Esempio n. 1
0
 public override long Calc(GameFramework.SceneContextInfo context, GameFramework.CharacterProperty source, GameFramework.CharacterProperty target, long[] args)
 {
     if (null != m_Plugin)
     {
         return(m_Plugin.Calc(context, source, target, args));
     }
     return(0);
 }
 static public int get_Owner(IntPtr l)
 {
     try {
         GameFramework.CharacterProperty self = (GameFramework.CharacterProperty)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.Owner);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         GameFramework.CharacterProperty o;
         o = new GameFramework.CharacterProperty();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_Owner(IntPtr l)
 {
     try {
         GameFramework.CharacterProperty self = (GameFramework.CharacterProperty)checkSelf(l);
         GameFramework.EntityInfo        v;
         checkType(l, 2, out v);
         self.Owner = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_ConfigData(IntPtr l)
 {
     try {
         GameFramework.CharacterProperty self = (GameFramework.CharacterProperty)checkSelf(l);
         TableConfig.Actor v;
         checkType(l, 2, out v);
         self.ConfigData = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int CopyFrom(IntPtr l)
 {
     try {
         GameFramework.CharacterProperty self = (GameFramework.CharacterProperty)checkSelf(l);
         GameFramework.CharacterProperty a1;
         checkType(l, 2, out a1);
         self.CopyFrom(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int GetInt(IntPtr l)
 {
     try {
         GameFramework.CharacterProperty     self = (GameFramework.CharacterProperty)checkSelf(l);
         GameFramework.CharacterPropertyEnum a1;
         checkEnum(l, 2, out a1);
         var ret = self.GetInt(a1);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int SetInt(IntPtr l)
 {
     try {
         GameFramework.CharacterProperty     self = (GameFramework.CharacterProperty)checkSelf(l);
         GameFramework.CharacterPropertyEnum a1;
         checkEnum(l, 2, out a1);
         System.Int32 a2;
         checkType(l, 3, out a2);
         self.SetInt(a1, a2);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Esempio n. 9
0
    public System.Int64 Calc(GameFramework.SceneContextInfo context, GameFramework.CharacterProperty source, GameFramework.CharacterProperty target, params System.Int64[] args)
    {
        var err = LuaFunctionHelper.BeginCall(m_Cs2Lua_Calc);

        LuaFunctionHelper.PushValue(Self);
        LuaFunctionHelper.PushValue(context);
        LuaFunctionHelper.PushValue(source);
        LuaFunctionHelper.PushValue(target);
        LuaFunctionHelper.PushParams(args);
        var end_call_res = LuaFunctionHelper.EndCall(err);

        if (end_call_res)
        {
            LuaFunctionHelper.BeginGetResult(err);
            System.Int64 __cs2lua_ret;
            LuaFunctionHelper.GetResult(out __cs2lua_ret);
            LuaFunctionHelper.EndGetResult();
            return(__cs2lua_ret);
        }
        else
        {
            return((System.Int64) 0);
        }
    }
    public System.Int64 Calc(GameFramework.SceneContextInfo context, GameFramework.CharacterProperty source, GameFramework.CharacterProperty target, params System.Int64[] args)
    {
        var __cs2lua_ret = base.CallFunction(m_Cs2Lua_Calc, true, Self, context, source, target, args);

        return(base.CastTo <System.Int64>(__cs2lua_ret));
    }
 public static long SkillCalc(SceneContextInfo context, CharacterProperty npc, CharacterProperty target, string proc, params long[] args)
 {
     return(SkillCalculator.Calc(context, npc, target, proc, args));
 }
 private void InitBase(int id)
 {
     m_Id = id;
     m_UnitId = 0;
     m_LinkId = 0;
     m_AIEnable = true;
     m_BaseProperty = new CharacterProperty();
     m_ActualProperty = new CharacterProperty();
 }