static public int OnRoomServerDisconnected(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         self.OnRoomServerDisconnected();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_BlackBoard(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.BlackBoard);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_SceneContext(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.SceneContext);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_EntityManager(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.EntityManager);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         GameFramework.PluginFramework o;
         o = new GameFramework.PluginFramework();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int GetLeaderEntityInfo(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         var ret = self.GetLeaderEntityInfo();
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int ExecCode(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         System.String a1;
         checkType(l, 2, out a1);
         self.ExecCode(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int OnSceneLoaded(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         TableConfig.Level             a1;
         checkType(l, 2, out a1);
         self.OnSceneLoaded(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_CampId(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         int v;
         checkType(l, 2, out v);
         self.CampId = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_IsStoryState(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         bool v;
         checkType(l, 2, out v);
         self.IsStoryState = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int QueueAction(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         GameFramework.MyAction        a1;
         LuaDelegation.checkDelegate(l, 2, out a1);
         self.QueueAction(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int SetLockTarget(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         System.Int32 a1;
         checkType(l, 2, out a1);
         self.SetLockTarget(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int DestroySceneLogicByConfigId(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         System.Int32 a1;
         checkType(l, 2, out a1);
         self.DestroySceneLogicByConfigId(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int GetAIEnable(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         System.Int32 a1;
         checkType(l, 2, out a1);
         var ret = self.GetAIEnable(a1);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int IsLocalSkillEffect(IntPtr l)
 {
     try {
         GameFramework.PluginFramework          self = (GameFramework.PluginFramework)checkSelf(l);
         GameFramework.Skill.GfxSkillSenderInfo a1;
         checkType(l, 2, out a1);
         var ret = self.IsLocalSkillEffect(a1);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int GetGameObjectCurSkillId(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         UnityEngine.GameObject        a1;
         checkType(l, 2, out a1);
         var ret = self.GetGameObjectCurSkillId(a1);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int SetAIEnable(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         System.Int32 a1;
         checkType(l, 2, out a1);
         System.Boolean a2;
         checkType(l, 3, out a2);
         self.SetAIEnable(a1, a2);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int QueueActionWithDelegation(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         System.Delegate a1;
         checkType(l, 2, out a1);
         System.Object[] a2;
         checkParams(l, 3, out a2);
         self.QueueActionWithDelegation(a1, a2);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int HighlightPrompt(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         System.String a1;
         checkType(l, 2, out a1);
         System.Object[] a2;
         checkParams(l, 3, out a2);
         self.HighlightPrompt(a1, a2);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int SkillCanFindTarget(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         System.Int32 a1;
         checkType(l, 2, out a1);
         System.Int32 a2;
         checkType(l, 3, out a2);
         var ret = self.SkillCanFindTarget(a1, a2);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int MoveTo(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         System.Single a1;
         checkType(l, 2, out a1);
         System.Single a2;
         checkType(l, 3, out a2);
         System.Single a3;
         checkType(l, 4, out a3);
         self.MoveTo(a1, a2, a3);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int GetNpcCooldown(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         System.Int32 a1;
         checkType(l, 2, out a1);
         System.Single a2;
         System.Single a3;
         var           ret = self.GetNpcCooldown(a1, out a2, out a3);
         pushValue(l, true);
         pushValue(l, ret);
         pushValue(l, a2);
         pushValue(l, a3);
         return(4);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int CreateSceneLogic(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 4)
         {
             GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             System.String[] a3;
             checkParams(l, 4, out a3);
             var ret = self.CreateSceneLogic(a1, a2, a3);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 5)
         {
             GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             System.String[] a4;
             checkParams(l, 5, out a4);
             var ret = self.CreateSceneLogic(a1, a2, a3, a4);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int TryEnterScene(IntPtr l)
 {
     try {
         GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
         System.UInt32 a1;
         checkType(l, 2, out a1);
         System.String a2;
         checkType(l, 3, out a2);
         System.Int32 a3;
         checkType(l, 4, out a3);
         System.Int32 a4;
         checkType(l, 5, out a4);
         System.Int32 a5;
         checkType(l, 6, out a5);
         self.TryEnterScene(a1, a2, a3, a4, a5);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int CreateEntity(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 8)
         {
             GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Single a4;
             checkType(l, 5, out a4);
             System.Single a5;
             checkType(l, 6, out a5);
             System.Int32 a6;
             checkType(l, 7, out a6);
             System.Int32 a7;
             checkType(l, 8, out a7);
             var ret = self.CreateEntity(a1, a2, a3, a4, a5, a6, a7);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 9)
         {
             GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Single a4;
             checkType(l, 5, out a4);
             System.Single a5;
             checkType(l, 6, out a5);
             System.Single a6;
             checkType(l, 7, out a6);
             System.Int32 a7;
             checkType(l, 8, out a7);
             System.Int32 a8;
             checkType(l, 9, out a8);
             var ret = self.CreateEntity(a1, a2, a3, a4, a5, a6, a7, a8);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 10)
         {
             GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Single a4;
             checkType(l, 5, out a4);
             System.Single a5;
             checkType(l, 6, out a5);
             System.Int32 a6;
             checkType(l, 7, out a6);
             System.Int32 a7;
             checkType(l, 8, out a7);
             System.String a8;
             checkType(l, 9, out a8);
             System.String[] a9;
             checkParams(l, 10, out a9);
             var ret = self.CreateEntity(a1, a2, a3, a4, a5, a6, a7, a8, a9);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 11)
         {
             GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             System.Single a4;
             checkType(l, 5, out a4);
             System.Single a5;
             checkType(l, 6, out a5);
             System.Single a6;
             checkType(l, 7, out a6);
             System.Int32 a7;
             checkType(l, 8, out a7);
             System.Int32 a8;
             checkType(l, 9, out a8);
             System.String a9;
             checkType(l, 10, out a9);
             System.String[] a10;
             checkParams(l, 11, out a10);
             var ret = self.CreateEntity(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }