)
{
try {
LuaAPI.lua_pushnumber(L, UnityEngine.Physics2D.baumgarteTOIScale);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_timeToSleep(RealStatePtr L)
{
try {
LuaAPI.lua_pushnumber(L, UnityEngine.Physics2D.timeToSleep);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_linearSleepTolerance(RealStatePtr L)
{
try {
LuaAPI.lua_pushnumber(L, UnityEngine.Physics2D.linearSleepTolerance);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_angularSleepTolerance(RealStatePtr L)
{
try {
LuaAPI.lua_pushnumber(L, UnityEngine.Physics2D.angularSleepTolerance);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_alwaysShowColliders(RealStatePtr L)
{
try {
LuaAPI.lua_pushboolean(L, UnityEngine.Physics2D.alwaysShowColliders);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_showColliderSleep(RealStatePtr L)
{
try {
LuaAPI.lua_pushboolean(L, UnityEngine.Physics2D.showColliderSleep);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_showColliderContacts(RealStatePtr L)
{
try {
LuaAPI.lua_pushboolean(L, UnityEngine.Physics2D.showColliderContacts);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_showColliderAABB(RealStatePtr L)
{
try {
LuaAPI.lua_pushboolean(L, UnityEngine.Physics2D.showColliderAABB);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_contactArrowScale(RealStatePtr L)
{
try {
LuaAPI.lua_pushnumber(L, UnityEngine.Physics2D.contactArrowScale);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_colliderAwakeColor(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
translator.PushUnityEngineColor(L, UnityEngine.Physics2D.colliderAwakeColor);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_colliderAsleepColor(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
translator.PushUnityEngineColor(L, UnityEngine.Physics2D.colliderAsleepColor);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_colliderContactColor(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
translator.PushUnityEngineColor(L, UnityEngine.Physics2D.colliderContactColor);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _g_get_colliderAABBColor(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
translator.PushUnityEngineColor(L, UnityEngine.Physics2D.colliderAABBColor);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_velocityIterations(RealStatePtr L)
{
try {
UnityEngine.Physics2D.velocityIterations = LuaAPI.xlua_tointeger(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_positionIterations(RealStatePtr L)
{
try {
UnityEngine.Physics2D.positionIterations = LuaAPI.xlua_tointeger(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_gravity(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
UnityEngine.Vector2 gen_value;translator.Get(L, 1, out gen_value);
UnityEngine.Physics2D.gravity = gen_value;
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_queriesHitTriggers(RealStatePtr L)
{
try {
UnityEngine.Physics2D.queriesHitTriggers = LuaAPI.lua_toboolean(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_queriesStartInColliders(RealStatePtr L)
{
try {
UnityEngine.Physics2D.queriesStartInColliders = LuaAPI.lua_toboolean(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_callbacksOnDisable(RealStatePtr L)
{
try {
UnityEngine.Physics2D.callbacksOnDisable = LuaAPI.lua_toboolean(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_reuseCollisionCallbacks(RealStatePtr L)
{
try {
UnityEngine.Physics2D.reuseCollisionCallbacks = LuaAPI.lua_toboolean(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_autoSyncTransforms(RealStatePtr L)
{
try {
UnityEngine.Physics2D.autoSyncTransforms = LuaAPI.lua_toboolean(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_simulationMode(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
UnityEngine.SimulationMode2D gen_value;translator.Get(L, 1, out gen_value);
UnityEngine.Physics2D.simulationMode = gen_value;
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_jobOptions(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
UnityEngine.PhysicsJobOptions2D gen_value;translator.Get(L, 1, out gen_value);
UnityEngine.Physics2D.jobOptions = gen_value;
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_velocityThreshold(RealStatePtr L)
{
try {
UnityEngine.Physics2D.velocityThreshold = (float)LuaAPI.lua_tonumber(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_maxLinearCorrection(RealStatePtr L)
{
try {
UnityEngine.Physics2D.maxLinearCorrection = (float)LuaAPI.lua_tonumber(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_maxAngularCorrection(RealStatePtr L)
{
try {
UnityEngine.Physics2D.maxAngularCorrection = (float)LuaAPI.lua_tonumber(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_maxTranslationSpeed(RealStatePtr L)
{
try {
UnityEngine.Physics2D.maxTranslationSpeed = (float)LuaAPI.lua_tonumber(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_maxRotationSpeed(RealStatePtr L)
{
try {
UnityEngine.Physics2D.maxRotationSpeed = (float)LuaAPI.lua_tonumber(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_defaultContactOffset(RealStatePtr L)
{
try {
UnityEngine.Physics2D.defaultContactOffset = (float)LuaAPI.lua_tonumber(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_baumgarteScale(RealStatePtr L)
{
try {
UnityEngine.Physics2D.baumgarteScale = (float)LuaAPI.lua_tonumber(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_baumgarteTOIScale(RealStatePtr L)
{
try {
UnityEngine.Physics2D.baumgarteTOIScale = (float)LuaAPI.lua_tonumber(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_timeToSleep(RealStatePtr L)
{
try {
UnityEngine.Physics2D.timeToSleep = (float)LuaAPI.lua_tonumber(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_linearSleepTolerance(RealStatePtr L)
{
try {
UnityEngine.Physics2D.linearSleepTolerance = (float)LuaAPI.lua_tonumber(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_angularSleepTolerance(RealStatePtr L)
{
try {
UnityEngine.Physics2D.angularSleepTolerance = (float)LuaAPI.lua_tonumber(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_alwaysShowColliders(RealStatePtr L)
{
try {
UnityEngine.Physics2D.alwaysShowColliders = LuaAPI.lua_toboolean(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_showColliderSleep(RealStatePtr L)
{
try {
UnityEngine.Physics2D.showColliderSleep = LuaAPI.lua_toboolean(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_showColliderContacts(RealStatePtr L)
{
try {
UnityEngine.Physics2D.showColliderContacts = LuaAPI.lua_toboolean(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_showColliderAABB(RealStatePtr L)
{
try {
UnityEngine.Physics2D.showColliderAABB = LuaAPI.lua_toboolean(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_contactArrowScale(RealStatePtr L)
{
try {
UnityEngine.Physics2D.contactArrowScale = (float)LuaAPI.lua_tonumber(L, 1);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_colliderAwakeColor(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
UnityEngine.Color gen_value;translator.Get(L, 1, out gen_value);
UnityEngine.Physics2D.colliderAwakeColor = gen_value;
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_colliderAsleepColor(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
UnityEngine.Color gen_value;translator.Get(L, 1, out gen_value);
UnityEngine.Physics2D.colliderAsleepColor = gen_value;
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_colliderContactColor(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
UnityEngine.Color gen_value;translator.Get(L, 1, out gen_value);
UnityEngine.Physics2D.colliderContactColor = gen_value;
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int _s_set_colliderAABBColor(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
UnityEngine.Color gen_value;translator.Get(L, 1, out gen_value);
UnityEngine.Physics2D.colliderAABBColor = gen_value;
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
}
}