static StackObject *GetData_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 2); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); System.String @name = (System.String) typeof(System.String).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); ptr_of_this_method = ILIntepreter.Minus(__esp, 2); GameFramework.Fsm.IFsm <GameFramework.Procedure.IProcedureManager> instance_of_this_method = (GameFramework.Fsm.IFsm <GameFramework.Procedure.IProcedureManager>) typeof(GameFramework.Fsm.IFsm <GameFramework.Procedure.IProcedureManager>).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); var result_of_this_method = instance_of_this_method.GetData <UnityGameFramework.Runtime.VarInt>(@name); return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method)); }
static StackObject *ChangeProcedure_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 2); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); GameFramework.Fsm.IFsm <GameFramework.Procedure.IProcedureManager> @procedureOwner = (GameFramework.Fsm.IFsm <GameFramework.Procedure.IProcedureManager>) typeof(GameFramework.Fsm.IFsm <GameFramework.Procedure.IProcedureManager>).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); ptr_of_this_method = ILIntepreter.Minus(__esp, 2); Game.Runtime.HotProcedure instance_of_this_method = (Game.Runtime.HotProcedure) typeof(Game.Runtime.HotProcedure).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); instance_of_this_method.ChangeProcedure <Game.Runtime.HotProcedureMenu>(@procedureOwner); return(__ret); }
protected override void OnLeave(GameFramework.Fsm.IFsm <IProcedureManager> procedureOwner, bool isShutdown) { base.OnLeave(procedureOwner, isShutdown); }
protected override void OnUpdate(GameFramework.Fsm.IFsm <IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds) { base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds); }
protected override void OnEnter(GameFramework.Fsm.IFsm <IProcedureManager> procedureOwner) { Log.Info("GameProcedureBase ===> Enter {0}", this.GetType().Name); base.OnEnter(procedureOwner); }
protected override void OnInit(GameFramework.Fsm.IFsm <IProcedureManager> procedureOwner) { base.OnInit(procedureOwner); ProcedureOwner = procedureOwner; }