#pragma once

#include "il2cpp-config.h"

#ifndef _MSC_VER
# include <alloca.h>
#else
# include <malloc.h>
#endif

#include <stdint.h>

// UnityEngine.GameObject
struct GameObject_t3674682005;
// UnityEngine.EventSystems.BaseRaycaster
struct BaseRaycaster_t2327671059;

#include "mscorlib_System_ValueType1744280289.h"
#include "UnityEngine_UnityEngine_Vector34282066566.h"
#include "UnityEngine_UnityEngine_Vector24282066565.h"

#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Winvalid-offsetof"
#pragma clang diagnostic ignored "-Wunused-variable"
#endif

// UnityEngine.EventSystems.RaycastResult
struct  RaycastResult_t3762661364 
{
public:
	// UnityEngine.GameObject UnityEngine.EventSystems.RaycastResult::m_GameObject
	GameObject_t3674682005 * ___m_GameObject_0;
	// UnityEngine.EventSystems.BaseRaycaster UnityEngine.EventSystems.RaycastResult::module
	BaseRaycaster_t2327671059 * ___module_1;
	// System.Single UnityEngine.EventSystems.RaycastResult::distance
	float ___distance_2;
	// System.Single UnityEngine.EventSystems.RaycastResult::index
	float ___index_3;
	// System.Int32 UnityEngine.EventSystems.RaycastResult::depth
	int32_t ___depth_4;
	// System.Int32 UnityEngine.EventSystems.RaycastResult::sortingLayer
	int32_t ___sortingLayer_5;
	// System.Int32 UnityEngine.EventSystems.RaycastResult::sortingOrder
	int32_t ___sortingOrder_6;
	// UnityEngine.Vector3 UnityEngine.EventSystems.RaycastResult::worldPosition
	Vector3_t4282066566  ___worldPosition_7;
	// UnityEngine.Vector3 UnityEngine.EventSystems.RaycastResult::worldNormal
	Vector3_t4282066566  ___worldNormal_8;
	// UnityEngine.Vector2 UnityEngine.EventSystems.RaycastResult::screenPosition
	Vector2_t4282066565  ___screenPosition_9;

public:
	inline static int32_t get_offset_of_m_GameObject_0() { return static_cast<int32_t>(offsetof(RaycastResult_t3762661364, ___m_GameObject_0)); }
	inline GameObject_t3674682005 * get_m_GameObject_0() const { return ___m_GameObject_0; }
	inline GameObject_t3674682005 ** get_address_of_m_GameObject_0() { return &___m_GameObject_0; }
	inline void set_m_GameObject_0(GameObject_t3674682005 * value)
	{
		___m_GameObject_0 = value;
		Il2CppCodeGenWriteBarrier(&___m_GameObject_0, value);
	}

	inline static int32_t get_offset_of_module_1() { return static_cast<int32_t>(offsetof(RaycastResult_t3762661364, ___module_1)); }
	inline BaseRaycaster_t2327671059 * get_module_1() const { return ___module_1; }
	inline BaseRaycaster_t2327671059 ** get_address_of_module_1() { return &___module_1; }
	inline void set_module_1(BaseRaycaster_t2327671059 * value)
	{
		___module_1 = value;
		Il2CppCodeGenWriteBarrier(&___module_1, value);
	}

	inline static int32_t get_offset_of_distance_2() { return static_cast<int32_t>(offsetof(RaycastResult_t3762661364, ___distance_2)); }
	inline float get_distance_2() const { return ___distance_2; }
	inline float* get_address_of_distance_2() { return &___distance_2; }
	inline void set_distance_2(float value)
	{
		___distance_2 = value;
	}

	inline static int32_t get_offset_of_index_3() { return static_cast<int32_t>(offsetof(RaycastResult_t3762661364, ___index_3)); }
	inline float get_index_3() const { return ___index_3; }
	inline float* get_address_of_index_3() { return &___index_3; }
	inline void set_index_3(float value)
	{
		___index_3 = value;
	}

	inline static int32_t get_offset_of_depth_4() { return static_cast<int32_t>(offsetof(RaycastResult_t3762661364, ___depth_4)); }
	inline int32_t get_depth_4() const { return ___depth_4; }
	inline int32_t* get_address_of_depth_4() { return &___depth_4; }
	inline void set_depth_4(int32_t value)
	{
		___depth_4 = value;
	}

	inline static int32_t get_offset_of_sortingLayer_5() { return static_cast<int32_t>(offsetof(RaycastResult_t3762661364, ___sortingLayer_5)); }
	inline int32_t get_sortingLayer_5() const { return ___sortingLayer_5; }
	inline int32_t* get_address_of_sortingLayer_5() { return &___sortingLayer_5; }
	inline void set_sortingLayer_5(int32_t value)
	{
		___sortingLayer_5 = value;
	}

	inline static int32_t get_offset_of_sortingOrder_6() { return static_cast<int32_t>(offsetof(RaycastResult_t3762661364, ___sortingOrder_6)); }
	inline int32_t get_sortingOrder_6() const { return ___sortingOrder_6; }
	inline int32_t* get_address_of_sortingOrder_6() { return &___sortingOrder_6; }
	inline void set_sortingOrder_6(int32_t value)
	{
		___sortingOrder_6 = value;
	}

	inline static int32_t get_offset_of_worldPosition_7() { return static_cast<int32_t>(offsetof(RaycastResult_t3762661364, ___worldPosition_7)); }
	inline Vector3_t4282066566  get_worldPosition_7() const { return ___worldPosition_7; }
	inline Vector3_t4282066566 * get_address_of_worldPosition_7() { return &___worldPosition_7; }
	inline void set_worldPosition_7(Vector3_t4282066566  value)
	{
		___worldPosition_7 = value;
	}

	inline static int32_t get_offset_of_worldNormal_8() { return static_cast<int32_t>(offsetof(RaycastResult_t3762661364, ___worldNormal_8)); }
	inline Vector3_t4282066566  get_worldNormal_8() const { return ___worldNormal_8; }
	inline Vector3_t4282066566 * get_address_of_worldNormal_8() { return &___worldNormal_8; }
	inline void set_worldNormal_8(Vector3_t4282066566  value)
	{
		___worldNormal_8 = value;
	}

	inline static int32_t get_offset_of_screenPosition_9() { return static_cast<int32_t>(offsetof(RaycastResult_t3762661364, ___screenPosition_9)); }
	inline Vector2_t4282066565  get_screenPosition_9() const { return ___screenPosition_9; }
	inline Vector2_t4282066565 * get_address_of_screenPosition_9() { return &___screenPosition_9; }
	inline void set_screenPosition_9(Vector2_t4282066565  value)
	{
		___screenPosition_9 = value;
	}
};

#ifdef __clang__
#pragma clang diagnostic pop
#endif
// Native definition for marshalling of: UnityEngine.EventSystems.RaycastResult
struct RaycastResult_t3762661364_marshaled_pinvoke
{
	GameObject_t3674682005 * ___m_GameObject_0;
	BaseRaycaster_t2327671059 * ___module_1;
	float ___distance_2;
	float ___index_3;
	int32_t ___depth_4;
	int32_t ___sortingLayer_5;
	int32_t ___sortingOrder_6;
	Vector3_t4282066566_marshaled_pinvoke ___worldPosition_7;
	Vector3_t4282066566_marshaled_pinvoke ___worldNormal_8;
	Vector2_t4282066565_marshaled_pinvoke ___screenPosition_9;
};
// Native definition for marshalling of: UnityEngine.EventSystems.RaycastResult
struct RaycastResult_t3762661364_marshaled_com
{
	GameObject_t3674682005 * ___m_GameObject_0;
	BaseRaycaster_t2327671059 * ___module_1;
	float ___distance_2;
	float ___index_3;
	int32_t ___depth_4;
	int32_t ___sortingLayer_5;
	int32_t ___sortingOrder_6;
	Vector3_t4282066566_marshaled_com ___worldPosition_7;
	Vector3_t4282066566_marshaled_com ___worldNormal_8;
	Vector2_t4282066565_marshaled_com ___screenPosition_9;
};
