网上演练贵港万达广场(人员密集)
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4 years ago
using System;
using UnityEngine;
namespace UTJ.FrameCapturer
{
// bool is marshal as int (4 byte) by default and you need ugly [MarshalAs(UnmanagedType.U1)] to pass to (or receive from) C++ code.
// this struct emulates bool and marshal as byte (1 byte). this makes things bit easier in some cases.
[Serializable]
public struct Bool
{
[SerializeField] byte v;
public static implicit operator bool(Bool v) { return v.v != 0; }
public static implicit operator Bool(bool v) { Bool r; r.v = v ? (byte)1 : (byte)0; return r; }
public static Bool True { get { Bool r; r.v = (byte)1; return r; } }
}
}