/** * Create a lua class instance for monobehavior instead of do a file. * * @param string strFile - The lua class name. * @return bool - true if success, otherwise false. */ private bool CreateClassInstance(string strClassName) { if (!m_cBehavior.CreateClassInstance(strClassName)) { return(false); } // Init variables. m_cBehavior.SetData("this", this); m_cBehavior.SetData("transform", transform); m_cBehavior.SetData("gameObject", gameObject); m_cBehavior.SetData("m_cBackgroundProp", m_backgroundProp); m_cBehavior.SetData("m_fLeftSpawnPosX", m_leftSpawnPosX); m_cBehavior.SetData("m_fRightSpawnPosX", m_rightSpawnPosX); m_cBehavior.SetData("m_fMinSpawnPosY", m_minSpawnPosY); m_cBehavior.SetData("m_fMaxSpawnPosY", m_maxSpawnPosY); m_cBehavior.SetData("m_fMinTimeBetweenSpawns", m_minTimeBetweenSpawns); m_cBehavior.SetData("m_fMaxTimeBetweenSpawns", m_maxTimeBetweenSpawns); m_cBehavior.SetData("m_fMinSpeed", m_minSpeed); m_cBehavior.SetData("m_fMaxSpeed", m_maxSpeed); m_bReady = true; return(true); }
/** * Create a lua class instance for monobehavior instead of do a file. * * @param string strFile - The lua class name. * @return bool - true if success, otherwise false. */ private bool CreateClassInstance(string strClassName) { if (!m_cBehavior.CreateClassInstance(strClassName)) { return(false); } m_bReady = true; return(true); }
/** * Create a lua class instance for monobehavior instead of do a file. * * @param string strFile - The lua class name. * @return bool - true if success, otherwise false. */ protected bool CreateClassInstance(string strClassName) { if (!m_cBehavior.CreateClassInstance(strClassName)) { return(false); } // Init variables. m_cBehavior.SetData("this", this); m_cBehavior.SetData("transform", transform); m_cBehavior.SetData("gameObject", gameObject); m_bReady = true; return(true); }
/** * Create a lua class instance for monobehavior instead of do a file. * * @param string strFile - The lua class name. * @return bool - true if success, otherwise false. */ private bool CreateClassInstance(string strClassName) { if (!m_cBehavior.CreateClassInstance(strClassName)) { return(false); } // Init variables. m_cBehavior.SetData("this", this); m_cBehavior.SetData("transform", transform); m_cBehavior.SetData("gameObject", gameObject); m_cBehavior.SetData("m_fSpawnTime", m_spawnTime); m_cBehavior.SetData("m_fSpawnDelay", m_spawnDelay); m_cBehavior.SetData("m_aEnemys", m_enemies); m_bReady = true; return(true); }
/** * Create a lua class instance for monobehavior instead of do a file. * * @param string strFile - The lua class name. * @return bool - true if success, otherwise false. */ private bool CreateClassInstance(string strClassName) { if (!m_cBehavior.CreateClassInstance(strClassName)) { return(false); } // Init variables. m_cBehavior.SetData("this", this); m_cBehavior.SetData("transform", transform); m_cBehavior.SetData("gameObject", gameObject); m_cBehavior.SetData("m_bDestroyOnAwake", m_destroyOnAwake); m_cBehavior.SetData("m_fAwakeDestroyDelay", m_awakeDestroyDelay); m_cBehavior.SetData("m_bFindChild", m_findChild); m_cBehavior.SetData("m_strNamedChild", m_namedChild); m_bReady = true; return(true); }
/** * Create a lua class instance for monobehavior instead of do a file. * * @param string strFile - The lua class name. * @return bool - true if success, otherwise false. */ private bool CreateClassInstance(string strClassName) { if (!m_cBehavior.CreateClassInstance(strClassName)) { return(false); } // Init variables. m_cBehavior.SetData("this", this); m_cBehavior.SetData("transform", transform); m_cBehavior.SetData("gameObject", gameObject); m_cBehavior.SetData("m_aBackgrounds", m_backgrounds); m_cBehavior.SetData("m_fParallaxScale", m_parallaxScale); m_cBehavior.SetData("m_fParallaxReductionFactor", m_parallaxReductionFactor); m_cBehavior.SetData("m_fSmoothing", m_smoothing); m_bReady = true; return(true); }