コード例 #1
0
 static int RecursiveSetLayerVal(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 3);
         UnityEngine.Transform arg0 = (UnityEngine.Transform)ToLua.CheckUnityObject(L, 1, typeof(UnityEngine.Transform));
         int arg1 = (int)LuaDLL.luaL_checknumber(L, 2);
         int arg2 = (int)LuaDLL.luaL_checknumber(L, 3);
         Utility_GameObject.RecursiveSetLayerVal(arg0, arg1, arg2);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
コード例 #2
0
 static int SetObjectPosion(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 4);
         UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.CheckUnityObject(L, 1, typeof(UnityEngine.GameObject));
         UnityEngine.Vector3    arg1 = ToLua.ToVector3(L, 2);
         UnityEngine.Vector3    arg2 = ToLua.ToVector3(L, 3);
         UnityEngine.Vector3    arg3 = ToLua.ToVector3(L, 4);
         Utility_GameObject.SetObjectPosion(arg0, arg1, arg2, arg3);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
コード例 #3
0
    static int _CreateUtility_GameObject(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 0)
            {
                Utility_GameObject obj = new Utility_GameObject();
                ToLua.PushObject(L, obj);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: Utility_GameObject.New"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #4
0
ファイル: Loading.cs プロジェクト: atom-chen/shisanshui-1
    public void InitLoadUI()
    {
        XYHY.LuaDestroyBundle ldb = Utility_GameObject.AddMonoBehaviour <XYHY.LuaDestroyBundle>(this.gameObject);
        ldb.BundleName = LOAD_UI_PREFABS;
        ldb.ResType    = typeof(GameObject);
        AlwaysToTop();

        //scene_config = GameKernel.Get<ILoadSceneSys>().CurSceneConfig();
        //GameObject obj = gameObject.transform.FindChild("tex_bg").gameObject;
        //if (obj != null)
        //{

        /*bg = obj.GetComponent<UITexture>();
         * if (bg != null)
         * {
         *  string nextBgName = "bg_loading";
         *  if (bg.mainTexture == null || (bg.mainTexture != null && !bg.mainTexture.name.Equals(nextBgName)))
         *  {
         *      string lastBgName = null;
         *      string str = "UITextures/Loading/" + nextBgName;
         *      if (bg.mainTexture != null)
         *      {
         *          lastBgName = bg.mainTexture.name;
         *      }
         *      Texture2D tex = GameKernel.GetResourceMgr().LoadImmortalTextureSync(str);
         *      if (tex != null)
         *      {
         *          bg.mainTexture = tex;
         *          bg.MarkAsChanged();
         *      }
         *
         *      if (lastBgName != null && !lastBgName.Equals(nextBgName))
         *      {
         *          GameKernel.GetResourceMgr().UnloadImmortalResource(string.Format("UITextures/Loading/{0}", lastBgName), typeof(Texture2D));
         *      }
         *  }
         * }*/
        //}

        /*obj = gameObject.transform.FindChild("bottom_area/process_bar").gameObject;
         * process = obj.GetComponent<UISlider>();
         * process.value = 0;
         *
         * obj = gameObject.transform.FindChild("bottom_area/lbl_tip").gameObject;
         * tip = obj.GetComponent<UILabel>();
         * if (tip != null)
         * {
         *  tip.text = "正在加载中,请稍后……";
         * }
         * else
         *  obj.SetActive(false);*/


        //obj = gameObject.transform.FindChild("root/tips/lbl_tip").gameObject;
        //newTip = obj.GetComponent<UILabel>();
        //if (newTip != null)
        //    newTip.text = "正在为您加载,即将进入游戏";
        //else
        //    obj.SetActive(false);

        //newActionImg = gameObject.transform.FindChild("root/ani_root/img").GetComponent<UISprite>();
        //newActionImg.gameObject.SetActive(true);

        GameObject actionRoot = gameObject.transform.FindChild("root").gameObject;

        actionRoot.gameObject.SetActive(true);
    }