using System; using System.Collections.Generic; using System.Reflection; using System.Runtime.InteropServices; using UnityFusion.CLR.TypeSystem; using UnityFusion.CLR.Method; using UnityFusion.Runtime.Enviorment; using UnityFusion.Runtime.Intepreter; using UnityFusion.Runtime.Stack; using UnityFusion.Reflection; using UnityFusion.CLR.Utils; #if DEBUG && !DISABLE_UNITYFUSION_DEBUG using AutoList = System.Collections.Generic.List; #else using AutoList = UnityFusion.Other.UncheckedList; #endif namespace UnityFusion.Runtime.Generated { unsafe class UnityEngine_ParticleSystemAnimationRowMode_Binding { public static void Register(UnityFusion.Runtime.Enviorment.AppDomain app) { BindingFlags flag = BindingFlags.Public | BindingFlags.Instance | BindingFlags.Static | BindingFlags.DeclaredOnly; FieldInfo field; Type[] args; Type type = typeof(UnityEngine.ParticleSystemAnimationRowMode); field = type.GetField("Custom", flag); app.RegisterCLRFieldGetter(field, get_Custom_0); app.RegisterCLRFieldBinding(field, CopyToStack_Custom_0, null); field = type.GetField("Random", flag); app.RegisterCLRFieldGetter(field, get_Random_1); app.RegisterCLRFieldBinding(field, CopyToStack_Random_1, null); field = type.GetField("MeshIndex", flag); app.RegisterCLRFieldGetter(field, get_MeshIndex_2); app.RegisterCLRFieldBinding(field, CopyToStack_MeshIndex_2, null); app.RegisterCLRCreateDefaultInstance(type, () => new UnityEngine.ParticleSystemAnimationRowMode()); app.RegisterCLRCreateArrayInstance(type, s => new UnityEngine.ParticleSystemAnimationRowMode[s]); } static void WriteBackInstance(UnityFusion.Runtime.Enviorment.AppDomain __domain, StackObject* ptr_of_this_method, AutoList __mStack, ref UnityEngine.ParticleSystemAnimationRowMode instance_of_this_method) { ptr_of_this_method = ILIntepreter.GetObjectAndResolveReference(ptr_of_this_method); switch(ptr_of_this_method->ObjectType) { case ObjectTypes.Object: { __mStack[ptr_of_this_method->Value] = instance_of_this_method; } break; case ObjectTypes.FieldReference: { var ___obj = __mStack[ptr_of_this_method->Value]; if(___obj is ILTypeInstance) { ((ILTypeInstance)___obj)[ptr_of_this_method->ValueLow] = instance_of_this_method; } else { var t = __domain.GetType(___obj.GetType()) as CLRType; t.SetFieldValue(ptr_of_this_method->ValueLow, ref ___obj, instance_of_this_method); } } break; case ObjectTypes.StaticFieldReference: { var t = __domain.GetType(ptr_of_this_method->Value); if(t is ILType) { ((ILType)t).StaticInstance[ptr_of_this_method->ValueLow] = instance_of_this_method; } else { ((CLRType)t).SetStaticFieldValue(ptr_of_this_method->ValueLow, instance_of_this_method); } } break; case ObjectTypes.ArrayReference: { var instance_of_arrayReference = __mStack[ptr_of_this_method->Value] as UnityEngine.ParticleSystemAnimationRowMode[]; instance_of_arrayReference[ptr_of_this_method->ValueLow] = instance_of_this_method; } break; } } static object get_Custom_0(ref object o) { return UnityEngine.ParticleSystemAnimationRowMode.Custom; } static StackObject* CopyToStack_Custom_0(ref object o, ILIntepreter __intp, StackObject* __ret, AutoList __mStack) { var result_of_this_method = UnityEngine.ParticleSystemAnimationRowMode.Custom; return ILIntepreter.PushObject(__ret, __mStack, result_of_this_method); } static object get_Random_1(ref object o) { return UnityEngine.ParticleSystemAnimationRowMode.Random; } static StackObject* CopyToStack_Random_1(ref object o, ILIntepreter __intp, StackObject* __ret, AutoList __mStack) { var result_of_this_method = UnityEngine.ParticleSystemAnimationRowMode.Random; return ILIntepreter.PushObject(__ret, __mStack, result_of_this_method); } static object get_MeshIndex_2(ref object o) { return UnityEngine.ParticleSystemAnimationRowMode.MeshIndex; } static StackObject* CopyToStack_MeshIndex_2(ref object o, ILIntepreter __intp, StackObject* __ret, AutoList __mStack) { var result_of_this_method = UnityEngine.ParticleSystemAnimationRowMode.MeshIndex; return ILIntepreter.PushObject(__ret, __mStack, result_of_this_method); } static object PerformMemberwiseClone(ref object o) { var ins = new UnityEngine.ParticleSystemAnimationRowMode(); ins = (UnityEngine.ParticleSystemAnimationRowMode)o; return ins; } } }