Example #1
0
 private void OnNetworkClosed(object sender, GameEventArgs e)
 {
     UnityGameFramework.Runtime.NetworkClosedEventArgs ne = (UnityGameFramework.Runtime.NetworkClosedEventArgs)e;
     if (ne.NetworkChannel != m_NetworkChannel)
     {
         return;
     }
     IsConnectedToServer = false;
     //procedureOwner.SetData<VarInt>(Constant.ProcedureData.NextSceneId, (int)SceneId.Login);
     //ChangeState<ProcedureChangeScene>(procedureOwner);
     GameFramework.Procedure.ProcedureBase currentProcedure = GameEntry.Procedure.CurrentProcedure;
 }
    static int get_CurrentProcedure(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityGameFramework.Runtime.ProcedureComponent obj = (UnityGameFramework.Runtime.ProcedureComponent)o;
            GameFramework.Procedure.ProcedureBase         ret = obj.CurrentProcedure;
            ToLua.PushObject(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index CurrentProcedure on a nil value" : e.Message));
        }
    }