static public int AddSceneLogicInfo(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (matchType(l, argc, 2, typeof(GameFramework.SceneLogicConfig)))
         {
             GameFramework.SceneLogicInfoManager self = (GameFramework.SceneLogicInfoManager)checkSelf(l);
             GameFramework.SceneLogicConfig      a1;
             checkType(l, 2, out a1);
             var ret = self.AddSceneLogicInfo(a1);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (matchType(l, argc, 2, typeof(int)))
         {
             GameFramework.SceneLogicInfoManager self = (GameFramework.SceneLogicInfoManager)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             var ret = self.AddSceneLogicInfo(a1);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (matchType(l, argc, 2, typeof(int), typeof(GameFramework.SceneLogicConfig)))
         {
             GameFramework.SceneLogicInfoManager self = (GameFramework.SceneLogicInfoManager)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             GameFramework.SceneLogicConfig a2;
             checkType(l, 3, out a2);
             var ret = self.AddSceneLogicInfo(a1, a2);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (matchType(l, argc, 2, typeof(int), typeof(int)))
         {
             GameFramework.SceneLogicInfoManager self = (GameFramework.SceneLogicInfoManager)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             var ret = self.AddSceneLogicInfo(a1, a2);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_SceneLogicInfos(IntPtr l)
 {
     try {
         GameFramework.SceneLogicInfoManager self = (GameFramework.SceneLogicInfoManager)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.SceneLogicInfos);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int ExecuteDelayAdd(IntPtr l)
 {
     try {
         GameFramework.SceneLogicInfoManager self = (GameFramework.SceneLogicInfoManager)checkSelf(l);
         self.ExecuteDelayAdd();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int SetSceneContext(IntPtr l)
 {
     try {
         GameFramework.SceneLogicInfoManager self = (GameFramework.SceneLogicInfoManager)checkSelf(l);
         GameFramework.SceneContextInfo      a1;
         checkType(l, 2, out a1);
         self.SetSceneContext(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int RemoveSceneLogicInfo(IntPtr l)
 {
     try {
         GameFramework.SceneLogicInfoManager self = (GameFramework.SceneLogicInfoManager)checkSelf(l);
         System.Int32 a1;
         checkType(l, 2, out a1);
         self.RemoveSceneLogicInfo(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         GameFramework.SceneLogicInfoManager o;
         System.Int32 a1;
         checkType(l, 2, out a1);
         o = new GameFramework.SceneLogicInfoManager(a1);
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int GetSceneLogicInfoByConfigId(IntPtr l)
 {
     try {
         GameFramework.SceneLogicInfoManager self = (GameFramework.SceneLogicInfoManager)checkSelf(l);
         System.Int32 a1;
         checkType(l, 2, out a1);
         var ret = self.GetSceneLogicInfoByConfigId(a1);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 public void SetSceneLogicInfoManager(SceneLogicInfoManager mgr)
 {
     m_SceneLogicInfoMgr = mgr;
 }
Exemple #9
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 public void SetSceneLogicInfoManager(SceneLogicInfoManager mgr)
 {
     m_SceneLogicInfoMgr = mgr;
 }