private void OnNetworkClosed(object sender, GameEventArgs e) { UnityGameFramework.Runtime.NetworkClosedEventArgs ne = (UnityGameFramework.Runtime.NetworkClosedEventArgs)e; if (ne.NetworkChannel != m_NetworkChannel) { return; } IsConnectedToServer = false; //procedureOwner.SetData<VarInt>(Constant.ProcedureData.NextSceneId, (int)SceneId.Login); //ChangeState<ProcedureChangeScene>(procedureOwner); GameFramework.Procedure.ProcedureBase currentProcedure = GameEntry.Procedure.CurrentProcedure; }
static int get_CurrentProcedure(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityGameFramework.Runtime.ProcedureComponent obj = (UnityGameFramework.Runtime.ProcedureComponent)o; GameFramework.Procedure.ProcedureBase ret = obj.CurrentProcedure; ToLua.PushObject(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index CurrentProcedure on a nil value" : e.Message)); } }