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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System;
using System.Runtime.InteropServices;
using UnityEngine.Bindings;
using RequiredByNativeCodeAttribute = UnityEngine.Scripting.RequiredByNativeCodeAttribute;
namespace UnityEngine
{
[StructLayout(LayoutKind.Sequential)]
[RequiredByNativeCode]
[NativeHeader("Runtime/Export/Scripting/AsyncOperation.bindings.h")]
[NativeHeader("Runtime/Misc/AsyncOperation.h")]
public partial class AsyncOperation : YieldInstruction
{
[NativeMethod(IsThreadSafe = true)]
[StaticAccessor("AsyncOperationBindings", StaticAccessorType.DoubleColon)]
private static extern void InternalDestroy(IntPtr ptr);
[NativeMethod(IsThreadSafe = true)]
[StaticAccessor("AsyncOperationBindings", StaticAccessorType.DoubleColon)]
private static extern void InternalSetManagedObject(IntPtr ptr, [Unmarshalled] AsyncOperation self);
public AsyncOperation() {}
protected AsyncOperation(IntPtr ptr)
{
InternalSetManagedObject(ptr, this);
m_Ptr = ptr;
}
public extern bool isDone
{
[NativeMethod("IsDone")]
get;
}
public extern float progress
{
[NativeMethod("GetProgress")]
get;
}
public extern int priority
{
[NativeMethod("GetPriority")]
get;
[NativeMethod("SetPriority")]
set;
}
public extern bool allowSceneActivation
{
[NativeMethod("GetAllowSceneActivation")]
get;
[NativeMethod("SetAllowSceneActivation")]
set;
}
internal static class BindingsMarshaller
{
public static AsyncOperation ConvertToManaged(IntPtr ptr) => new AsyncOperation(ptr);
public static IntPtr ConvertToNative(AsyncOperation asyncOperation) => asyncOperation.m_Ptr;
}
}
}