Esempio n. 1
0
    static int UnloadScene(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(UnityGameFramework.Runtime.SceneComponent), typeof(string)))
            {
                UnityGameFramework.Runtime.SceneComponent obj = (UnityGameFramework.Runtime.SceneComponent)ToLua.ToObject(L, 1);
                string arg0 = ToLua.ToString(L, 2);
                obj.UnloadScene(arg0);
                return(0);
            }
            else if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(UnityGameFramework.Runtime.SceneComponent), typeof(string), typeof(object)))
            {
                UnityGameFramework.Runtime.SceneComponent obj = (UnityGameFramework.Runtime.SceneComponent)ToLua.ToObject(L, 1);
                string arg0 = ToLua.ToString(L, 2);
                object arg1 = ToLua.ToVarObject(L, 3);
                obj.UnloadScene(arg0, arg1);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityGameFramework.Runtime.SceneComponent.UnloadScene"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
Esempio n. 2
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 static int GetLoadingSceneAssetNames(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         UnityGameFramework.Runtime.SceneComponent obj = (UnityGameFramework.Runtime.SceneComponent)ToLua.CheckObject(L, 1, typeof(UnityGameFramework.Runtime.SceneComponent));
         string[] o = obj.GetLoadingSceneAssetNames();
         ToLua.Push(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Esempio n. 3
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 static int SceneIsUnloading(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityGameFramework.Runtime.SceneComponent obj = (UnityGameFramework.Runtime.SceneComponent)ToLua.CheckObject(L, 1, typeof(UnityGameFramework.Runtime.SceneComponent));
         string arg0 = ToLua.CheckString(L, 2);
         bool   o    = obj.SceneIsUnloading(arg0);
         LuaDLL.lua_pushboolean(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Esempio n. 4
0
    static int get_MainCamera(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityGameFramework.Runtime.SceneComponent obj = (UnityGameFramework.Runtime.SceneComponent)o;
            UnityEngine.Camera ret = obj.MainCamera;
            ToLua.Push(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index MainCamera on a nil value" : e.Message));
        }
    }
Esempio n. 5
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        /// <summary>
        /// 异步卸载场景。
        /// </summary>
        /// <param name="sceneAssetName">要卸载场景资源的名称。</param>
        /// <param name="unloadSceneCallbacks">卸载场景回调函数集。</param>
        /// <param name="userData">用户自定义数据。</param>
        public void UnloadScene(string sceneAssetName, UnloadSceneCallbacks unloadSceneCallbacks, object userData)
        {
            if (string.IsNullOrEmpty(sceneAssetName))
            {
                Log.Error("Scene asset name is invalid.");
                return;
            }

            if (unloadSceneCallbacks == null)
            {
                Log.Error("Unload scene callbacks is invalid.");
                return;
            }

            if (!ExistsFile(sceneAssetName))
            {
                Log.Error("Scene '{0}' is not exist.", sceneAssetName);
                return;
            }

#if UNITY_5_5_OR_NEWER
            AsyncOperation asyncOperation = SceneManager.UnloadSceneAsync(sceneAssetName);
            if (asyncOperation == null)
            {
                return;
            }

            m_UnloadSceneInfos.AddLast(new UnloadSceneInfo(asyncOperation, sceneAssetName, unloadSceneCallbacks, userData));
#else
            if (SceneManager.UnloadScene(SceneComponent.GetSceneName(sceneAssetName)))
            {
                if (unloadSceneCallbacks.UnloadSceneSuccessCallback != null)
                {
                    unloadSceneCallbacks.UnloadSceneSuccessCallback(sceneAssetName, userData);
                }
            }
            else
            {
                if (unloadSceneCallbacks.UnloadSceneFailureCallback != null)
                {
                    unloadSceneCallbacks.UnloadSceneFailureCallback(sceneAssetName, userData);
                }
            }
#endif
        }
        /// <summary>
        /// 卸载场景。
        /// </summary>
        /// <param name="sceneAssetName">场景资源名称。</param>
        /// <param name="unloadSceneCallbacks">卸载场景回调函数集。</param>
        /// <param name="userData">用户自定义数据。</param>
        public override void UnloadScene(string sceneAssetName, UnloadSceneCallbacks unloadSceneCallbacks, object userData)
        {
#if UNITY_5_3 || UNITY_5_4
            if (SceneManager.UnloadScene(SceneComponent.GetSceneName(sceneAssetName)))
            {
                if (unloadSceneCallbacks.UnloadSceneSuccessCallback != null)
                {
                    unloadSceneCallbacks.UnloadSceneSuccessCallback(sceneAssetName, userData);
                }
            }
            else
            {
                if (unloadSceneCallbacks.UnloadSceneFailureCallback != null)
                {
                    unloadSceneCallbacks.UnloadSceneFailureCallback(sceneAssetName, userData);
                }
            }
#else
            StartCoroutine(UnloadSceneCo(sceneAssetName, unloadSceneCallbacks, userData));
#endif
        }
Esempio n. 7
0
        /// <summary>
        /// 异步加载场景。
        /// </summary>
        /// <param name="sceneAssetName">要加载场景资源的名称。</param>
        /// <param name="priority">加载场景资源的优先级。</param>
        /// <param name="loadSceneCallbacks">加载场景回调函数集。</param>
        /// <param name="userData">用户自定义数据。</param>
        public void LoadScene(string sceneAssetName, int priority, LoadSceneCallbacks loadSceneCallbacks, object userData)
        {
            if (string.IsNullOrEmpty(sceneAssetName))
            {
                Log.Error("Scene asset name is invalid.");
                return;
            }

            if (!sceneAssetName.StartsWith("Assets/") || !sceneAssetName.EndsWith(".unity"))
            {
                Log.Error("Scene asset name '{0}' is invalid.", sceneAssetName);
                return;
            }

            if (loadSceneCallbacks == null)
            {
                Log.Error("Load scene callbacks is invalid.");
                return;
            }

            if (!ExistsFile(sceneAssetName))
            {
                Log.Error("Scene '{0}' is not exist.", sceneAssetName);
                return;
            }

#if UNITY_5_5_OR_NEWER
            AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(sceneAssetName, LoadSceneMode.Additive);
#else
            AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(SceneComponent.GetSceneName(sceneAssetName), LoadSceneMode.Additive);
#endif
            if (asyncOperation == null)
            {
                return;
            }

            m_LoadSceneInfos.AddLast(new LoadSceneInfo(asyncOperation, sceneAssetName, priority, DateTime.Now, loadSceneCallbacks, userData));
        }