public static int set_IsAnikiGymLevelCleared(IntPtr l) { int result; try { TrainingGround trainingGround = (TrainingGround)LuaObject.checkSelf(l); AnikiGymLevelClearCheck anikiGymLevelClearCheck; int num = LuaObject.checkDelegate <AnikiGymLevelClearCheck>(l, 2, out anikiGymLevelClearCheck); if (num == 0) { trainingGround.IsAnikiGymLevelCleared = anikiGymLevelClearCheck; } else if (num == 1) { TrainingGround trainingGround2 = trainingGround; trainingGround2.IsAnikiGymLevelCleared = (AnikiGymLevelClearCheck)Delegate.Combine(trainingGround2.IsAnikiGymLevelCleared, anikiGymLevelClearCheck); } else if (num == 2) { TrainingGround trainingGround3 = trainingGround; trainingGround3.IsAnikiGymLevelCleared = (AnikiGymLevelClearCheck)Delegate.Remove(trainingGround3.IsAnikiGymLevelCleared, anikiGymLevelClearCheck); } LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int get_ConfigDataLoader(IntPtr l) { int result; try { TrainingGround trainingGround = (TrainingGround)LuaObject.checkSelf(l); LuaObject.pushValue(l, true); LuaObject.pushValue(l, trainingGround.ConfigDataLoader); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int constructor(IntPtr l) { int result; try { TrainingGround o = new TrainingGround(); LuaObject.pushValue(l, true); LuaObject.pushValue(l, o); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int IterateAvailableTechInfos(IntPtr l) { int result; try { TrainingGround tg = (TrainingGround)LuaObject.checkSelf(l); IEnumerable <TrainingTechInfo> o = tg.IterateAvailableTechInfos(); LuaObject.pushValue(l, true); LuaObject.pushValue(l, o); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int GetAvailableTechs(IntPtr l) { int result; try { TrainingGround trainingGround = (TrainingGround)LuaObject.checkSelf(l); List <TrainingTech> availableTechs = trainingGround.GetAvailableTechs(); LuaObject.pushValue(l, true); LuaObject.pushValue(l, availableTechs); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int UpdateInstantiatedData(IntPtr l) { int result; try { TrainingGround trainingGround = (TrainingGround)LuaObject.checkSelf(l); List <TrainingTech> availableTechs; LuaObject.checkType <List <TrainingTech> >(l, 2, out availableTechs); trainingGround.UpdateInstantiatedData(availableTechs); LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int set_Rooms(IntPtr l) { int result; try { TrainingGround trainingGround = (TrainingGround)LuaObject.checkSelf(l); List <TrainingRoom> rooms; LuaObject.checkType <List <TrainingRoom> >(l, 2, out rooms); trainingGround.Rooms = rooms; LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int AddNewLearntTech(IntPtr l) { int result; try { TrainingGround trainingGround = (TrainingGround)LuaObject.checkSelf(l); TrainingTech tech; LuaObject.checkType <TrainingTech>(l, 2, out tech); trainingGround.AddNewLearntTech(tech); LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int GetRoom(IntPtr l) { int result; try { TrainingGround trainingGround = (TrainingGround)LuaObject.checkSelf(l); int roomId; LuaObject.checkType(l, 2, out roomId); TrainingRoom room = trainingGround.GetRoom(roomId); LuaObject.pushValue(l, true); LuaObject.pushValue(l, room); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int GetTechLevelBySoldierId(IntPtr l) { int result; try { TrainingGround tg = (TrainingGround)LuaObject.checkSelf(l); int soldierId; LuaObject.checkType(l, 2, out soldierId); int techLevelBySoldierId = tg.GetTechLevelBySoldierId(soldierId); LuaObject.pushValue(l, true); LuaObject.pushValue(l, techLevelBySoldierId); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int GetUnlearntTech(IntPtr l) { int result; try { TrainingGround trainingGround = (TrainingGround)LuaObject.checkSelf(l); int techId; LuaObject.checkType(l, 2, out techId); TrainingTech unlearntTech = trainingGround.GetUnlearntTech(techId); LuaObject.pushValue(l, true); LuaObject.pushValue(l, unlearntTech); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
void Start() { // setting up study state machine _SSM = GetComponent <StudyStateMachine>(); // creating states StateBase entrance = new Entrance(); StateBase welcome = new WaitingRoom(); StateBase training = new TrainingGround(); StateBase finish = new LevelAfterFinish(); StateBase finalFinish = new LevelAfterFinish(); StateBase recreation = new RecreationRoom(); StateBase finalRecreation = new FinalRecreationRoom(); StateBase breaking = new Break(); // creating state transitions entrance.AddSuccessor(welcome, ""); welcome.AddSuccessor(training, ""); StateBase level; int i = 0; for (; i < _listOfLevel.Count - 1; ++i) { level = new Level(_listOfLevel[i]); training.AddSuccessor(level, _listOfLevel[i]); level.AddSuccessor(finish, ""); } level = new Level(_listOfLevel[i]); training.AddSuccessor(level, _listOfLevel[i]); level.AddSuccessor(finalFinish, ""); finish.AddSuccessor(recreation, ""); finalFinish.AddSuccessor(finalRecreation, ""); recreation.AddSuccessor(breaking, ""); breaking.AddSuccessor(training, ""); _SSM.InitAndStart(entrance); }