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AsyncOperation.cs
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57 lines (50 loc) · 1.19 KB
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using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using UnityEngine.Scripting;
namespace UnityEngine
{
[RequiredByNativeCode]
[StructLayout(LayoutKind.Sequential)]
public class AsyncOperation : YieldInstruction
{
internal IntPtr m_Ptr;
public extern bool isDone
{
[GeneratedByOldBindingsGenerator]
[MethodImpl(MethodImplOptions.InternalCall)]
get;
}
public extern float progress
{
[GeneratedByOldBindingsGenerator]
[MethodImpl(MethodImplOptions.InternalCall)]
get;
}
public extern int priority
{
[GeneratedByOldBindingsGenerator]
[MethodImpl(MethodImplOptions.InternalCall)]
get;
[GeneratedByOldBindingsGenerator]
[MethodImpl(MethodImplOptions.InternalCall)]
set;
}
public extern bool allowSceneActivation
{
[GeneratedByOldBindingsGenerator]
[MethodImpl(MethodImplOptions.InternalCall)]
get;
[GeneratedByOldBindingsGenerator]
[MethodImpl(MethodImplOptions.InternalCall)]
set;
}
[GeneratedByOldBindingsGenerator, ThreadAndSerializationSafe]
[MethodImpl(MethodImplOptions.InternalCall)]
private extern void InternalDestroy();
~AsyncOperation()
{
this.InternalDestroy();
}
}
}