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path: root/Runtime/Export/UnityEngineAsyncOperation.txt
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C++RAW


#include "UnityPrefix.h"

#include "Configuration/UnityConfigure.h"

#include "Runtime/Mono/MonoBehaviour.h"
#include "Runtime/Misc/AsyncOperation.h"
#include "Runtime/Scripting/ScriptingObjectWithIntPtrField.h"
	
using namespace Unity;
using namespace std;

CSRAW
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Collections;
using UnityEngineInternal;

namespace UnityEngine
{


// Asynchronous operation coroutine.
CSRAW [StructLayout (LayoutKind.Sequential)]
NONSEALED_CLASS AsyncOperation : YieldInstruction
	
	CSRAW [NotRenamed]internal IntPtr m_Ptr;
	
	THREAD_SAFE
	CUSTOM private void InternalDestroy ()
	{
		self->Release();
	}
	
	CSRAW ~AsyncOperation ()
	{
		InternalDestroy();
	}

	// Has the operation finished? (RO)
	CUSTOM_PROP bool isDone 
	{ 
		return self->IsDone(); 
	}
		
	
	// What's the operation's progress (RO)
	CUSTOM_PROP float progress 
	{ 
		return self->GetProgress(); 
	}
	
	// Priority lets you tweak in which order async operation calls will be performed.
	CUSTOM_PROP int priority 
	{ 
		return self->GetPriority(); 
	}  
	{
 		if (value < 0) 
		{
			value = 0;
			ErrorString ("Priority can't be set to negative value");
		}
		return self->SetPriority(value); 
	}

	// Allow scenes to be activated as soon as it is ready.
	CUSTOM_PROP bool allowSceneActivation
	{ 
		return self->GetAllowSceneActivation(); 
	}  
	{ 
		return self->SetAllowSceneActivation(value); 
	}

END

CSRAW }