public static int StartCoroutine(System.IntPtr L) { int nargs = LuaAPI.GetTop(L); if (nargs == 2 && LuaAPI.IsObject(L, 1) && LuaAPI.IsString(L, 2)) { UnityEngine.MonoBehaviour arg0 = (UnityEngine.MonoBehaviour)LuaCallback.ToObject(L, 1); System.String arg1 = (System.String)LuaCallback.ToString(L, 2); UnityEngine.Coroutine res = arg0.StartCoroutine(arg1); LuaCallback.PushObject(L, res); return(1); } if (nargs == 3 && LuaAPI.IsObject(L, 1) && LuaAPI.IsString(L, 2) && LuaAPI.IsObject(L, 3)) { UnityEngine.MonoBehaviour arg0 = (UnityEngine.MonoBehaviour)LuaCallback.ToObject(L, 1); System.String arg1 = (System.String)LuaCallback.ToString(L, 2); System.Object arg2 = (System.Object)LuaCallback.ToObject(L, 3); UnityEngine.Coroutine res = arg0.StartCoroutine(arg1, arg2); LuaCallback.PushObject(L, res); return(1); } if (nargs == 2 && LuaAPI.IsObject(L, 1) && LuaAPI.IsObject(L, 2)) { UnityEngine.MonoBehaviour arg0 = (UnityEngine.MonoBehaviour)LuaCallback.ToObject(L, 1); System.Collections.IEnumerator arg1 = (System.Collections.IEnumerator)LuaCallback.ToObject(L, 2); UnityEngine.Coroutine res = arg0.StartCoroutine(arg1); LuaCallback.PushObject(L, res); return(1); } return(0); }
public static void Register() { LuaCallback.BeginClass(typeof(UnityEngine.Behaviour), typeof(UnityEngine.Component)); LuaCallback.RegisterVar("enabled", get_enabled, set_enabled); LuaCallback.RegisterVar("isActiveAndEnabled", get_isActiveAndEnabled, null); LuaCallback.EndClass(); }
public static void Register() { LuaCallback.BeginClass(typeof(HotFix), typeof(UnityEngine.MonoBehaviour)); LuaCallback.RegisterFunc("Add", Add); LuaCallback.RegisterVar("AddHotFix", null, set_AddHotFix); LuaCallback.EndClass(); }
public static int StopCoroutine(System.IntPtr L) { int nargs = LuaAPI.GetTop(L); if (nargs == 2 && LuaAPI.IsObject(L, 1) && LuaAPI.IsObject(L, 2)) { UnityEngine.MonoBehaviour arg0 = (UnityEngine.MonoBehaviour)LuaCallback.ToObject(L, 1); System.Collections.IEnumerator arg1 = (System.Collections.IEnumerator)LuaCallback.ToObject(L, 2); arg0.StopCoroutine(arg1); return(0); } if (nargs == 2 && LuaAPI.IsObject(L, 1) && LuaAPI.IsObject(L, 2)) { UnityEngine.MonoBehaviour arg0 = (UnityEngine.MonoBehaviour)LuaCallback.ToObject(L, 1); UnityEngine.Coroutine arg1 = (UnityEngine.Coroutine)LuaCallback.ToObject(L, 2); arg0.StopCoroutine(arg1); return(0); } if (nargs == 2 && LuaAPI.IsObject(L, 1) && LuaAPI.IsString(L, 2)) { UnityEngine.MonoBehaviour arg0 = (UnityEngine.MonoBehaviour)LuaCallback.ToObject(L, 1); System.String arg1 = (System.String)LuaCallback.ToString(L, 2); arg0.StopCoroutine(arg1); return(0); } return(0); }
public void Stop() { _beginvalue = 0; _endvalue = 0; _speed = 0; _playcount = 0; _playing = false; callback = null; }
public System.Int32 Invoke_HotFix_Int32_Int32_Int32(HotFix arg0, System.Int32 arg1, System.Int32 arg2) { LuaAPI.PushLuaFunction(L, reference); LuaCallback.PushObject(L, arg0); LuaCallback.PushNumber(L, arg1); LuaCallback.PushNumber(L, arg2); LuaAPI.CallLuaFunction(L, 3, 1); System.Int32 arg3 = (System.Int32)LuaCallback.ToNumber(L, -1); return(arg3); }
public static int get_hasChanged(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1)) { UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1); System.Boolean res = arg0.hasChanged; LuaCallback.PushBool(L, res); return(1); } return(0); }
public static int set_hierarchyCapacity(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsNumber(L, 3)) { UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1); System.Int32 arg1 = (System.Int32)LuaCallback.ToNumber(L, 3); arg0.hierarchyCapacity = arg1; return(0); } return(0); }
//-------------------------------------- /// <summary> /// Lua加载 /// </summary> /// <param name="table">模块Table.</param> /// <param name="filename">文件名.</param> /// <param name="callback">回调函数(文件名, 资源, 回调参数).</param> /// <param name="arg">回调参数.</param> /// <param name="type">资源类型.</param> /// <param name="isAsync">异步.</param> void LuaLoad(LuaTable table, string filename, LuaFunction callback, System.Object arg, Type type, bool isAsync) { if (string.IsNullOrEmpty(filename)) { Debug.Log(string.Format("<color=red>AssetManager.LuaLoad filename={0}</color>", filename)); } LuaCallback luaCB = new LuaCallback(table, callback); Load(filename, luaCB.AssetLoadCallback, arg, type, isAsync); }
public static int get_isActiveAndEnabled(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1)) { UnityEngine.Behaviour arg0 = (UnityEngine.Behaviour)LuaCallback.ToObject(L, 1); System.Boolean res = arg0.isActiveAndEnabled; LuaCallback.PushBool(L, res); return(1); } return(0); }
public static int set_hasChanged(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsBool(L, 3)) { UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1); System.Boolean arg1 = (System.Boolean)LuaCallback.ToBool(L, 3); arg0.hasChanged = arg1; return(0); } return(0); }
public static int set_hideFlags(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsNumber(L, 3)) { UnityEngine.Object arg0 = (UnityEngine.Object)LuaCallback.ToObject(L, 1); UnityEngine.HideFlags arg1 = (UnityEngine.HideFlags)LuaCallback.ToNumber(L, 3); arg0.hideFlags = arg1; return(0); } return(0); }
public static int get_hideFlags(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1)) { UnityEngine.Object arg0 = (UnityEngine.Object)LuaCallback.ToObject(L, 1); UnityEngine.HideFlags res = arg0.hideFlags; LuaCallback.PushNumber(L, (double)res); return(1); } return(0); }
public static int get_transform(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1)) { UnityEngine.Component arg0 = (UnityEngine.Component)LuaCallback.ToObject(L, 1); UnityEngine.Transform res = arg0.transform; LuaCallback.PushObject(L, res); return(1); } return(0); }
public static int get_tag(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1)) { UnityEngine.Component arg0 = (UnityEngine.Component)LuaCallback.ToObject(L, 1); System.String res = arg0.tag; LuaCallback.PushString(L, res); return(1); } return(0); }
public static int get_lossyScale(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1)) { UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1); UnityEngine.Vector3 res = arg0.lossyScale; LuaCallback.PushVector(L, res); return(1); } return(0); }
public static int get_root(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1)) { UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1); UnityEngine.Transform res = arg0.root; LuaCallback.PushObject(L, res); return(1); } return(0); }
public static int get_localToWorldMatrix(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1)) { UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1); UnityEngine.Matrix4x4 res = arg0.localToWorldMatrix; LuaCallback.PushObject(L, res); return(1); } return(0); }
public static int get_localRotation(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1)) { UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1); UnityEngine.Quaternion res = arg0.localRotation; LuaCallback.PushVector(L, res); return(1); } return(0); }
/// <summary> /// 异步建立网络连接 /// 不知道为啥原来的人加了其他东西,明天研究一下为啥 /// 已经搞明白了,2020.3.24 /// </summary> /// <param name="ip"></param> /// <param name="port"></param> /// <param name="callback"></param> public static void CreateConnectByAsync(string ip, int port, LuaCallback callback) { bool isOk = false; bool isComplate = false; ConnectionMgr.ConnentByAsync(ip, port, (cb) => { isOk = cb.IsCompleted && (cb.AsyncState as MySocket).IsConnect(); isComplate = true; }); Debug.Log("创建新物体"); GameObject gameObject = new GameObject(); gameObject.name = "昙花一现"; var myMonoBehaviour = gameObject.AddComponent <MyMonoBehaviour>(); myMonoBehaviour.UpdateAction = () => { if (isComplate) { callback(isOk); GameObject.Destroy(myMonoBehaviour); } }; #region 测试没不能用的,但不是没用,是不能用 //这里开一个线程吧,安全点 //线程调用不了"注册心跳函数",因为子线程不能访问Unity的主线程,艹 // Thread thread = new Thread(()=>{ // while (true) // { // if (isComplate) // { // callback(isOk); // break; // } // } // }); // thread.Start(); //这个如果不是立马连上服务器,客户端会有卡顿的情况,哎,头疼 // while (true) // { // if (isComplate) // { // callback((bool) isOk); // break; // } // } #endregion }
public static int get_gameObject(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1)) { UnityEngine.Component arg0 = (UnityEngine.Component)LuaCallback.ToObject(L, 1); UnityEngine.GameObject res = arg0.gameObject; LuaCallback.PushObject(L, res); return(1); } return(0); }
public static int get_hierarchyCount(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1)) { UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1); System.Int32 res = arg0.hierarchyCount; LuaCallback.PushNumber(L, res); return(1); } return(0); }
public static int set_tag(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsString(L, 3)) { UnityEngine.Component arg0 = (UnityEngine.Component)LuaCallback.ToObject(L, 1); System.String arg1 = (System.String)LuaCallback.ToString(L, 3); arg0.tag = arg1; return(0); } return(0); }
public static int set_localScale(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsVector3(L, 3)) { UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1); UnityEngine.Vector3 arg1 = (UnityEngine.Vector3)LuaCallback.ToVector3(L, 3); arg0.localScale = arg1; return(0); } return(0); }
public static int set_localRotation(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsVector4(L, 3)) { UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1); UnityEngine.Quaternion arg1 = (UnityEngine.Quaternion)LuaCallback.ToQuaternion(L, 3); arg0.localRotation = arg1; return(0); } return(0); }
public static int set_enabled(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsBool(L, 3)) { UnityEngine.Behaviour arg0 = (UnityEngine.Behaviour)LuaCallback.ToObject(L, 1); System.Boolean arg1 = (System.Boolean)LuaCallback.ToBool(L, 3); arg0.enabled = arg1; return(0); } return(0); }
public static int set_runInEditMode(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsBool(L, 3)) { UnityEngine.MonoBehaviour arg0 = (UnityEngine.MonoBehaviour)LuaCallback.ToObject(L, 1); System.Boolean arg1 = (System.Boolean)LuaCallback.ToBool(L, 3); arg0.runInEditMode = arg1; return(0); } return(0); }
public static int get_runInEditMode(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1)) { UnityEngine.MonoBehaviour arg0 = (UnityEngine.MonoBehaviour)LuaCallback.ToObject(L, 1); System.Boolean res = arg0.runInEditMode; LuaCallback.PushBool(L, res); return(1); } return(0); }
public static int set_parent(System.IntPtr L) { if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsObject(L, 3)) { UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1); UnityEngine.Transform arg1 = (UnityEngine.Transform)LuaCallback.ToObject(L, 3); arg0.parent = arg1; return(0); } return(0); }
public static int print(System.IntPtr L) { int nargs = LuaAPI.GetTop(L); if (nargs == 1 && LuaAPI.IsObject(L, 1)) { System.Object arg0 = (System.Object)LuaCallback.ToObject(L, 1); UnityEngine.MonoBehaviour.print(arg0); return(0); } return(0); }