Beispiel #1
0
        static int _s_set_endingCondition(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                PF.XPath gen_to_be_invoked = (PF.XPath)translator.FastGetCSObj(L, 1);
                gen_to_be_invoked.endingCondition = (PF.PathEndingCondition)translator.GetObject(L, 2, typeof(PF.PathEndingCondition));
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(0);
        }
Beispiel #2
0
        static int _g_get_endingCondition(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                PF.XPath gen_to_be_invoked = (PF.XPath)translator.FastGetCSObj(L, 1);
                translator.Push(L, gen_to_be_invoked.endingCondition);
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(1);
        }
Beispiel #3
0
        static int __CreateInstance(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
                if (LuaAPI.lua_gettop(L) == 1)
                {
                    PF.XPath gen_ret = new PF.XPath();
                    translator.Push(L, gen_ret);

                    return(1);
                }
            }
            catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(LuaAPI.luaL_error(L, "invalid arguments to PF.XPath constructor!"));
        }
Beispiel #4
0
        static int _m_Construct_xlua_st_(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);



                int gen_param_count = LuaAPI.lua_gettop(L);

                if (gen_param_count == 3 && translator.Assignable <UnityEngine.Vector3>(L, 1) && translator.Assignable <UnityEngine.Vector3>(L, 2) && translator.Assignable <PF.OnPathDelegate>(L, 3))
                {
                    UnityEngine.Vector3 _start; translator.Get(L, 1, out _start);
                    UnityEngine.Vector3 _end; translator.Get(L, 2, out _end);
                    PF.OnPathDelegate   _callback = translator.GetDelegate <PF.OnPathDelegate>(L, 3);

                    PF.XPath gen_ret = PF.XPath.Construct(
                        _start,
                        _end,
                        _callback);
                    translator.Push(L, gen_ret);



                    return(1);
                }
                if (gen_param_count == 2 && translator.Assignable <UnityEngine.Vector3>(L, 1) && translator.Assignable <UnityEngine.Vector3>(L, 2))
                {
                    UnityEngine.Vector3 _start; translator.Get(L, 1, out _start);
                    UnityEngine.Vector3 _end; translator.Get(L, 2, out _end);

                    PF.XPath gen_ret = PF.XPath.Construct(
                        _start,
                        _end);
                    translator.Push(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to PF.XPath.Construct!"));
        }