static internal void Lua_System_Action_1_SLua_LuaTable(LuaFunction ld, SLua.LuaTable a1) { IntPtr l = ld.L; int error = pushTry(l); pushValue(l, a1); ld.pcall(1, error); LuaDLL.lua_settop(l, error - 1); }
static internal void Lua_UIEventTriggerListener_VoidDelegate(LuaFunction ld, SLua.LuaTable a1, UnityEngine.GameObject a2, UnityEngine.EventSystems.BaseEventData a3) { IntPtr l = ld.L; int error = pushTry(l); pushValue(l, a1); pushValue(l, a2); pushValue(l, a3); ld.pcall(3, error); LuaDLL.lua_settop(l, error - 1); }
static internal bool Lua_System_Predicate_1_SLua_LuaTable(LuaFunction ld, SLua.LuaTable a1) { IntPtr l = ld.L; int error = pushTry(l); pushValue(l, a1); ld.pcall(1, error); bool ret; checkType(l, error + 1, out ret); LuaDLL.lua_settop(l, error - 1); return(ret); }
static internal int Lua_System_Comparison_1_SLua_LuaTable(LuaFunction ld, SLua.LuaTable a1, SLua.LuaTable a2) { IntPtr l = ld.L; int error = pushTry(l); pushValue(l, a1); pushValue(l, a2); ld.pcall(2, error); int ret; checkType(l, error + 1, out ret); LuaDLL.lua_settop(l, error - 1); return(ret); }
/// <summary> /// 生成 垂直自动布局 /// </summary> /// <param name="name">布局名称</param> /// <param name="template">UI模板</param> /// <param name="handlerNames">UI事件接收器目标列表</param> /// <param name="handlers">UI事件接收器函数</param> /// <param name="self">UI事件接收器接收类</param> /// <returns></returns> public UILayout BuildLayoutByTemplate(string name, string templateXml, string[] handlerNames, SLua.LuaFunction[] handlers, SLua.LuaTable self = null, string[] initialProps = null) { Dictionary <string, GameHandler> handlerList = new Dictionary <string, GameHandler>(); for (int i = 0; i < handlerNames.Length; i++) { handlerList.Add(handlerNames[i], new GameHandler(name, handlers[i], self)); } return(BuildLayoutByTemplate(name, templateXml, handlerList, initialProps)); }