//this source code was auto-generated by tolua#, do not modify it using System; using LuaInterface; public class UnityEngine_PhysicsWrap { public static void Register(LuaState L) { L.BeginStaticLibs("Physics"); L.RegFunction("IgnoreCollision", IgnoreCollision); L.RegFunction("IgnoreLayerCollision", IgnoreLayerCollision); L.RegFunction("GetIgnoreLayerCollision", GetIgnoreLayerCollision); L.RegFunction("Raycast", Raycast); L.RegFunction("Linecast", Linecast); L.RegFunction("CapsuleCast", CapsuleCast); L.RegFunction("SphereCast", SphereCast); L.RegFunction("BoxCast", BoxCast); L.RegFunction("RaycastAll", RaycastAll); L.RegFunction("RaycastNonAlloc", RaycastNonAlloc); L.RegFunction("CapsuleCastAll", CapsuleCastAll); L.RegFunction("SphereCastAll", SphereCastAll); L.RegFunction("OverlapCapsule", OverlapCapsule); L.RegFunction("OverlapSphere", OverlapSphere); L.RegFunction("Simulate", Simulate); L.RegFunction("SyncTransforms", SyncTransforms); L.RegFunction("ComputePenetration", ComputePenetration); L.RegFunction("ClosestPoint", ClosestPoint); L.RegFunction("OverlapSphereNonAlloc", OverlapSphereNonAlloc); L.RegFunction("CheckSphere", CheckSphere); L.RegFunction("CapsuleCastNonAlloc", CapsuleCastNonAlloc); L.RegFunction("SphereCastNonAlloc", SphereCastNonAlloc); L.RegFunction("CheckCapsule", CheckCapsule); L.RegFunction("CheckBox", CheckBox); L.RegFunction("OverlapBox", OverlapBox); L.RegFunction("OverlapBoxNonAlloc", OverlapBoxNonAlloc); L.RegFunction("BoxCastNonAlloc", BoxCastNonAlloc); L.RegFunction("BoxCastAll", BoxCastAll); L.RegFunction("OverlapCapsuleNonAlloc", OverlapCapsuleNonAlloc); L.RegFunction("RebuildBroadphaseRegions", RebuildBroadphaseRegions); L.RegConstant("IgnoreRaycastLayer", 4); L.RegConstant("DefaultRaycastLayers", -5); L.RegConstant("AllLayers", -1); L.RegVar("gravity", get_gravity, set_gravity); L.RegVar("defaultContactOffset", get_defaultContactOffset, set_defaultContactOffset); L.RegVar("sleepThreshold", get_sleepThreshold, set_sleepThreshold); L.RegVar("queriesHitTriggers", get_queriesHitTriggers, set_queriesHitTriggers); L.RegVar("queriesHitBackfaces", get_queriesHitBackfaces, set_queriesHitBackfaces); L.RegVar("bounceThreshold", get_bounceThreshold, set_bounceThreshold); L.RegVar("defaultSolverIterations", get_defaultSolverIterations, set_defaultSolverIterations); L.RegVar("defaultSolverVelocityIterations", get_defaultSolverVelocityIterations, set_defaultSolverVelocityIterations); L.RegVar("defaultPhysicsScene", get_defaultPhysicsScene, null); L.RegVar("autoSimulation", get_autoSimulation, set_autoSimulation); L.RegVar("autoSyncTransforms", get_autoSyncTransforms, set_autoSyncTransforms); L.RegVar("reuseCollisionCallbacks", get_reuseCollisionCallbacks, set_reuseCollisionCallbacks); L.RegVar("interCollisionDistance", get_interCollisionDistance, set_interCollisionDistance); L.RegVar("interCollisionStiffness", get_interCollisionStiffness, set_interCollisionStiffness); L.RegVar("interCollisionSettingsToggle", get_interCollisionSettingsToggle, set_interCollisionSettingsToggle); L.EndStaticLibs(); } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int IgnoreCollision(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2) { UnityEngine.Collider arg0 = (UnityEngine.Collider)ToLua.CheckObject(L, 1); UnityEngine.Collider arg1 = (UnityEngine.Collider)ToLua.CheckObject(L, 2); UnityEngine.Physics.IgnoreCollision(arg0, arg1); return 0; } else if (count == 3) { UnityEngine.Collider arg0 = (UnityEngine.Collider)ToLua.CheckObject(L, 1); UnityEngine.Collider arg1 = (UnityEngine.Collider)ToLua.CheckObject(L, 2); bool arg2 = LuaDLL.luaL_checkboolean(L, 3); UnityEngine.Physics.IgnoreCollision(arg0, arg1, arg2); return 0; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.IgnoreCollision"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int IgnoreLayerCollision(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2) { int arg0 = (int)LuaDLL.luaL_checknumber(L, 1); int arg1 = (int)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Physics.IgnoreLayerCollision(arg0, arg1); return 0; } else if (count == 3) { int arg0 = (int)LuaDLL.luaL_checknumber(L, 1); int arg1 = (int)LuaDLL.luaL_checknumber(L, 2); bool arg2 = LuaDLL.luaL_checkboolean(L, 3); UnityEngine.Physics.IgnoreLayerCollision(arg0, arg1, arg2); return 0; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.IgnoreLayerCollision"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int GetIgnoreLayerCollision(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); int arg0 = (int)LuaDLL.luaL_checknumber(L, 1); int arg1 = (int)LuaDLL.luaL_checknumber(L, 2); bool o = UnityEngine.Physics.GetIgnoreLayerCollision(arg0, arg1); LuaDLL.lua_pushboolean(L, o); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int Raycast(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 1) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); bool o = UnityEngine.Physics.Raycast(arg0); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 2 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); bool o = UnityEngine.Physics.Raycast(arg0, arg1); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 2 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); bool o = UnityEngine.Physics.Raycast(arg0, arg1); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 2 && TypeChecker.CheckTypes>(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); UnityEngine.RaycastHit arg1; bool o = UnityEngine.Physics.Raycast(arg0, out arg1); LuaDLL.lua_pushboolean(L, o); if (o) ToLua.Push(L, arg1); else LuaDLL.lua_pushnil(L); return 2; } else if (count == 3 && TypeChecker.CheckTypes>(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.RaycastHit arg2; bool o = UnityEngine.Physics.Raycast(arg0, arg1, out arg2); LuaDLL.lua_pushboolean(L, o); if (o) ToLua.Push(L, arg2); else LuaDLL.lua_pushnil(L); return 2; } else if (count == 3 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); int arg2 = (int)LuaDLL.lua_tonumber(L, 3); bool o = UnityEngine.Physics.Raycast(arg0, arg1, arg2); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 3 && TypeChecker.CheckTypes, float>(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); UnityEngine.RaycastHit arg1; float arg2 = (float)LuaDLL.lua_tonumber(L, 3); bool o = UnityEngine.Physics.Raycast(arg0, out arg1, arg2); LuaDLL.lua_pushboolean(L, o); if (o) ToLua.Push(L, arg1); else LuaDLL.lua_pushnil(L); return 2; } else if (count == 3 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.lua_tonumber(L, 3); bool o = UnityEngine.Physics.Raycast(arg0, arg1, arg2); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 4 && TypeChecker.CheckTypes, float>(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.RaycastHit arg2; float arg3 = (float)LuaDLL.lua_tonumber(L, 4); bool o = UnityEngine.Physics.Raycast(arg0, arg1, out arg2, arg3); LuaDLL.lua_pushboolean(L, o); if (o) ToLua.Push(L, arg2); else LuaDLL.lua_pushnil(L); return 2; } else if (count == 4 && TypeChecker.CheckTypes, float, int>(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); UnityEngine.RaycastHit arg1; float arg2 = (float)LuaDLL.lua_tonumber(L, 3); int arg3 = (int)LuaDLL.lua_tonumber(L, 4); bool o = UnityEngine.Physics.Raycast(arg0, out arg1, arg2, arg3); LuaDLL.lua_pushboolean(L, o); if (o) ToLua.Push(L, arg1); else LuaDLL.lua_pushnil(L); return 2; } else if (count == 4 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.lua_tonumber(L, 3); int arg3 = (int)LuaDLL.lua_tonumber(L, 4); bool o = UnityEngine.Physics.Raycast(arg0, arg1, arg2, arg3); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 4 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); int arg2 = (int)LuaDLL.lua_tonumber(L, 3); UnityEngine.QueryTriggerInteraction arg3 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 4); bool o = UnityEngine.Physics.Raycast(arg0, arg1, arg2, arg3); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 5 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.lua_tonumber(L, 3); int arg3 = (int)LuaDLL.lua_tonumber(L, 4); UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 5); bool o = UnityEngine.Physics.Raycast(arg0, arg1, arg2, arg3, arg4); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 5 && TypeChecker.CheckTypes, float, int>(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.RaycastHit arg2; float arg3 = (float)LuaDLL.lua_tonumber(L, 4); int arg4 = (int)LuaDLL.lua_tonumber(L, 5); bool o = UnityEngine.Physics.Raycast(arg0, arg1, out arg2, arg3, arg4); LuaDLL.lua_pushboolean(L, o); if (o) ToLua.Push(L, arg2); else LuaDLL.lua_pushnil(L); return 2; } else if (count == 5 && TypeChecker.CheckTypes, float, int, UnityEngine.QueryTriggerInteraction>(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); UnityEngine.RaycastHit arg1; float arg2 = (float)LuaDLL.lua_tonumber(L, 3); int arg3 = (int)LuaDLL.lua_tonumber(L, 4); UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 5); bool o = UnityEngine.Physics.Raycast(arg0, out arg1, arg2, arg3, arg4); LuaDLL.lua_pushboolean(L, o); if (o) ToLua.Push(L, arg1); else LuaDLL.lua_pushnil(L); return 2; } else if (count == 6) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.RaycastHit arg2; float arg3 = (float)LuaDLL.luaL_checknumber(L, 4); int arg4 = (int)LuaDLL.luaL_checknumber(L, 5); UnityEngine.QueryTriggerInteraction arg5 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 6, typeof(UnityEngine.QueryTriggerInteraction)); bool o = UnityEngine.Physics.Raycast(arg0, arg1, out arg2, arg3, arg4, arg5); LuaDLL.lua_pushboolean(L, o); if (o) ToLua.Push(L, arg2); else LuaDLL.lua_pushnil(L); return 2; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.Raycast"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int Linecast(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); bool o = UnityEngine.Physics.Linecast(arg0, arg1); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 3 && TypeChecker.CheckTypes>(L, 3)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.RaycastHit arg2; bool o = UnityEngine.Physics.Linecast(arg0, arg1, out arg2); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg2); return 2; } else if (count == 3 && TypeChecker.CheckTypes(L, 3)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); int arg2 = (int)LuaDLL.lua_tonumber(L, 3); bool o = UnityEngine.Physics.Linecast(arg0, arg1, arg2); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 4 && TypeChecker.CheckTypes, int>(L, 3)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.RaycastHit arg2; int arg3 = (int)LuaDLL.lua_tonumber(L, 4); bool o = UnityEngine.Physics.Linecast(arg0, arg1, out arg2, arg3); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg2); return 2; } else if (count == 4 && TypeChecker.CheckTypes(L, 3)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); int arg2 = (int)LuaDLL.lua_tonumber(L, 3); UnityEngine.QueryTriggerInteraction arg3 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 4); bool o = UnityEngine.Physics.Linecast(arg0, arg1, arg2, arg3); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 5) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.RaycastHit arg2; int arg3 = (int)LuaDLL.luaL_checknumber(L, 4); UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 5, typeof(UnityEngine.QueryTriggerInteraction)); bool o = UnityEngine.Physics.Linecast(arg0, arg1, out arg2, arg3, arg4); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg2); return 2; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.Linecast"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int CapsuleCast(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 4) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); bool o = UnityEngine.Physics.CapsuleCast(arg0, arg1, arg2, arg3); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 5 && TypeChecker.CheckTypes>(L, 5)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); UnityEngine.RaycastHit arg4; bool o = UnityEngine.Physics.CapsuleCast(arg0, arg1, arg2, arg3, out arg4); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg4); return 2; } else if (count == 5 && TypeChecker.CheckTypes(L, 5)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); float arg4 = (float)LuaDLL.lua_tonumber(L, 5); bool o = UnityEngine.Physics.CapsuleCast(arg0, arg1, arg2, arg3, arg4); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 6 && TypeChecker.CheckTypes(L, 5)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); float arg4 = (float)LuaDLL.lua_tonumber(L, 5); int arg5 = (int)LuaDLL.lua_tonumber(L, 6); bool o = UnityEngine.Physics.CapsuleCast(arg0, arg1, arg2, arg3, arg4, arg5); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 6 && TypeChecker.CheckTypes, float>(L, 5)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); UnityEngine.RaycastHit arg4; float arg5 = (float)LuaDLL.lua_tonumber(L, 6); bool o = UnityEngine.Physics.CapsuleCast(arg0, arg1, arg2, arg3, out arg4, arg5); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg4); return 2; } else if (count == 7 && TypeChecker.CheckTypes, float, int>(L, 5)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); UnityEngine.RaycastHit arg4; float arg5 = (float)LuaDLL.lua_tonumber(L, 6); int arg6 = (int)LuaDLL.lua_tonumber(L, 7); bool o = UnityEngine.Physics.CapsuleCast(arg0, arg1, arg2, arg3, out arg4, arg5, arg6); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg4); return 2; } else if (count == 7 && TypeChecker.CheckTypes(L, 5)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); float arg4 = (float)LuaDLL.lua_tonumber(L, 5); int arg5 = (int)LuaDLL.lua_tonumber(L, 6); UnityEngine.QueryTriggerInteraction arg6 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 7); bool o = UnityEngine.Physics.CapsuleCast(arg0, arg1, arg2, arg3, arg4, arg5, arg6); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 8) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); UnityEngine.RaycastHit arg4; float arg5 = (float)LuaDLL.luaL_checknumber(L, 6); int arg6 = (int)LuaDLL.luaL_checknumber(L, 7); UnityEngine.QueryTriggerInteraction arg7 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 8, typeof(UnityEngine.QueryTriggerInteraction)); bool o = UnityEngine.Physics.CapsuleCast(arg0, arg1, arg2, arg3, out arg4, arg5, arg6, arg7); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg4); return 2; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.CapsuleCast"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int SphereCast(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); bool o = UnityEngine.Physics.SphereCast(arg0, arg1); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 3 && TypeChecker.CheckTypes(L, 3)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); float arg2 = (float)LuaDLL.lua_tonumber(L, 3); bool o = UnityEngine.Physics.SphereCast(arg0, arg1, arg2); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 3 && TypeChecker.CheckTypes>(L, 3)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); UnityEngine.RaycastHit arg2; bool o = UnityEngine.Physics.SphereCast(arg0, arg1, out arg2); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg2); return 2; } else if (count == 4 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); float arg2 = (float)LuaDLL.lua_tonumber(L, 3); int arg3 = (int)LuaDLL.lua_tonumber(L, 4); bool o = UnityEngine.Physics.SphereCast(arg0, arg1, arg2, arg3); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 4 && TypeChecker.CheckTypes, float>(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); UnityEngine.RaycastHit arg2; float arg3 = (float)LuaDLL.lua_tonumber(L, 4); bool o = UnityEngine.Physics.SphereCast(arg0, arg1, out arg2, arg3); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg2); return 2; } else if (count == 4 && TypeChecker.CheckTypes>(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit arg3; bool o = UnityEngine.Physics.SphereCast(arg0, arg1, arg2, out arg3); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg3); return 2; } else if (count == 5 && TypeChecker.CheckTypes, float, int>(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); UnityEngine.RaycastHit arg2; float arg3 = (float)LuaDLL.lua_tonumber(L, 4); int arg4 = (int)LuaDLL.lua_tonumber(L, 5); bool o = UnityEngine.Physics.SphereCast(arg0, arg1, out arg2, arg3, arg4); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg2); return 2; } else if (count == 5 && TypeChecker.CheckTypes, float>(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit arg3; float arg4 = (float)LuaDLL.lua_tonumber(L, 5); bool o = UnityEngine.Physics.SphereCast(arg0, arg1, arg2, out arg3, arg4); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg3); return 2; } else if (count == 5 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); float arg2 = (float)LuaDLL.lua_tonumber(L, 3); int arg3 = (int)LuaDLL.lua_tonumber(L, 4); UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 5); bool o = UnityEngine.Physics.SphereCast(arg0, arg1, arg2, arg3, arg4); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 6 && TypeChecker.CheckTypes, float, int>(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit arg3; float arg4 = (float)LuaDLL.lua_tonumber(L, 5); int arg5 = (int)LuaDLL.lua_tonumber(L, 6); bool o = UnityEngine.Physics.SphereCast(arg0, arg1, arg2, out arg3, arg4, arg5); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg3); return 2; } else if (count == 6 && TypeChecker.CheckTypes, float, int, UnityEngine.QueryTriggerInteraction>(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); UnityEngine.RaycastHit arg2; float arg3 = (float)LuaDLL.lua_tonumber(L, 4); int arg4 = (int)LuaDLL.lua_tonumber(L, 5); UnityEngine.QueryTriggerInteraction arg5 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 6); bool o = UnityEngine.Physics.SphereCast(arg0, arg1, out arg2, arg3, arg4, arg5); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg2); return 2; } else if (count == 7) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit arg3; float arg4 = (float)LuaDLL.luaL_checknumber(L, 5); int arg5 = (int)LuaDLL.luaL_checknumber(L, 6); UnityEngine.QueryTriggerInteraction arg6 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 7, typeof(UnityEngine.QueryTriggerInteraction)); bool o = UnityEngine.Physics.SphereCast(arg0, arg1, arg2, out arg3, arg4, arg5, arg6); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg3); return 2; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.SphereCast"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int BoxCast(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 3) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 4 && TypeChecker.CheckTypes(L, 4)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4); bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, arg3); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 4 && TypeChecker.CheckTypes>(L, 4)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit arg3; bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, out arg3); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg3); return 2; } else if (count == 5 && TypeChecker.CheckTypes, UnityEngine.Quaternion>(L, 4)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit arg3; UnityEngine.Quaternion arg4 = ToLua.ToQuaternion(L, 5); bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, out arg3, arg4); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg3); return 2; } else if (count == 5 && TypeChecker.CheckTypes(L, 4)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4); float arg4 = (float)LuaDLL.lua_tonumber(L, 5); bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, arg3, arg4); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 6 && TypeChecker.CheckTypes, UnityEngine.Quaternion, float>(L, 4)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit arg3; UnityEngine.Quaternion arg4 = ToLua.ToQuaternion(L, 5); float arg5 = (float)LuaDLL.lua_tonumber(L, 6); bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, out arg3, arg4, arg5); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg3); return 2; } else if (count == 6 && TypeChecker.CheckTypes(L, 4)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4); float arg4 = (float)LuaDLL.lua_tonumber(L, 5); int arg5 = (int)LuaDLL.lua_tonumber(L, 6); bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, arg3, arg4, arg5); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 7 && TypeChecker.CheckTypes(L, 4)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4); float arg4 = (float)LuaDLL.lua_tonumber(L, 5); int arg5 = (int)LuaDLL.lua_tonumber(L, 6); UnityEngine.QueryTriggerInteraction arg6 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 7); bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, arg3, arg4, arg5, arg6); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 7 && TypeChecker.CheckTypes, UnityEngine.Quaternion, float, int>(L, 4)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit arg3; UnityEngine.Quaternion arg4 = ToLua.ToQuaternion(L, 5); float arg5 = (float)LuaDLL.lua_tonumber(L, 6); int arg6 = (int)LuaDLL.lua_tonumber(L, 7); bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, out arg3, arg4, arg5, arg6); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg3); return 2; } else if (count == 8) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit arg3; UnityEngine.Quaternion arg4 = ToLua.ToQuaternion(L, 5); float arg5 = (float)LuaDLL.luaL_checknumber(L, 6); int arg6 = (int)LuaDLL.luaL_checknumber(L, 7); UnityEngine.QueryTriggerInteraction arg7 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 8, typeof(UnityEngine.QueryTriggerInteraction)); bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, out arg3, arg4, arg5, arg6, arg7); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg3); return 2; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.BoxCast"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int RaycastAll(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 1) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); UnityEngine.RaycastHit[] o = UnityEngine.Physics.RaycastAll(arg0); ToLua.Push(L, o); return 1; } else if (count == 2 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.RaycastHit[] o = UnityEngine.Physics.RaycastAll(arg0, arg1); ToLua.Push(L, o); return 1; } else if (count == 2 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); UnityEngine.RaycastHit[] o = UnityEngine.Physics.RaycastAll(arg0, arg1); ToLua.Push(L, o); return 1; } else if (count == 3 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); int arg2 = (int)LuaDLL.lua_tonumber(L, 3); UnityEngine.RaycastHit[] o = UnityEngine.Physics.RaycastAll(arg0, arg1, arg2); ToLua.Push(L, o); return 1; } else if (count == 3 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.lua_tonumber(L, 3); UnityEngine.RaycastHit[] o = UnityEngine.Physics.RaycastAll(arg0, arg1, arg2); ToLua.Push(L, o); return 1; } else if (count == 4 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.lua_tonumber(L, 3); int arg3 = (int)LuaDLL.lua_tonumber(L, 4); UnityEngine.RaycastHit[] o = UnityEngine.Physics.RaycastAll(arg0, arg1, arg2, arg3); ToLua.Push(L, o); return 1; } else if (count == 4 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); int arg2 = (int)LuaDLL.lua_tonumber(L, 3); UnityEngine.QueryTriggerInteraction arg3 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 4); UnityEngine.RaycastHit[] o = UnityEngine.Physics.RaycastAll(arg0, arg1, arg2, arg3); ToLua.Push(L, o); return 1; } else if (count == 5) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); int arg3 = (int)LuaDLL.luaL_checknumber(L, 4); UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 5, typeof(UnityEngine.QueryTriggerInteraction)); UnityEngine.RaycastHit[] o = UnityEngine.Physics.RaycastAll(arg0, arg1, arg2, arg3, arg4); ToLua.Push(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.RaycastAll"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int RaycastNonAlloc(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); UnityEngine.RaycastHit[] arg1 = ToLua.CheckStructArray(L, 2); int o = UnityEngine.Physics.RaycastNonAlloc(arg0, arg1); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 3 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.RaycastHit[] arg2 = ToLua.ToStructArray(L, 3); int o = UnityEngine.Physics.RaycastNonAlloc(arg0, arg1, arg2); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 3 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); UnityEngine.RaycastHit[] arg1 = ToLua.ToStructArray(L, 2); float arg2 = (float)LuaDLL.lua_tonumber(L, 3); int o = UnityEngine.Physics.RaycastNonAlloc(arg0, arg1, arg2); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 4 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); UnityEngine.RaycastHit[] arg1 = ToLua.ToStructArray(L, 2); float arg2 = (float)LuaDLL.lua_tonumber(L, 3); int arg3 = (int)LuaDLL.lua_tonumber(L, 4); int o = UnityEngine.Physics.RaycastNonAlloc(arg0, arg1, arg2, arg3); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 4 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.RaycastHit[] arg2 = ToLua.ToStructArray(L, 3); float arg3 = (float)LuaDLL.lua_tonumber(L, 4); int o = UnityEngine.Physics.RaycastNonAlloc(arg0, arg1, arg2, arg3); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 5 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.RaycastHit[] arg2 = ToLua.ToStructArray(L, 3); float arg3 = (float)LuaDLL.lua_tonumber(L, 4); int arg4 = (int)LuaDLL.lua_tonumber(L, 5); int o = UnityEngine.Physics.RaycastNonAlloc(arg0, arg1, arg2, arg3, arg4); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 5 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); UnityEngine.RaycastHit[] arg1 = ToLua.ToStructArray(L, 2); float arg2 = (float)LuaDLL.lua_tonumber(L, 3); int arg3 = (int)LuaDLL.lua_tonumber(L, 4); UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 5); int o = UnityEngine.Physics.RaycastNonAlloc(arg0, arg1, arg2, arg3, arg4); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 6) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.RaycastHit[] arg2 = ToLua.CheckStructArray(L, 3); float arg3 = (float)LuaDLL.luaL_checknumber(L, 4); int arg4 = (int)LuaDLL.luaL_checknumber(L, 5); UnityEngine.QueryTriggerInteraction arg5 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 6, typeof(UnityEngine.QueryTriggerInteraction)); int o = UnityEngine.Physics.RaycastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5); LuaDLL.lua_pushinteger(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.RaycastNonAlloc"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int CapsuleCastAll(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 4) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); UnityEngine.RaycastHit[] o = UnityEngine.Physics.CapsuleCastAll(arg0, arg1, arg2, arg3); ToLua.Push(L, o); return 1; } else if (count == 5) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); float arg4 = (float)LuaDLL.luaL_checknumber(L, 5); UnityEngine.RaycastHit[] o = UnityEngine.Physics.CapsuleCastAll(arg0, arg1, arg2, arg3, arg4); ToLua.Push(L, o); return 1; } else if (count == 6) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); float arg4 = (float)LuaDLL.luaL_checknumber(L, 5); int arg5 = (int)LuaDLL.luaL_checknumber(L, 6); UnityEngine.RaycastHit[] o = UnityEngine.Physics.CapsuleCastAll(arg0, arg1, arg2, arg3, arg4, arg5); ToLua.Push(L, o); return 1; } else if (count == 7) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); float arg4 = (float)LuaDLL.luaL_checknumber(L, 5); int arg5 = (int)LuaDLL.luaL_checknumber(L, 6); UnityEngine.QueryTriggerInteraction arg6 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 7, typeof(UnityEngine.QueryTriggerInteraction)); UnityEngine.RaycastHit[] o = UnityEngine.Physics.CapsuleCastAll(arg0, arg1, arg2, arg3, arg4, arg5, arg6); ToLua.Push(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.CapsuleCastAll"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int SphereCastAll(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); UnityEngine.RaycastHit[] o = UnityEngine.Physics.SphereCastAll(arg0, arg1); ToLua.Push(L, o); return 1; } else if (count == 3 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit[] o = UnityEngine.Physics.SphereCastAll(arg0, arg1, arg2); ToLua.Push(L, o); return 1; } else if (count == 3 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); float arg2 = (float)LuaDLL.lua_tonumber(L, 3); UnityEngine.RaycastHit[] o = UnityEngine.Physics.SphereCastAll(arg0, arg1, arg2); ToLua.Push(L, o); return 1; } else if (count == 4 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); float arg2 = (float)LuaDLL.lua_tonumber(L, 3); int arg3 = (int)LuaDLL.lua_tonumber(L, 4); UnityEngine.RaycastHit[] o = UnityEngine.Physics.SphereCastAll(arg0, arg1, arg2, arg3); ToLua.Push(L, o); return 1; } else if (count == 4 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); float arg3 = (float)LuaDLL.lua_tonumber(L, 4); UnityEngine.RaycastHit[] o = UnityEngine.Physics.SphereCastAll(arg0, arg1, arg2, arg3); ToLua.Push(L, o); return 1; } else if (count == 5 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); float arg3 = (float)LuaDLL.lua_tonumber(L, 4); int arg4 = (int)LuaDLL.lua_tonumber(L, 5); UnityEngine.RaycastHit[] o = UnityEngine.Physics.SphereCastAll(arg0, arg1, arg2, arg3, arg4); ToLua.Push(L, o); return 1; } else if (count == 5 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); float arg2 = (float)LuaDLL.lua_tonumber(L, 3); int arg3 = (int)LuaDLL.lua_tonumber(L, 4); UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 5); UnityEngine.RaycastHit[] o = UnityEngine.Physics.SphereCastAll(arg0, arg1, arg2, arg3, arg4); ToLua.Push(L, o); return 1; } else if (count == 6) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); float arg3 = (float)LuaDLL.luaL_checknumber(L, 4); int arg4 = (int)LuaDLL.luaL_checknumber(L, 5); UnityEngine.QueryTriggerInteraction arg5 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 6, typeof(UnityEngine.QueryTriggerInteraction)); UnityEngine.RaycastHit[] o = UnityEngine.Physics.SphereCastAll(arg0, arg1, arg2, arg3, arg4, arg5); ToLua.Push(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.SphereCastAll"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int OverlapCapsule(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 3) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Collider[] o = UnityEngine.Physics.OverlapCapsule(arg0, arg1, arg2); ToLua.Push(L, o); return 1; } else if (count == 4) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); int arg3 = (int)LuaDLL.luaL_checknumber(L, 4); UnityEngine.Collider[] o = UnityEngine.Physics.OverlapCapsule(arg0, arg1, arg2, arg3); ToLua.Push(L, o); return 1; } else if (count == 5) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); int arg3 = (int)LuaDLL.luaL_checknumber(L, 4); UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 5, typeof(UnityEngine.QueryTriggerInteraction)); UnityEngine.Collider[] o = UnityEngine.Physics.OverlapCapsule(arg0, arg1, arg2, arg3, arg4); ToLua.Push(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.OverlapCapsule"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int OverlapSphere(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Collider[] o = UnityEngine.Physics.OverlapSphere(arg0, arg1); ToLua.Push(L, o); return 1; } else if (count == 3) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); int arg2 = (int)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Collider[] o = UnityEngine.Physics.OverlapSphere(arg0, arg1, arg2); ToLua.Push(L, o); return 1; } else if (count == 4) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); int arg2 = (int)LuaDLL.luaL_checknumber(L, 3); UnityEngine.QueryTriggerInteraction arg3 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 4, typeof(UnityEngine.QueryTriggerInteraction)); UnityEngine.Collider[] o = UnityEngine.Physics.OverlapSphere(arg0, arg1, arg2, arg3); ToLua.Push(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.OverlapSphere"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int Simulate(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); float arg0 = (float)LuaDLL.luaL_checknumber(L, 1); UnityEngine.Physics.Simulate(arg0); return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int SyncTransforms(IntPtr L) { try { ToLua.CheckArgsCount(L, 0); UnityEngine.Physics.SyncTransforms(); return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int ComputePenetration(IntPtr L) { try { ToLua.CheckArgsCount(L, 8); UnityEngine.Collider arg0 = (UnityEngine.Collider)ToLua.CheckObject(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Quaternion arg2 = ToLua.ToQuaternion(L, 3); UnityEngine.Collider arg3 = (UnityEngine.Collider)ToLua.CheckObject(L, 4); UnityEngine.Vector3 arg4 = ToLua.ToVector3(L, 5); UnityEngine.Quaternion arg5 = ToLua.ToQuaternion(L, 6); UnityEngine.Vector3 arg6; float arg7; bool o = UnityEngine.Physics.ComputePenetration(arg0, arg1, arg2, arg3, arg4, arg5, out arg6, out arg7); LuaDLL.lua_pushboolean(L, o); ToLua.Push(L, arg6); LuaDLL.lua_pushnumber(L, arg7); return 3; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int ClosestPoint(IntPtr L) { try { ToLua.CheckArgsCount(L, 4); UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Collider arg1 = (UnityEngine.Collider)ToLua.CheckObject(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4); UnityEngine.Vector3 o = UnityEngine.Physics.ClosestPoint(arg0, arg1, arg2, arg3); ToLua.Push(L, o); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int OverlapSphereNonAlloc(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 3) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Collider[] arg2 = ToLua.CheckObjectArray(L, 3); int o = UnityEngine.Physics.OverlapSphereNonAlloc(arg0, arg1, arg2); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 4) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Collider[] arg2 = ToLua.CheckObjectArray(L, 3); int arg3 = (int)LuaDLL.luaL_checknumber(L, 4); int o = UnityEngine.Physics.OverlapSphereNonAlloc(arg0, arg1, arg2, arg3); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 5) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Collider[] arg2 = ToLua.CheckObjectArray(L, 3); int arg3 = (int)LuaDLL.luaL_checknumber(L, 4); UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 5, typeof(UnityEngine.QueryTriggerInteraction)); int o = UnityEngine.Physics.OverlapSphereNonAlloc(arg0, arg1, arg2, arg3, arg4); LuaDLL.lua_pushinteger(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.OverlapSphereNonAlloc"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int CheckSphere(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); bool o = UnityEngine.Physics.CheckSphere(arg0, arg1); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 3) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); int arg2 = (int)LuaDLL.luaL_checknumber(L, 3); bool o = UnityEngine.Physics.CheckSphere(arg0, arg1, arg2); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 4) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); int arg2 = (int)LuaDLL.luaL_checknumber(L, 3); UnityEngine.QueryTriggerInteraction arg3 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 4, typeof(UnityEngine.QueryTriggerInteraction)); bool o = UnityEngine.Physics.CheckSphere(arg0, arg1, arg2, arg3); LuaDLL.lua_pushboolean(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.CheckSphere"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int CapsuleCastNonAlloc(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 5) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); UnityEngine.RaycastHit[] arg4 = ToLua.CheckStructArray(L, 5); int o = UnityEngine.Physics.CapsuleCastNonAlloc(arg0, arg1, arg2, arg3, arg4); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 6) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); UnityEngine.RaycastHit[] arg4 = ToLua.CheckStructArray(L, 5); float arg5 = (float)LuaDLL.luaL_checknumber(L, 6); int o = UnityEngine.Physics.CapsuleCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 7) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); UnityEngine.RaycastHit[] arg4 = ToLua.CheckStructArray(L, 5); float arg5 = (float)LuaDLL.luaL_checknumber(L, 6); int arg6 = (int)LuaDLL.luaL_checknumber(L, 7); int o = UnityEngine.Physics.CapsuleCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5, arg6); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 8) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4); UnityEngine.RaycastHit[] arg4 = ToLua.CheckStructArray(L, 5); float arg5 = (float)LuaDLL.luaL_checknumber(L, 6); int arg6 = (int)LuaDLL.luaL_checknumber(L, 7); UnityEngine.QueryTriggerInteraction arg7 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 8, typeof(UnityEngine.QueryTriggerInteraction)); int o = UnityEngine.Physics.CapsuleCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7); LuaDLL.lua_pushinteger(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.CapsuleCastNonAlloc"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int SphereCastNonAlloc(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 3) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); UnityEngine.RaycastHit[] arg2 = ToLua.CheckStructArray(L, 3); int o = UnityEngine.Physics.SphereCastNonAlloc(arg0, arg1, arg2); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 4 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit[] arg3 = ToLua.ToStructArray(L, 4); int o = UnityEngine.Physics.SphereCastNonAlloc(arg0, arg1, arg2, arg3); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 4 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); UnityEngine.RaycastHit[] arg2 = ToLua.ToStructArray(L, 3); float arg3 = (float)LuaDLL.lua_tonumber(L, 4); int o = UnityEngine.Physics.SphereCastNonAlloc(arg0, arg1, arg2, arg3); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 5 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); UnityEngine.RaycastHit[] arg2 = ToLua.ToStructArray(L, 3); float arg3 = (float)LuaDLL.lua_tonumber(L, 4); int arg4 = (int)LuaDLL.lua_tonumber(L, 5); int o = UnityEngine.Physics.SphereCastNonAlloc(arg0, arg1, arg2, arg3, arg4); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 5 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit[] arg3 = ToLua.ToStructArray(L, 4); float arg4 = (float)LuaDLL.lua_tonumber(L, 5); int o = UnityEngine.Physics.SphereCastNonAlloc(arg0, arg1, arg2, arg3, arg4); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 6 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit[] arg3 = ToLua.ToStructArray(L, 4); float arg4 = (float)LuaDLL.lua_tonumber(L, 5); int arg5 = (int)LuaDLL.lua_tonumber(L, 6); int o = UnityEngine.Physics.SphereCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 6 && TypeChecker.CheckTypes(L, 1)) { UnityEngine.Ray arg0 = ToLua.ToRay(L, 1); float arg1 = (float)LuaDLL.lua_tonumber(L, 2); UnityEngine.RaycastHit[] arg2 = ToLua.ToStructArray(L, 3); float arg3 = (float)LuaDLL.lua_tonumber(L, 4); int arg4 = (int)LuaDLL.lua_tonumber(L, 5); UnityEngine.QueryTriggerInteraction arg5 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 6); int o = UnityEngine.Physics.SphereCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 7) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit[] arg3 = ToLua.CheckStructArray(L, 4); float arg4 = (float)LuaDLL.luaL_checknumber(L, 5); int arg5 = (int)LuaDLL.luaL_checknumber(L, 6); UnityEngine.QueryTriggerInteraction arg6 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 7, typeof(UnityEngine.QueryTriggerInteraction)); int o = UnityEngine.Physics.SphereCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5, arg6); LuaDLL.lua_pushinteger(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.SphereCastNonAlloc"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int CheckCapsule(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 3) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); bool o = UnityEngine.Physics.CheckCapsule(arg0, arg1, arg2); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 4) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); int arg3 = (int)LuaDLL.luaL_checknumber(L, 4); bool o = UnityEngine.Physics.CheckCapsule(arg0, arg1, arg2, arg3); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 5) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); int arg3 = (int)LuaDLL.luaL_checknumber(L, 4); UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 5, typeof(UnityEngine.QueryTriggerInteraction)); bool o = UnityEngine.Physics.CheckCapsule(arg0, arg1, arg2, arg3, arg4); LuaDLL.lua_pushboolean(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.CheckCapsule"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int CheckBox(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); bool o = UnityEngine.Physics.CheckBox(arg0, arg1); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 3) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Quaternion arg2 = ToLua.ToQuaternion(L, 3); bool o = UnityEngine.Physics.CheckBox(arg0, arg1, arg2); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 4) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Quaternion arg2 = ToLua.ToQuaternion(L, 3); int arg3 = (int)LuaDLL.luaL_checknumber(L, 4); bool o = UnityEngine.Physics.CheckBox(arg0, arg1, arg2, arg3); LuaDLL.lua_pushboolean(L, o); return 1; } else if (count == 5) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Quaternion arg2 = ToLua.ToQuaternion(L, 3); int arg3 = (int)LuaDLL.luaL_checknumber(L, 4); UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 5, typeof(UnityEngine.QueryTriggerInteraction)); bool o = UnityEngine.Physics.CheckBox(arg0, arg1, arg2, arg3, arg4); LuaDLL.lua_pushboolean(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.CheckBox"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int OverlapBox(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Collider[] o = UnityEngine.Physics.OverlapBox(arg0, arg1); ToLua.Push(L, o); return 1; } else if (count == 3) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Quaternion arg2 = ToLua.ToQuaternion(L, 3); UnityEngine.Collider[] o = UnityEngine.Physics.OverlapBox(arg0, arg1, arg2); ToLua.Push(L, o); return 1; } else if (count == 4) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Quaternion arg2 = ToLua.ToQuaternion(L, 3); int arg3 = (int)LuaDLL.luaL_checknumber(L, 4); UnityEngine.Collider[] o = UnityEngine.Physics.OverlapBox(arg0, arg1, arg2, arg3); ToLua.Push(L, o); return 1; } else if (count == 5) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Quaternion arg2 = ToLua.ToQuaternion(L, 3); int arg3 = (int)LuaDLL.luaL_checknumber(L, 4); UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 5, typeof(UnityEngine.QueryTriggerInteraction)); UnityEngine.Collider[] o = UnityEngine.Physics.OverlapBox(arg0, arg1, arg2, arg3, arg4); ToLua.Push(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.OverlapBox"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int OverlapBoxNonAlloc(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 3) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Collider[] arg2 = ToLua.CheckObjectArray(L, 3); int o = UnityEngine.Physics.OverlapBoxNonAlloc(arg0, arg1, arg2); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 4) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Collider[] arg2 = ToLua.CheckObjectArray(L, 3); UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4); int o = UnityEngine.Physics.OverlapBoxNonAlloc(arg0, arg1, arg2, arg3); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 5) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Collider[] arg2 = ToLua.CheckObjectArray(L, 3); UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4); int arg4 = (int)LuaDLL.luaL_checknumber(L, 5); int o = UnityEngine.Physics.OverlapBoxNonAlloc(arg0, arg1, arg2, arg3, arg4); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 6) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Collider[] arg2 = ToLua.CheckObjectArray(L, 3); UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4); int arg4 = (int)LuaDLL.luaL_checknumber(L, 5); UnityEngine.QueryTriggerInteraction arg5 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 6, typeof(UnityEngine.QueryTriggerInteraction)); int o = UnityEngine.Physics.OverlapBoxNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5); LuaDLL.lua_pushinteger(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.OverlapBoxNonAlloc"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int BoxCastNonAlloc(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 4) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit[] arg3 = ToLua.CheckStructArray(L, 4); int o = UnityEngine.Physics.BoxCastNonAlloc(arg0, arg1, arg2, arg3); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 5) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit[] arg3 = ToLua.CheckStructArray(L, 4); UnityEngine.Quaternion arg4 = ToLua.ToQuaternion(L, 5); int o = UnityEngine.Physics.BoxCastNonAlloc(arg0, arg1, arg2, arg3, arg4); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 6) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit[] arg3 = ToLua.CheckStructArray(L, 4); UnityEngine.Quaternion arg4 = ToLua.ToQuaternion(L, 5); float arg5 = (float)LuaDLL.luaL_checknumber(L, 6); int o = UnityEngine.Physics.BoxCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 7) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit[] arg3 = ToLua.CheckStructArray(L, 4); UnityEngine.Quaternion arg4 = ToLua.ToQuaternion(L, 5); float arg5 = (float)LuaDLL.luaL_checknumber(L, 6); int arg6 = (int)LuaDLL.luaL_checknumber(L, 7); int o = UnityEngine.Physics.BoxCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5, arg6); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 8) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit[] arg3 = ToLua.CheckStructArray(L, 4); UnityEngine.Quaternion arg4 = ToLua.ToQuaternion(L, 5); float arg5 = (float)LuaDLL.luaL_checknumber(L, 6); int arg6 = (int)LuaDLL.luaL_checknumber(L, 7); UnityEngine.QueryTriggerInteraction arg7 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 8, typeof(UnityEngine.QueryTriggerInteraction)); int o = UnityEngine.Physics.BoxCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7); LuaDLL.lua_pushinteger(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.BoxCastNonAlloc"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int BoxCastAll(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 3) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.RaycastHit[] o = UnityEngine.Physics.BoxCastAll(arg0, arg1, arg2); ToLua.Push(L, o); return 1; } else if (count == 4) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4); UnityEngine.RaycastHit[] o = UnityEngine.Physics.BoxCastAll(arg0, arg1, arg2, arg3); ToLua.Push(L, o); return 1; } else if (count == 5) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4); float arg4 = (float)LuaDLL.luaL_checknumber(L, 5); UnityEngine.RaycastHit[] o = UnityEngine.Physics.BoxCastAll(arg0, arg1, arg2, arg3, arg4); ToLua.Push(L, o); return 1; } else if (count == 6) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4); float arg4 = (float)LuaDLL.luaL_checknumber(L, 5); int arg5 = (int)LuaDLL.luaL_checknumber(L, 6); UnityEngine.RaycastHit[] o = UnityEngine.Physics.BoxCastAll(arg0, arg1, arg2, arg3, arg4, arg5); ToLua.Push(L, o); return 1; } else if (count == 7) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3); UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4); float arg4 = (float)LuaDLL.luaL_checknumber(L, 5); int arg5 = (int)LuaDLL.luaL_checknumber(L, 6); UnityEngine.QueryTriggerInteraction arg6 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 7, typeof(UnityEngine.QueryTriggerInteraction)); UnityEngine.RaycastHit[] o = UnityEngine.Physics.BoxCastAll(arg0, arg1, arg2, arg3, arg4, arg5, arg6); ToLua.Push(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.BoxCastAll"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int OverlapCapsuleNonAlloc(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 4) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Collider[] arg3 = ToLua.CheckObjectArray(L, 4); int o = UnityEngine.Physics.OverlapCapsuleNonAlloc(arg0, arg1, arg2, arg3); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 5) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Collider[] arg3 = ToLua.CheckObjectArray(L, 4); int arg4 = (int)LuaDLL.luaL_checknumber(L, 5); int o = UnityEngine.Physics.OverlapCapsuleNonAlloc(arg0, arg1, arg2, arg3, arg4); LuaDLL.lua_pushinteger(L, o); return 1; } else if (count == 6) { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Collider[] arg3 = ToLua.CheckObjectArray(L, 4); int arg4 = (int)LuaDLL.luaL_checknumber(L, 5); UnityEngine.QueryTriggerInteraction arg5 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 6, typeof(UnityEngine.QueryTriggerInteraction)); int o = UnityEngine.Physics.OverlapCapsuleNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5); LuaDLL.lua_pushinteger(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.OverlapCapsuleNonAlloc"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int RebuildBroadphaseRegions(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.Bounds arg0 = ToLua.ToBounds(L, 1); int arg1 = (int)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Physics.RebuildBroadphaseRegions(arg0, arg1); return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int get_gravity(IntPtr L) { try { ToLua.Push(L, UnityEngine.Physics.gravity); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int get_defaultContactOffset(IntPtr L) { try { LuaDLL.lua_pushnumber(L, UnityEngine.Physics.defaultContactOffset); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int get_sleepThreshold(IntPtr L) { try { LuaDLL.lua_pushnumber(L, UnityEngine.Physics.sleepThreshold); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int get_queriesHitTriggers(IntPtr L) { try { LuaDLL.lua_pushboolean(L, UnityEngine.Physics.queriesHitTriggers); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int get_queriesHitBackfaces(IntPtr L) { try { LuaDLL.lua_pushboolean(L, UnityEngine.Physics.queriesHitBackfaces); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int get_bounceThreshold(IntPtr L) { try { LuaDLL.lua_pushnumber(L, UnityEngine.Physics.bounceThreshold); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int get_defaultSolverIterations(IntPtr L) { try { LuaDLL.lua_pushinteger(L, UnityEngine.Physics.defaultSolverIterations); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int get_defaultSolverVelocityIterations(IntPtr L) { try { LuaDLL.lua_pushinteger(L, UnityEngine.Physics.defaultSolverVelocityIterations); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int get_defaultPhysicsScene(IntPtr L) { try { ToLua.PushValue(L, UnityEngine.Physics.defaultPhysicsScene); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int get_autoSimulation(IntPtr L) { try { LuaDLL.lua_pushboolean(L, UnityEngine.Physics.autoSimulation); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int get_autoSyncTransforms(IntPtr L) { try { LuaDLL.lua_pushboolean(L, UnityEngine.Physics.autoSyncTransforms); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int get_reuseCollisionCallbacks(IntPtr L) { try { LuaDLL.lua_pushboolean(L, UnityEngine.Physics.reuseCollisionCallbacks); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int get_interCollisionDistance(IntPtr L) { try { LuaDLL.lua_pushnumber(L, UnityEngine.Physics.interCollisionDistance); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int get_interCollisionStiffness(IntPtr L) { try { LuaDLL.lua_pushnumber(L, UnityEngine.Physics.interCollisionStiffness); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int get_interCollisionSettingsToggle(IntPtr L) { try { LuaDLL.lua_pushboolean(L, UnityEngine.Physics.interCollisionSettingsToggle); return 1; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int set_gravity(IntPtr L) { try { UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 2); UnityEngine.Physics.gravity = arg0; return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int set_defaultContactOffset(IntPtr L) { try { float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Physics.defaultContactOffset = arg0; return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int set_sleepThreshold(IntPtr L) { try { float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Physics.sleepThreshold = arg0; return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int set_queriesHitTriggers(IntPtr L) { try { bool arg0 = LuaDLL.luaL_checkboolean(L, 2); UnityEngine.Physics.queriesHitTriggers = arg0; return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int set_queriesHitBackfaces(IntPtr L) { try { bool arg0 = LuaDLL.luaL_checkboolean(L, 2); UnityEngine.Physics.queriesHitBackfaces = arg0; return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int set_bounceThreshold(IntPtr L) { try { float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Physics.bounceThreshold = arg0; return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int set_defaultSolverIterations(IntPtr L) { try { int arg0 = (int)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Physics.defaultSolverIterations = arg0; return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int set_defaultSolverVelocityIterations(IntPtr L) { try { int arg0 = (int)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Physics.defaultSolverVelocityIterations = arg0; return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int set_autoSimulation(IntPtr L) { try { bool arg0 = LuaDLL.luaL_checkboolean(L, 2); UnityEngine.Physics.autoSimulation = arg0; return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int set_autoSyncTransforms(IntPtr L) { try { bool arg0 = LuaDLL.luaL_checkboolean(L, 2); UnityEngine.Physics.autoSyncTransforms = arg0; return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int set_reuseCollisionCallbacks(IntPtr L) { try { bool arg0 = LuaDLL.luaL_checkboolean(L, 2); UnityEngine.Physics.reuseCollisionCallbacks = arg0; return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int set_interCollisionDistance(IntPtr L) { try { float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Physics.interCollisionDistance = arg0; return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int set_interCollisionStiffness(IntPtr L) { try { float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); UnityEngine.Physics.interCollisionStiffness = arg0; return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int set_interCollisionSettingsToggle(IntPtr L) { try { bool arg0 = LuaDLL.luaL_checkboolean(L, 2); UnityEngine.Physics.interCollisionSettingsToggle = arg0; return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } }