public void __Gen_Delegate_Imp8(Engine.IGameObject p0, object p1) { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnv.luaEnvLock) { #endif RealStatePtr L = luaEnv.rawL; int err_func = LuaAPI.load_error_func(L, errorFuncRef); ObjectTranslator translator = luaEnv.translator; LuaAPI.lua_getref(L, luaReference); translator.Push(L, p0); translator.PushAny(L, p1); int __gen_error = LuaAPI.lua_pcall(L, 2, 0, err_func); if (__gen_error != 0) { luaEnv.ThrowExceptionFromError(err_func - 1); } LuaAPI.lua_settop(L, err_func - 1); #if THREAD_SAFT || HOTFIX_ENABLE } #endif }
static int _s_set_IdleStartTime(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); try { Engine.IGameObject __cl_gen_to_be_invoked = (Engine.IGameObject)translator.FastGetCSObj(L, 1); __cl_gen_to_be_invoked.IdleStartTime = (float)LuaAPI.lua_tonumber(L, 2); } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } return(0); }
static int _s_set_bCacheForever(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); try { Engine.IGameObject __cl_gen_to_be_invoked = (Engine.IGameObject)translator.FastGetCSObj(L, 1); __cl_gen_to_be_invoked.bCacheForever = LuaAPI.lua_toboolean(L, 2); } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } return(0); }
static int _g_get_gameObject(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); try { Engine.IGameObject __cl_gen_to_be_invoked = (Engine.IGameObject)translator.FastGetCSObj(L, 1); translator.Push(L, __cl_gen_to_be_invoked.gameObject); } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } return(1); }
static int _m_Destroy(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Engine.IGameObject __cl_gen_to_be_invoked = (Engine.IGameObject)translator.FastGetCSObj(L, 1); try { { __cl_gen_to_be_invoked.Destroy( ); return(0); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } }
static int _m_GetResName(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Engine.IGameObject __cl_gen_to_be_invoked = (Engine.IGameObject)translator.FastGetCSObj(L, 1); try { { string __cl_gen_ret = __cl_gen_to_be_invoked.GetResName( ); LuaAPI.lua_pushstring(L, __cl_gen_ret); return(1); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } }
static int _m_GetLocalPos(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Engine.IGameObject __cl_gen_to_be_invoked = (Engine.IGameObject)translator.FastGetCSObj(L, 1); try { { UnityEngine.Vector3 __cl_gen_ret = __cl_gen_to_be_invoked.GetLocalPos( ); translator.PushUnityEngineVector3(L, __cl_gen_ret); return(1); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } }
static int _m_AddGameObjPool(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Engine.AssetManager __cl_gen_to_be_invoked = (Engine.AssetManager)translator.FastGetCSObj(L, 1); try { { Engine.IGameObject obj = (Engine.IGameObject)translator.GetObject(L, 2, typeof(Engine.IGameObject)); __cl_gen_to_be_invoked.AddGameObjPool(obj); return(0); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } }
static int _m_AddDepends(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Engine.IGameObject __cl_gen_to_be_invoked = (Engine.IGameObject)translator.FastGetCSObj(L, 1); try { { System.Collections.Generic.List <Engine.IAsset> lst = (System.Collections.Generic.List <Engine.IAsset>)translator.GetObject(L, 2, typeof(System.Collections.Generic.List <Engine.IAsset>)); __cl_gen_to_be_invoked.AddDepends(lst); return(0); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } }
static int _m_SetScale(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Engine.IGameObject __cl_gen_to_be_invoked = (Engine.IGameObject)translator.FastGetCSObj(L, 1); try { { UnityEngine.Vector3 scale; translator.Get(L, 2, out scale); __cl_gen_to_be_invoked.SetScale(scale); return(0); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } }
static int _m_SetLayer(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Engine.IGameObject __cl_gen_to_be_invoked = (Engine.IGameObject)translator.FastGetCSObj(L, 1); try { { int layer = LuaAPI.xlua_tointeger(L, 2); __cl_gen_to_be_invoked.SetLayer(layer); return(0); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } }
static int _m_SetParent(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Engine.IGameObject __cl_gen_to_be_invoked = (Engine.IGameObject)translator.FastGetCSObj(L, 1); try { { UnityEngine.Transform trans = (UnityEngine.Transform)translator.GetObject(L, 2, typeof(UnityEngine.Transform)); __cl_gen_to_be_invoked.SetParent(trans); return(0); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } }
static int _m_SetCustomData(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Engine.IGameObject __cl_gen_to_be_invoked = (Engine.IGameObject)translator.FastGetCSObj(L, 1); try { { object data = translator.GetObject(L, 2, typeof(object)); __cl_gen_to_be_invoked.SetCustomData(data); return(0); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } }
static int _m_CreateGameObject(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Engine.AssetManager __cl_gen_to_be_invoked = (Engine.AssetManager)translator.FastGetCSObj(L, 1); int __gen_param_count = LuaAPI.lua_gettop(L); try { if (__gen_param_count == 7 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && translator.Assignable <Engine.CreateGameObjectEvent>(L, 3) && translator.Assignable <object>(L, 4) && translator.Assignable <Engine.TaskPriority>(L, 5) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 6) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 7)) { string strPrefabName = LuaAPI.lua_tostring(L, 2); Engine.CreateGameObjectEvent callBack = translator.GetDelegate <Engine.CreateGameObjectEvent>(L, 3); object custumParam = translator.GetObject(L, 4, typeof(object)); Engine.TaskPriority ePriority; translator.Get(L, 5, out ePriority); bool bCacheObj = LuaAPI.lua_toboolean(L, 6); bool bCacheForever = LuaAPI.lua_toboolean(L, 7); Engine.IGameObject __cl_gen_ret = __cl_gen_to_be_invoked.CreateGameObject(strPrefabName, callBack, custumParam, ePriority, bCacheObj, bCacheForever); translator.Push(L, __cl_gen_ret); return(1); } if (__gen_param_count == 6 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && translator.Assignable <Engine.CreateGameObjectEvent>(L, 3) && translator.Assignable <object>(L, 4) && translator.Assignable <Engine.TaskPriority>(L, 5) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 6)) { string strPrefabName = LuaAPI.lua_tostring(L, 2); Engine.CreateGameObjectEvent callBack = translator.GetDelegate <Engine.CreateGameObjectEvent>(L, 3); object custumParam = translator.GetObject(L, 4, typeof(object)); Engine.TaskPriority ePriority; translator.Get(L, 5, out ePriority); bool bCacheObj = LuaAPI.lua_toboolean(L, 6); Engine.IGameObject __cl_gen_ret = __cl_gen_to_be_invoked.CreateGameObject(strPrefabName, callBack, custumParam, ePriority, bCacheObj); translator.Push(L, __cl_gen_ret); return(1); } if (__gen_param_count == 5 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && translator.Assignable <Engine.CreateGameObjectEvent>(L, 3) && translator.Assignable <object>(L, 4) && translator.Assignable <Engine.TaskPriority>(L, 5)) { string strPrefabName = LuaAPI.lua_tostring(L, 2); Engine.CreateGameObjectEvent callBack = translator.GetDelegate <Engine.CreateGameObjectEvent>(L, 3); object custumParam = translator.GetObject(L, 4, typeof(object)); Engine.TaskPriority ePriority; translator.Get(L, 5, out ePriority); Engine.IGameObject __cl_gen_ret = __cl_gen_to_be_invoked.CreateGameObject(strPrefabName, callBack, custumParam, ePriority); translator.Push(L, __cl_gen_ret); return(1); } if (__gen_param_count == 4 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && translator.Assignable <Engine.CreateGameObjectEvent>(L, 3) && translator.Assignable <object>(L, 4)) { string strPrefabName = LuaAPI.lua_tostring(L, 2); Engine.CreateGameObjectEvent callBack = translator.GetDelegate <Engine.CreateGameObjectEvent>(L, 3); object custumParam = translator.GetObject(L, 4, typeof(object)); Engine.IGameObject __cl_gen_ret = __cl_gen_to_be_invoked.CreateGameObject(strPrefabName, callBack, custumParam); translator.Push(L, __cl_gen_ret); return(1); } if (__gen_param_count == 3 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && translator.Assignable <Engine.CreateGameObjectEvent>(L, 3)) { string strPrefabName = LuaAPI.lua_tostring(L, 2); Engine.CreateGameObjectEvent callBack = translator.GetDelegate <Engine.CreateGameObjectEvent>(L, 3); Engine.IGameObject __cl_gen_ret = __cl_gen_to_be_invoked.CreateGameObject(strPrefabName, callBack); 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 Engine.AssetManager.CreateGameObject!")); }