コード例 #1
0
 static void _RegisterEveryThing(IntPtr L, InitStep step)
 {
     LuaObject.Init(L, step);
     LuaGameObjectObject.Init(L, step);
     LuaCollider.Init(L, step);
     LuaBoxCollider.Init(L, step);
     LuaMeshRenderer.Init(L, step);
     LuaComponent.Init(L, step);
     LuaMeshFilter.Init(L, step);
     LuaRenderer.Init(L, step);
 }
コード例 #2
0
 public static void Init(IntPtr L, InitStep step)
 {
     if (step == InitStep.FIRSTLY)
     {
         LuaDLL.lua_newtable(L);                                  //unityengine,cswrap,t
         _addMemberFunction(L);                                   //unityengine,cswrap,t
         Lua_Register._SetTypeTable2Namespace(L, "MeshRenderer"); //unityengine,cswrap
     }
     else if (step == InitStep.FINAL)
     {
         _InitLink(L);
     }
 }
コード例 #3
0
        public BuildPipelineExecuter(ExecutionContext executionContext)
        {
            _executionContext = executionContext;

            _environmentStep  = new InitStandardEnvironmentVariablesStep();
            _initStep         = new InitStep(executionContext.RepositoryDirectory, executionContext.BuildConfiguration.InitializationScript);
            _cloneStep        = new CloneFolderStep(executionContext.FileSystem);
            _installStep      = new InstallStep(executionContext.CloneDirectory, executionContext.BuildConfiguration.InstallScript);
            _assemblyInfoStep = new AssemblyInfoRewriteStep();
            _beforeBuildStep  = new BeforeBuildStep(executionContext.CloneDirectory, executionContext.BuildConfiguration.BeforeBuildScript);
            _buildScriptStep  = new BuildScriptStep(executionContext.CloneDirectory, executionContext.BuildConfiguration.BuildScript);
            _buildStep        = new BuildStep();
            _afterBuildStep   = new AfterBuildStep(executionContext.CloneDirectory, executionContext.BuildConfiguration.AfterBuildScript);
            _testScriptStep   = new TestScriptStep(executionContext.CloneDirectory, executionContext.BuildConfiguration.TestScript);

            _onSuccessStep = new OnSuccessStep(executionContext.CloneDirectory, executionContext.BuildConfiguration.OnSuccessScript);
            _onFailureStep = new OnFailureStep(executionContext.CloneDirectory, executionContext.BuildConfiguration.OnFailureScript);
            _onFinishStep  = new OnFinishStep(executionContext.CloneDirectory, executionContext.BuildConfiguration.OnFinishScript);
        }