void OnCreateCharacter(SkillBridge.Message.Result result, string msg) { if (result == SkillBridge.Message.Result.Success) { MessageBox.Show("创建角色成功", "新建角色"); SelectCharacterUI.GetComponent <UICharacterSelect>().InitUI(); SelectCharacterUI.SetActive(true); this.gameObject.SetActive(false); } else { MessageBox.Show(msg, "新建角色"); } }
public void __Gen_Delegate_Imp9(SkillBridge.Message.Result p0) { #if THREAD_SAFE || HOTFIX_ENABLE lock (luaEnv.luaEnvLock) { #endif RealStatePtr L = luaEnv.rawL; int errFunc = LuaAPI.pcall_prepare(L, errorFuncRef, luaReference); ObjectTranslator translator = luaEnv.translator; translator.PushSkillBridgeMessageResult(L, p0); PCall(L, 1, 0, errFunc); LuaAPI.lua_settop(L, errFunc - 1); #if THREAD_SAFE || HOTFIX_ENABLE } #endif }
public void __Gen_Delegate_Imp12(SkillBridge.Message.Result p0, string p1, System.Collections.Generic.List <SkillBridge.Message.NCharacterInfo> p2) { #if THREAD_SAFE || HOTFIX_ENABLE lock (luaEnv.luaEnvLock) { #endif RealStatePtr L = luaEnv.rawL; int errFunc = LuaAPI.pcall_prepare(L, errorFuncRef, luaReference); ObjectTranslator translator = luaEnv.translator; translator.PushSkillBridgeMessageResult(L, p0); LuaAPI.lua_pushstring(L, p1); translator.Push(L, p2); PCall(L, 3, 0, errFunc); LuaAPI.lua_settop(L, errFunc - 1); #if THREAD_SAFE || HOTFIX_ENABLE } #endif }
void OnRegister(SkillBridge.Message.Result result, string msg) { MessageBox.Show(string.Format("结果:{0} msg:{1}", result, msg)); }