public static int get_hasChanged(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 1) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.Transform obj = LuaStatic.GetObj(L, 1) as UnityEngine.Transform; LuaDLL.lua_pushboolean(L, obj.hasChanged); return(result); }
public static int SetAsFirstSibling(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 1) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.Transform obj = LuaStatic.GetObj(L, 1) as UnityEngine.Transform; obj.SetAsFirstSibling(); return(result); }
public static int get_lossyScale(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 1) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.Transform obj = LuaStatic.GetObj(L, 1) as UnityEngine.Transform; LuaDLL.lua_pushvector3(L, obj.lossyScale); return(result); }
public static int get_childCount(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 1) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.Transform obj = LuaStatic.GetObj(L, 1) as UnityEngine.Transform; LuaDLL.lua_pushnumber(L, obj.childCount); return(result); }
public static int get_root(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 1) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.Transform obj = LuaStatic.GetObj(L, 1) as UnityEngine.Transform; LuaStatic.addGameObject2Lua(L, obj.root, "Transform"); return(result); }
public static int set_localRotation(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.Transform obj = LuaStatic.GetObj(L, 1) as UnityEngine.Transform; obj.localRotation = (UnityEngine.Quaternion)LuaStatic.GetObj(L, 2); return(result); }
public static int set_pixelSnap(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UIButton obj = LuaStatic.GetObj(L, 1) as UIButton; obj.pixelSnap = (Boolean)LuaStatic.GetObj(L, 2); return(result); }
public static int set_disabledSprite2D(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UIButton obj = LuaStatic.GetObj(L, 1) as UIButton; obj.disabledSprite2D = (UnityEngine.Sprite)LuaStatic.GetObj(L, 2); return(result); }
public static int get_disabledSprite2D(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 1) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UIButton obj = LuaStatic.GetObj(L, 1) as UIButton; LuaStatic.addGameObject2Lua(L, obj.disabledSprite2D, "Sprite"); return(result); }
public static int set_pressedSprite(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UIButton obj = LuaStatic.GetObj(L, 1) as UIButton; obj.pressedSprite = (String)LuaStatic.GetObj(L, 2); return(result); }
public static int get_hoverSprite(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 1) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UIButton obj = LuaStatic.GetObj(L, 1) as UIButton; LuaDLL.lua_pushstring(L, obj.hoverSprite); return(result); }
public static int get_dragHighlight(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 1) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UIButton obj = LuaStatic.GetObj(L, 1) as UIButton; LuaDLL.lua_pushboolean(L, obj.dragHighlight); return(result); }
public static int set_up(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.Transform obj = LuaStatic.GetObj(L, 1) as UnityEngine.Transform; obj.up = (UnityEngine.Vector3)LuaStatic.GetObj(L, 2); return(result); }
public static int IsChildOf(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.Transform obj = LuaStatic.GetObj(L, 1) as UnityEngine.Transform; UnityEngine.Transform arg1 = (UnityEngine.Transform)LuaStatic.GetObj(L, 2); LuaDLL.lua_pushboolean(L, obj.IsChildOf(arg1)); return(result); }
public static int set_onClick(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UIButton obj = LuaStatic.GetObj(L, 1) as UIButton; obj.onClick = (List <EventDelegate>)LuaStatic.GetObj(L, 2); return(result); }
public static int get_onClick(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 1) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UIButton obj = LuaStatic.GetObj(L, 1) as UIButton; LuaStatic.addGameObject2Lua(L, obj.onClick, "List`1"); return(result); }
public static int set_useGUILayout(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.MonoBehaviour obj = LuaStatic.GetObj(L, 1) as UnityEngine.MonoBehaviour; obj.useGUILayout = (Boolean)LuaStatic.GetObj(L, 2); return(result); }
public static int set_hideFlags(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.Object obj = LuaStatic.GetObj(L, 1) as UnityEngine.Object; obj.hideFlags = (UnityEngine.HideFlags)LuaStatic.GetObj(L, 2); return(result); }
public static Bounds ToBounds(IntPtr L, int stackPos) { int num = LuaDLL.lua_gettop(L); LuaStatic.GetUnpackBounds(L); LuaDLL.lua_pushvalue(L, stackPos); if (LuaDLL.lua_pcall(L, 1, 2, 0) == 0) { Vector3 vector = ToLua.ToVector3(L, num + 1); Vector3 vector2 = ToLua.ToVector3(L, num + 2); return(new Bounds(vector, vector2)); } string msg = LuaDLL.lua_tostring(L, -1); throw new LuaException(msg, null, 1); }
public static int set_tag(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.GameObject obj = LuaStatic.GetObj(L, 1) as UnityEngine.GameObject; obj.tag = (String)LuaStatic.GetObj(L, 2); return(result); }
public static int get_eventDispatcher(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 1) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } Director obj = LuaStatic.GetObj(L, 1) as Director; LuaStatic.addGameObject2Lua(L, obj.eventDispatcher, "EventDispatcher"); return(result); }
public static int set_value(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } Director obj = LuaStatic.GetObj(L, 1) as Director; obj.value = (Int32)(double)LuaStatic.GetObj(L, 2); return(result); }
public static int get_value(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 1) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } Director obj = LuaStatic.GetObj(L, 1) as Director; LuaDLL.lua_pushnumber(L, obj.value); return(result); }
public static int StartCoroutine_Auto(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.MonoBehaviour obj = LuaStatic.GetObj(L, 1) as UnityEngine.MonoBehaviour; IEnumerator arg1 = (IEnumerator)LuaStatic.GetObj(L, 2); LuaStatic.addGameObject2Lua(L, obj.StartCoroutine_Auto(arg1), "Coroutine"); return(result); }
public static int CompareTag(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.GameObject obj = LuaStatic.GetObj(L, 1) as UnityEngine.GameObject; String arg1 = (String)LuaStatic.GetObj(L, 2); LuaDLL.lua_pushboolean(L, obj.CompareTag(arg1)); return(result); }
public static int SetActive(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.GameObject obj = LuaStatic.GetObj(L, 1) as UnityEngine.GameObject; Boolean arg1 = (Boolean)LuaStatic.GetObj(L, 2); obj.SetActive(arg1); return(result); }
public static int Equals(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } UnityEngine.Object obj = LuaStatic.GetObj(L, 1) as UnityEngine.Object; Object arg1 = (Object)LuaStatic.GetObj(L, 2); LuaDLL.lua_pushboolean(L, obj.Equals(arg1)); return(result); }
public static int LogTest(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } Director obj = LuaStatic.GetObj(L, 1) as Director; String arg1 = (String)LuaStatic.GetObj(L, 2); obj.LogTest(arg1); return(result); }
public static int ExecuteCoroutine(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } Scheduler obj = LuaStatic.GetObj(L, 1) as Scheduler; IEnumerator arg1 = (IEnumerator)LuaStatic.GetObj(L, 2); obj.ExecuteCoroutine(arg1); return(result); }
public static int UnSchedulerCSFun(IntPtr L) { int result = 1; int count = LuaDLL.lua_gettop(L); if (count != 2) { LuaStatic.traceback(L, "count not enough"); LuaDLL.lua_error(L); return(result); } Scheduler obj = LuaStatic.GetObj(L, 1) as Scheduler; Int32 arg1 = (Int32)(double)(LuaStatic.GetObj(L, 2)); LuaDLL.lua_pushnumber(L, obj.UnSchedulerCSFun(arg1)); return(result); }