static int _s_set_m_SpecialFlagStr(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); try { UIVisibleControlComponent __cl_gen_to_be_invoked = (UIVisibleControlComponent)translator.FastGetCSObj(L, 1); __cl_gen_to_be_invoked.m_SpecialFlagStr = LuaAPI.lua_tostring(L, 2); } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } return(0); }
static int _g_get_m_ControlChild(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); try { UIVisibleControlComponent __cl_gen_to_be_invoked = (UIVisibleControlComponent)translator.FastGetCSObj(L, 1); LuaAPI.lua_pushboolean(L, __cl_gen_to_be_invoked.m_ControlChild); } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } return(1); }
static int _s_set_InvisibleWarSubTypes(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); try { UIVisibleControlComponent __cl_gen_to_be_invoked = (UIVisibleControlComponent)translator.FastGetCSObj(L, 1); __cl_gen_to_be_invoked.InvisibleWarSubTypes = (System.Collections.Generic.List <uint>)translator.GetObject(L, 2, typeof(System.Collections.Generic.List <uint>)); } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } return(0); }
static int _s_set_m_ChildList(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); try { UIVisibleControlComponent __cl_gen_to_be_invoked = (UIVisibleControlComponent)translator.FastGetCSObj(L, 1); __cl_gen_to_be_invoked.m_ChildList = (UnityEngine.GameObject[])translator.GetObject(L, 2, typeof(UnityEngine.GameObject[])); } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } return(0); }
static int _m_UpdateVisibleState_xlua_st_(RealStatePtr L) { try { { UIVisibleControlComponent.UpdateVisibleState( ); return(0); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } }
/// <summary> /// 切换场景 /// </summary> /// <param name="map_info">地图信息</param> /// <param name="auto_hide_loadingUI">是否在加载完成后自动隐藏loading界面</param> /// <param name="willSwitchScene">是否需要切换场景</param> public void SwitchScene(DBMap.MapInfo map_info, bool auto_hide_loadingUI, bool willSwitchScene) { mCurSceneName = map_info.SceneLevelName; mCurSceneResPath = map_info.SceneResPath; bool clearUI = true; if (willSwitchScene == false) { clearUI = false; // 是否需要切换UI if (SceneHelp.Instance.CurSceneID != SceneHelp.Instance.PreSceneID) { UIVisibleControlComponent.UpdateVisibleState(); //ui.ugui.UIManager.GetInstance().ClearUI(); //xc.ClientEventManager<ClientEventType.ugui.UICoreEvent>.Instance.FireEvent(ClientEventType.ugui.UICoreEvent.LEVEL_CHANGE, null); ui.ugui.UIManager.GetInstance().CloseWindowsWhenSwitchPlaneInstance(); // 这里要fire这个事件,不然主界面右上角出不来 ClientEventMgr.GetInstance().FireEvent((int)ClientEvent.CE_MAINMAP_SWITCH_ANIMATION, new CEventBaseArgs(true)); ClientEventMgr.GetInstance().FireEvent((int)ClientEvent.CE_START_SWITCH_PLANE_INSTANCE, null); } } else { ui.ugui.UIManager.GetInstance().ClearUI(); xc.ClientEventManager <ClientEventType.ugui.UICoreEvent> .Instance.FireEvent(ClientEventType.ugui.UICoreEvent.LEVEL_CHANGE, null); m_SwitchingScene = true; ui.ugui.UIManager.GetInstance().ShowLoadingBK(true); mAutoHideLoadingUI = auto_hide_loadingUI; /*ui.UIWidgetHelp.GetInstance().HideNoticeDlg()*/ UIWidgetHelp.BlockOtherNoticeDlg = false; ClientEventMgr.GetInstance().FireEvent((int)ClientEvent.CE_START_SWITCHSCENE, null); // 展示一个资源加载界面 // MapLoading 场景中的SceneLoader组件会按照Game中的全局数据来加载场景 Game.GetInstance().SetLoadAsyncOp(null); SceneManager.LoadScene("MapLoading"); SceneHelp.Instance.IsLoadingQuadTreeScene = SceneHelp.LoadQuadTreeSceneState.NoStartLoading; } AudioManager.GetInstance().TransferOut(); Dungeon.CollectionObjectManager.Instance.Enable = true;//重置采集 // 销毁场景数据 DestroyScene(clearUI); }
static int __CreateInstance(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); try { if (LuaAPI.lua_gettop(L) == 1) { UIVisibleControlComponent __cl_gen_ret = new UIVisibleControlComponent(); translator.Push(L, __cl_gen_ret); return(1); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } return(LuaAPI.luaL_error(L, "invalid arguments to UIVisibleControlComponent constructor!")); }