UnityEngine_AssetBundleWrap.cs 18 KB

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  1. //this source code was auto-generated by tolua#, do not modify it
  2. using System;
  3. using LuaInterface;
  4. public class UnityEngine_AssetBundleWrap
  5. {
  6. public static void Register(LuaState L)
  7. {
  8. L.BeginClass(typeof(UnityEngine.AssetBundle), typeof(UnityEngine.Object), "AssetBundle");
  9. L.RegFunction("UnloadAllAssetBundles", UnloadAllAssetBundles);
  10. L.RegFunction("GetAllLoadedAssetBundles", GetAllLoadedAssetBundles);
  11. L.RegFunction("LoadFromFileAsync", LoadFromFileAsync);
  12. L.RegFunction("LoadFromFile", LoadFromFile);
  13. L.RegFunction("LoadFromMemoryAsync", LoadFromMemoryAsync);
  14. L.RegFunction("LoadFromMemory", LoadFromMemory);
  15. L.RegFunction("LoadFromStreamAsync", LoadFromStreamAsync);
  16. L.RegFunction("LoadFromStream", LoadFromStream);
  17. L.RegFunction("Contains", Contains);
  18. L.RegFunction("LoadAsset", LoadAsset);
  19. L.RegFunction("LoadAssetAsync", LoadAssetAsync);
  20. L.RegFunction("LoadAssetWithSubAssets", LoadAssetWithSubAssets);
  21. L.RegFunction("LoadAssetWithSubAssetsAsync", LoadAssetWithSubAssetsAsync);
  22. L.RegFunction("LoadAllAssets", LoadAllAssets);
  23. L.RegFunction("LoadAllAssetsAsync", LoadAllAssetsAsync);
  24. L.RegFunction("Unload", Unload);
  25. L.RegFunction("GetAllAssetNames", GetAllAssetNames);
  26. L.RegFunction("GetAllScenePaths", GetAllScenePaths);
  27. L.RegFunction("RecompressAssetBundleAsync", RecompressAssetBundleAsync);
  28. L.RegFunction("__eq", op_Equality);
  29. L.RegFunction("__tostring", ToLua.op_ToString);
  30. L.RegVar("isStreamedSceneAssetBundle", get_isStreamedSceneAssetBundle, null);
  31. L.EndClass();
  32. }
  33. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  34. static int UnloadAllAssetBundles(IntPtr L)
  35. {
  36. try
  37. {
  38. ToLua.CheckArgsCount(L, 1);
  39. bool arg0 = LuaDLL.luaL_checkboolean(L, 1);
  40. UnityEngine.AssetBundle.UnloadAllAssetBundles(arg0);
  41. return 0;
  42. }
  43. catch (Exception e)
  44. {
  45. return LuaDLL.toluaL_exception(L, e);
  46. }
  47. }
  48. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  49. static int GetAllLoadedAssetBundles(IntPtr L)
  50. {
  51. try
  52. {
  53. ToLua.CheckArgsCount(L, 0);
  54. System.Collections.Generic.IEnumerable<UnityEngine.AssetBundle> o = UnityEngine.AssetBundle.GetAllLoadedAssetBundles();
  55. ToLua.PushObject(L, o);
  56. return 1;
  57. }
  58. catch (Exception e)
  59. {
  60. return LuaDLL.toluaL_exception(L, e);
  61. }
  62. }
  63. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  64. static int LoadFromFileAsync(IntPtr L)
  65. {
  66. try
  67. {
  68. int count = LuaDLL.lua_gettop(L);
  69. if (count == 1)
  70. {
  71. string arg0 = ToLua.CheckString(L, 1);
  72. UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromFileAsync(arg0);
  73. ToLua.PushObject(L, o);
  74. return 1;
  75. }
  76. else if (count == 2)
  77. {
  78. string arg0 = ToLua.CheckString(L, 1);
  79. uint arg1 = (uint)LuaDLL.luaL_checknumber(L, 2);
  80. UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromFileAsync(arg0, arg1);
  81. ToLua.PushObject(L, o);
  82. return 1;
  83. }
  84. else if (count == 3)
  85. {
  86. string arg0 = ToLua.CheckString(L, 1);
  87. uint arg1 = (uint)LuaDLL.luaL_checknumber(L, 2);
  88. ulong arg2 = LuaDLL.tolua_checkuint64(L, 3);
  89. UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromFileAsync(arg0, arg1, arg2);
  90. ToLua.PushObject(L, o);
  91. return 1;
  92. }
  93. else
  94. {
  95. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadFromFileAsync");
  96. }
  97. }
  98. catch (Exception e)
  99. {
  100. return LuaDLL.toluaL_exception(L, e);
  101. }
  102. }
  103. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  104. static int LoadFromFile(IntPtr L)
  105. {
  106. try
  107. {
  108. int count = LuaDLL.lua_gettop(L);
  109. if (count == 1)
  110. {
  111. string arg0 = ToLua.CheckString(L, 1);
  112. UnityEngine.AssetBundle o = UnityEngine.AssetBundle.LoadFromFile(arg0);
  113. ToLua.Push(L, o);
  114. return 1;
  115. }
  116. else if (count == 2)
  117. {
  118. string arg0 = ToLua.CheckString(L, 1);
  119. uint arg1 = (uint)LuaDLL.luaL_checknumber(L, 2);
  120. UnityEngine.AssetBundle o = UnityEngine.AssetBundle.LoadFromFile(arg0, arg1);
  121. ToLua.Push(L, o);
  122. return 1;
  123. }
  124. else if (count == 3)
  125. {
  126. string arg0 = ToLua.CheckString(L, 1);
  127. uint arg1 = (uint)LuaDLL.luaL_checknumber(L, 2);
  128. ulong arg2 = LuaDLL.tolua_checkuint64(L, 3);
  129. UnityEngine.AssetBundle o = UnityEngine.AssetBundle.LoadFromFile(arg0, arg1, arg2);
  130. ToLua.Push(L, o);
  131. return 1;
  132. }
  133. else
  134. {
  135. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadFromFile");
  136. }
  137. }
  138. catch (Exception e)
  139. {
  140. return LuaDLL.toluaL_exception(L, e);
  141. }
  142. }
  143. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  144. static int LoadFromMemoryAsync(IntPtr L)
  145. {
  146. try
  147. {
  148. int count = LuaDLL.lua_gettop(L);
  149. if (count == 1)
  150. {
  151. byte[] arg0 = ToLua.CheckByteBuffer(L, 1);
  152. UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromMemoryAsync(arg0);
  153. ToLua.PushObject(L, o);
  154. return 1;
  155. }
  156. else if (count == 2)
  157. {
  158. byte[] arg0 = ToLua.CheckByteBuffer(L, 1);
  159. uint arg1 = (uint)LuaDLL.luaL_checknumber(L, 2);
  160. UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromMemoryAsync(arg0, arg1);
  161. ToLua.PushObject(L, o);
  162. return 1;
  163. }
  164. else
  165. {
  166. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadFromMemoryAsync");
  167. }
  168. }
  169. catch (Exception e)
  170. {
  171. return LuaDLL.toluaL_exception(L, e);
  172. }
  173. }
  174. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  175. static int LoadFromMemory(IntPtr L)
  176. {
  177. try
  178. {
  179. int count = LuaDLL.lua_gettop(L);
  180. if (count == 1)
  181. {
  182. byte[] arg0 = ToLua.CheckByteBuffer(L, 1);
  183. UnityEngine.AssetBundle o = UnityEngine.AssetBundle.LoadFromMemory(arg0);
  184. ToLua.Push(L, o);
  185. return 1;
  186. }
  187. else if (count == 2)
  188. {
  189. byte[] arg0 = ToLua.CheckByteBuffer(L, 1);
  190. uint arg1 = (uint)LuaDLL.luaL_checknumber(L, 2);
  191. UnityEngine.AssetBundle o = UnityEngine.AssetBundle.LoadFromMemory(arg0, arg1);
  192. ToLua.Push(L, o);
  193. return 1;
  194. }
  195. else
  196. {
  197. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadFromMemory");
  198. }
  199. }
  200. catch (Exception e)
  201. {
  202. return LuaDLL.toluaL_exception(L, e);
  203. }
  204. }
  205. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  206. static int LoadFromStreamAsync(IntPtr L)
  207. {
  208. try
  209. {
  210. int count = LuaDLL.lua_gettop(L);
  211. if (count == 1)
  212. {
  213. System.IO.Stream arg0 = (System.IO.Stream)ToLua.CheckObject<System.IO.Stream>(L, 1);
  214. UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromStreamAsync(arg0);
  215. ToLua.PushObject(L, o);
  216. return 1;
  217. }
  218. else if (count == 2)
  219. {
  220. System.IO.Stream arg0 = (System.IO.Stream)ToLua.CheckObject<System.IO.Stream>(L, 1);
  221. uint arg1 = (uint)LuaDLL.luaL_checknumber(L, 2);
  222. UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromStreamAsync(arg0, arg1);
  223. ToLua.PushObject(L, o);
  224. return 1;
  225. }
  226. else if (count == 3)
  227. {
  228. System.IO.Stream arg0 = (System.IO.Stream)ToLua.CheckObject<System.IO.Stream>(L, 1);
  229. uint arg1 = (uint)LuaDLL.luaL_checknumber(L, 2);
  230. uint arg2 = (uint)LuaDLL.luaL_checknumber(L, 3);
  231. UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromStreamAsync(arg0, arg1, arg2);
  232. ToLua.PushObject(L, o);
  233. return 1;
  234. }
  235. else
  236. {
  237. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadFromStreamAsync");
  238. }
  239. }
  240. catch (Exception e)
  241. {
  242. return LuaDLL.toluaL_exception(L, e);
  243. }
  244. }
  245. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  246. static int LoadFromStream(IntPtr L)
  247. {
  248. try
  249. {
  250. int count = LuaDLL.lua_gettop(L);
  251. if (count == 1)
  252. {
  253. System.IO.Stream arg0 = (System.IO.Stream)ToLua.CheckObject<System.IO.Stream>(L, 1);
  254. UnityEngine.AssetBundle o = UnityEngine.AssetBundle.LoadFromStream(arg0);
  255. ToLua.Push(L, o);
  256. return 1;
  257. }
  258. else if (count == 2)
  259. {
  260. System.IO.Stream arg0 = (System.IO.Stream)ToLua.CheckObject<System.IO.Stream>(L, 1);
  261. uint arg1 = (uint)LuaDLL.luaL_checknumber(L, 2);
  262. UnityEngine.AssetBundle o = UnityEngine.AssetBundle.LoadFromStream(arg0, arg1);
  263. ToLua.Push(L, o);
  264. return 1;
  265. }
  266. else if (count == 3)
  267. {
  268. System.IO.Stream arg0 = (System.IO.Stream)ToLua.CheckObject<System.IO.Stream>(L, 1);
  269. uint arg1 = (uint)LuaDLL.luaL_checknumber(L, 2);
  270. uint arg2 = (uint)LuaDLL.luaL_checknumber(L, 3);
  271. UnityEngine.AssetBundle o = UnityEngine.AssetBundle.LoadFromStream(arg0, arg1, arg2);
  272. ToLua.Push(L, o);
  273. return 1;
  274. }
  275. else
  276. {
  277. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadFromStream");
  278. }
  279. }
  280. catch (Exception e)
  281. {
  282. return LuaDLL.toluaL_exception(L, e);
  283. }
  284. }
  285. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  286. static int Contains(IntPtr L)
  287. {
  288. try
  289. {
  290. ToLua.CheckArgsCount(L, 2);
  291. UnityEngine.AssetBundle obj = (UnityEngine.AssetBundle)ToLua.CheckObject<UnityEngine.AssetBundle>(L, 1);
  292. string arg0 = ToLua.CheckString(L, 2);
  293. bool o = obj.Contains(arg0);
  294. LuaDLL.lua_pushboolean(L, o);
  295. return 1;
  296. }
  297. catch (Exception e)
  298. {
  299. return LuaDLL.toluaL_exception(L, e);
  300. }
  301. }
  302. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  303. static int LoadAsset(IntPtr L)
  304. {
  305. try
  306. {
  307. int count = LuaDLL.lua_gettop(L);
  308. if (count == 2)
  309. {
  310. UnityEngine.AssetBundle obj = (UnityEngine.AssetBundle)ToLua.CheckObject<UnityEngine.AssetBundle>(L, 1);
  311. string arg0 = ToLua.CheckString(L, 2);
  312. UnityEngine.Object o = obj.LoadAsset(arg0);
  313. ToLua.Push(L, o);
  314. return 1;
  315. }
  316. else if (count == 3)
  317. {
  318. UnityEngine.AssetBundle obj = (UnityEngine.AssetBundle)ToLua.CheckObject<UnityEngine.AssetBundle>(L, 1);
  319. string arg0 = ToLua.CheckString(L, 2);
  320. System.Type arg1 = ToLua.CheckMonoType(L, 3);
  321. UnityEngine.Object o = obj.LoadAsset(arg0, arg1);
  322. ToLua.Push(L, o);
  323. return 1;
  324. }
  325. else
  326. {
  327. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadAsset");
  328. }
  329. }
  330. catch (Exception e)
  331. {
  332. return LuaDLL.toluaL_exception(L, e);
  333. }
  334. }
  335. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  336. static int LoadAssetAsync(IntPtr L)
  337. {
  338. try
  339. {
  340. int count = LuaDLL.lua_gettop(L);
  341. if (count == 2)
  342. {
  343. UnityEngine.AssetBundle obj = (UnityEngine.AssetBundle)ToLua.CheckObject<UnityEngine.AssetBundle>(L, 1);
  344. string arg0 = ToLua.CheckString(L, 2);
  345. UnityEngine.AssetBundleRequest o = obj.LoadAssetAsync(arg0);
  346. ToLua.PushObject(L, o);
  347. return 1;
  348. }
  349. else if (count == 3)
  350. {
  351. UnityEngine.AssetBundle obj = (UnityEngine.AssetBundle)ToLua.CheckObject<UnityEngine.AssetBundle>(L, 1);
  352. string arg0 = ToLua.CheckString(L, 2);
  353. System.Type arg1 = ToLua.CheckMonoType(L, 3);
  354. UnityEngine.AssetBundleRequest o = obj.LoadAssetAsync(arg0, arg1);
  355. ToLua.PushObject(L, o);
  356. return 1;
  357. }
  358. else
  359. {
  360. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadAssetAsync");
  361. }
  362. }
  363. catch (Exception e)
  364. {
  365. return LuaDLL.toluaL_exception(L, e);
  366. }
  367. }
  368. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  369. static int LoadAssetWithSubAssets(IntPtr L)
  370. {
  371. try
  372. {
  373. int count = LuaDLL.lua_gettop(L);
  374. if (count == 2)
  375. {
  376. UnityEngine.AssetBundle obj = (UnityEngine.AssetBundle)ToLua.CheckObject<UnityEngine.AssetBundle>(L, 1);
  377. string arg0 = ToLua.CheckString(L, 2);
  378. UnityEngine.Object[] o = obj.LoadAssetWithSubAssets(arg0);
  379. ToLua.Push(L, o);
  380. return 1;
  381. }
  382. else if (count == 3)
  383. {
  384. UnityEngine.AssetBundle obj = (UnityEngine.AssetBundle)ToLua.CheckObject<UnityEngine.AssetBundle>(L, 1);
  385. string arg0 = ToLua.CheckString(L, 2);
  386. System.Type arg1 = ToLua.CheckMonoType(L, 3);
  387. UnityEngine.Object[] o = obj.LoadAssetWithSubAssets(arg0, arg1);
  388. ToLua.Push(L, o);
  389. return 1;
  390. }
  391. else
  392. {
  393. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadAssetWithSubAssets");
  394. }
  395. }
  396. catch (Exception e)
  397. {
  398. return LuaDLL.toluaL_exception(L, e);
  399. }
  400. }
  401. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  402. static int LoadAssetWithSubAssetsAsync(IntPtr L)
  403. {
  404. try
  405. {
  406. int count = LuaDLL.lua_gettop(L);
  407. if (count == 2)
  408. {
  409. UnityEngine.AssetBundle obj = (UnityEngine.AssetBundle)ToLua.CheckObject<UnityEngine.AssetBundle>(L, 1);
  410. string arg0 = ToLua.CheckString(L, 2);
  411. UnityEngine.AssetBundleRequest o = obj.LoadAssetWithSubAssetsAsync(arg0);
  412. ToLua.PushObject(L, o);
  413. return 1;
  414. }
  415. else if (count == 3)
  416. {
  417. UnityEngine.AssetBundle obj = (UnityEngine.AssetBundle)ToLua.CheckObject<UnityEngine.AssetBundle>(L, 1);
  418. string arg0 = ToLua.CheckString(L, 2);
  419. System.Type arg1 = ToLua.CheckMonoType(L, 3);
  420. UnityEngine.AssetBundleRequest o = obj.LoadAssetWithSubAssetsAsync(arg0, arg1);
  421. ToLua.PushObject(L, o);
  422. return 1;
  423. }
  424. else
  425. {
  426. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadAssetWithSubAssetsAsync");
  427. }
  428. }
  429. catch (Exception e)
  430. {
  431. return LuaDLL.toluaL_exception(L, e);
  432. }
  433. }
  434. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  435. static int LoadAllAssets(IntPtr L)
  436. {
  437. try
  438. {
  439. int count = LuaDLL.lua_gettop(L);
  440. if (count == 1)
  441. {
  442. UnityEngine.AssetBundle obj = (UnityEngine.AssetBundle)ToLua.CheckObject<UnityEngine.AssetBundle>(L, 1);
  443. UnityEngine.Object[] o = obj.LoadAllAssets();
  444. ToLua.Push(L, o);
  445. return 1;
  446. }
  447. else if (count == 2)
  448. {
  449. UnityEngine.AssetBundle obj = (UnityEngine.AssetBundle)ToLua.CheckObject<UnityEngine.AssetBundle>(L, 1);
  450. System.Type arg0 = ToLua.CheckMonoType(L, 2);
  451. UnityEngine.Object[] o = obj.LoadAllAssets(arg0);
  452. ToLua.Push(L, o);
  453. return 1;
  454. }
  455. else
  456. {
  457. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadAllAssets");
  458. }
  459. }
  460. catch (Exception e)
  461. {
  462. return LuaDLL.toluaL_exception(L, e);
  463. }
  464. }
  465. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  466. static int LoadAllAssetsAsync(IntPtr L)
  467. {
  468. try
  469. {
  470. int count = LuaDLL.lua_gettop(L);
  471. if (count == 1)
  472. {
  473. UnityEngine.AssetBundle obj = (UnityEngine.AssetBundle)ToLua.CheckObject<UnityEngine.AssetBundle>(L, 1);
  474. UnityEngine.AssetBundleRequest o = obj.LoadAllAssetsAsync();
  475. ToLua.PushObject(L, o);
  476. return 1;
  477. }
  478. else if (count == 2)
  479. {
  480. UnityEngine.AssetBundle obj = (UnityEngine.AssetBundle)ToLua.CheckObject<UnityEngine.AssetBundle>(L, 1);
  481. System.Type arg0 = ToLua.CheckMonoType(L, 2);
  482. UnityEngine.AssetBundleRequest o = obj.LoadAllAssetsAsync(arg0);
  483. ToLua.PushObject(L, o);
  484. return 1;
  485. }
  486. else
  487. {
  488. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadAllAssetsAsync");
  489. }
  490. }
  491. catch (Exception e)
  492. {
  493. return LuaDLL.toluaL_exception(L, e);
  494. }
  495. }
  496. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  497. static int Unload(IntPtr L)
  498. {
  499. try
  500. {
  501. ToLua.CheckArgsCount(L, 2);
  502. UnityEngine.AssetBundle obj = (UnityEngine.AssetBundle)ToLua.CheckObject<UnityEngine.AssetBundle>(L, 1);
  503. bool arg0 = LuaDLL.luaL_checkboolean(L, 2);
  504. obj.Unload(arg0);
  505. return 0;
  506. }
  507. catch (Exception e)
  508. {
  509. return LuaDLL.toluaL_exception(L, e);
  510. }
  511. }
  512. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  513. static int GetAllAssetNames(IntPtr L)
  514. {
  515. try
  516. {
  517. ToLua.CheckArgsCount(L, 1);
  518. UnityEngine.AssetBundle obj = (UnityEngine.AssetBundle)ToLua.CheckObject<UnityEngine.AssetBundle>(L, 1);
  519. string[] o = obj.GetAllAssetNames();
  520. ToLua.Push(L, o);
  521. return 1;
  522. }
  523. catch (Exception e)
  524. {
  525. return LuaDLL.toluaL_exception(L, e);
  526. }
  527. }
  528. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  529. static int GetAllScenePaths(IntPtr L)
  530. {
  531. try
  532. {
  533. ToLua.CheckArgsCount(L, 1);
  534. UnityEngine.AssetBundle obj = (UnityEngine.AssetBundle)ToLua.CheckObject<UnityEngine.AssetBundle>(L, 1);
  535. string[] o = obj.GetAllScenePaths();
  536. ToLua.Push(L, o);
  537. return 1;
  538. }
  539. catch (Exception e)
  540. {
  541. return LuaDLL.toluaL_exception(L, e);
  542. }
  543. }
  544. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  545. static int RecompressAssetBundleAsync(IntPtr L)
  546. {
  547. try
  548. {
  549. int count = LuaDLL.lua_gettop(L);
  550. if (count == 3)
  551. {
  552. string arg0 = ToLua.CheckString(L, 1);
  553. string arg1 = ToLua.CheckString(L, 2);
  554. UnityEngine.BuildCompression arg2 = StackTraits<UnityEngine.BuildCompression>.Check(L, 3);
  555. UnityEngine.AssetBundleRecompressOperation o = UnityEngine.AssetBundle.RecompressAssetBundleAsync(arg0, arg1, arg2);
  556. ToLua.PushObject(L, o);
  557. return 1;
  558. }
  559. else if (count == 4)
  560. {
  561. string arg0 = ToLua.CheckString(L, 1);
  562. string arg1 = ToLua.CheckString(L, 2);
  563. UnityEngine.BuildCompression arg2 = StackTraits<UnityEngine.BuildCompression>.Check(L, 3);
  564. uint arg3 = (uint)LuaDLL.luaL_checknumber(L, 4);
  565. UnityEngine.AssetBundleRecompressOperation o = UnityEngine.AssetBundle.RecompressAssetBundleAsync(arg0, arg1, arg2, arg3);
  566. ToLua.PushObject(L, o);
  567. return 1;
  568. }
  569. else if (count == 5)
  570. {
  571. string arg0 = ToLua.CheckString(L, 1);
  572. string arg1 = ToLua.CheckString(L, 2);
  573. UnityEngine.BuildCompression arg2 = StackTraits<UnityEngine.BuildCompression>.Check(L, 3);
  574. uint arg3 = (uint)LuaDLL.luaL_checknumber(L, 4);
  575. UnityEngine.ThreadPriority arg4 = (UnityEngine.ThreadPriority)ToLua.CheckObject(L, 5, typeof(UnityEngine.ThreadPriority));
  576. UnityEngine.AssetBundleRecompressOperation o = UnityEngine.AssetBundle.RecompressAssetBundleAsync(arg0, arg1, arg2, arg3, arg4);
  577. ToLua.PushObject(L, o);
  578. return 1;
  579. }
  580. else
  581. {
  582. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.RecompressAssetBundleAsync");
  583. }
  584. }
  585. catch (Exception e)
  586. {
  587. return LuaDLL.toluaL_exception(L, e);
  588. }
  589. }
  590. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  591. static int op_Equality(IntPtr L)
  592. {
  593. try
  594. {
  595. ToLua.CheckArgsCount(L, 2);
  596. UnityEngine.Object arg0 = (UnityEngine.Object)ToLua.ToObject(L, 1);
  597. UnityEngine.Object arg1 = (UnityEngine.Object)ToLua.ToObject(L, 2);
  598. bool o = arg0 == arg1;
  599. LuaDLL.lua_pushboolean(L, o);
  600. return 1;
  601. }
  602. catch (Exception e)
  603. {
  604. return LuaDLL.toluaL_exception(L, e);
  605. }
  606. }
  607. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  608. static int get_isStreamedSceneAssetBundle(IntPtr L)
  609. {
  610. object o = null;
  611. try
  612. {
  613. o = ToLua.ToObject(L, 1);
  614. UnityEngine.AssetBundle obj = (UnityEngine.AssetBundle)o;
  615. bool ret = obj.isStreamedSceneAssetBundle;
  616. LuaDLL.lua_pushboolean(L, ret);
  617. return 1;
  618. }
  619. catch(Exception e)
  620. {
  621. return LuaDLL.toluaL_exception(L, e, o, "attempt to index isStreamedSceneAssetBundle on a nil value");
  622. }
  623. }
  624. }