lua_error() private method

private lua_error ( IntPtr luaState ) : int
luaState System.IntPtr
return int
コード例 #1
0
ファイル: LuaTransform.cs プロジェクト: sakyaer/emoji
        public static int InverseTransformPoint(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count == 2 &&
                LuaStatic.CheckType(L, typeof(UnityEngine.Vector3), 2))
            {
                UnityEngine.Transform obj  = LuaStatic.GetObj(L, 1) as UnityEngine.Transform;
                UnityEngine.Vector3   arg1 = (UnityEngine.Vector3)LuaStatic.GetObj(L, 2);
                LuaDLL.lua_pushvector3(L, obj.InverseTransformPoint(arg1));

                return(result);
            }
            if (count == 4 &&
                LuaStatic.CheckType(L, typeof(Single), 2) &&
                LuaStatic.CheckType(L, typeof(Single), 3) &&
                LuaStatic.CheckType(L, typeof(Single), 4))
            {
                UnityEngine.Transform obj = LuaStatic.GetObj(L, 1) as UnityEngine.Transform;
                Single arg1 = (Single)(double)(LuaStatic.GetObj(L, 2));
                Single arg2 = (Single)(double)(LuaStatic.GetObj(L, 3));
                Single arg3 = (Single)(double)(LuaStatic.GetObj(L, 4));
                LuaDLL.lua_pushvector3(L, obj.InverseTransformPoint(arg1, arg2, arg3));

                return(result);
            }
            LuaStatic.traceback(L, "count not enough");
            LuaDLL.lua_error(L);
            return(result);
        }
コード例 #2
0
ファイル: LuaTransform.cs プロジェクト: sakyaer/emoji
        public static int SetParent(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count == 2 &&
                LuaStatic.CheckType(L, typeof(UnityEngine.Transform), 2))
            {
                UnityEngine.Transform obj  = LuaStatic.GetObj(L, 1) as UnityEngine.Transform;
                UnityEngine.Transform arg1 = (UnityEngine.Transform)LuaStatic.GetObj(L, 2);
                obj.SetParent(arg1);

                return(result);
            }
            if (count == 3 &&
                LuaStatic.CheckType(L, typeof(UnityEngine.Transform), 2) &&
                LuaStatic.CheckType(L, typeof(Boolean), 3))
            {
                UnityEngine.Transform obj  = LuaStatic.GetObj(L, 1) as UnityEngine.Transform;
                UnityEngine.Transform arg1 = (UnityEngine.Transform)LuaStatic.GetObj(L, 2);
                Boolean arg2 = (Boolean)LuaStatic.GetObj(L, 3);
                obj.SetParent(arg1, arg2);

                return(result);
            }
            LuaStatic.traceback(L, "count not enough");
            LuaDLL.lua_error(L);
            return(result);
        }
コード例 #3
0
ファイル: LuaStatic.cs プロジェクト: frozen4/UnityPlus
        public static int loader(IntPtr L)
        {
            string fileName = String.Empty;

            fileName  = LuaDLL.lua_tostring(L, 1);
            fileName  = fileName.Replace('.', '/');
            fileName += ".lua";

            byte[] text = Load(fileName);
            if (text == null)
            {
                LuaDLL.lua_pushstring(L, "loader failed to read file with path: " + fileName);
                LuaDLL.lua_error(L);
                return(0);
            }

            // 0: no errors;
            // LUA_ERRSYNTAX: syntax error during pre-compilation;
            // LUA_ERRMEM: memory allocation error.
            if (LuaDLL.luaL_loadbuffer(L, text, text.Length, fileName) != 0)
            {
                // loadbuffer会在栈顶压入错误信息,弹出错误信息所在的最上层栈
                //LuaDLL.lua_pop(L, 1);
                LuaDLL.lua_error(L);
                HobaDebuger.LogErrorFormat("Failed to call luaL_loadbuffer, file: {0}", fileName);
                return(0);
            }

            return(1);
        }
コード例 #4
0
ファイル: LuaDLL.cs プロジェクト: laukey/slua
 public static void luaL_error(IntPtr luaState, string message)
 {
     LuaDLL.luaL_where(luaState, 1);
     LuaDLL.lua_pushstring(luaState, message);
     LuaDLL.lua_concat(luaState, 2);
     LuaDLL.lua_error(luaState);
 }
コード例 #5
0
ファイル: LuaGameObject.cs プロジェクト: maple-yang/emoji
        public static int GetComponent(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count == 2 &&
                LuaStatic.CheckType(L, typeof(Type), 2))
            {
                UnityEngine.GameObject obj = LuaStatic.GetObj(L, 1) as UnityEngine.GameObject;
                object type1 = LuaStatic.GetObj(L, 2);
                Type   arg1  = LuaStatic.GetType(type1);
                LuaStatic.addGameObject2Lua(L, obj.GetComponent(arg1), (string)type1);

                return(result);
            }
            if (count == 2 &&
                LuaStatic.CheckType(L, typeof(String), 2))
            {
                UnityEngine.GameObject obj = LuaStatic.GetObj(L, 1) as UnityEngine.GameObject;
                String arg1 = (String)LuaStatic.GetObj(L, 2);
                LuaStatic.addGameObject2Lua(L, obj.GetComponent(arg1), "Component");

                return(result);
            }
            LuaStatic.traceback(L, "count not enough");
            LuaDLL.lua_error(L);
            return(result);
        }
コード例 #6
0
ファイル: LuaMonoBehaviour.cs プロジェクト: sakyaer/emoji
        public static int IsInvoking(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count == 2 &&
                LuaStatic.CheckType(L, typeof(String), 2))
            {
                UnityEngine.MonoBehaviour obj = LuaStatic.GetObj(L, 1) as UnityEngine.MonoBehaviour;
                String arg1 = (String)LuaStatic.GetObj(L, 2);
                LuaDLL.lua_pushboolean(L, obj.IsInvoking(arg1));

                return(result);
            }
            if (count == 1)
            {
                UnityEngine.MonoBehaviour obj = LuaStatic.GetObj(L, 1) as UnityEngine.MonoBehaviour;
                LuaDLL.lua_pushboolean(L, obj.IsInvoking());

                return(result);
            }
            LuaStatic.traceback(L, "count not enough");
            LuaDLL.lua_error(L);
            return(result);
        }
コード例 #7
0
ファイル: LuaGameObject.cs プロジェクト: maple-yang/emoji
        public static int New(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count == 2 &&
                LuaStatic.CheckType(L, typeof(String), 2))
            {
                String arg1 = (String)LuaStatic.GetObj(L, 2);
                LuaStatic.addGameObject2Lua(L, new UnityEngine.GameObject(arg1), "GameObject");

                return(result);
            }
            if (count == 1)
            {
                LuaStatic.addGameObject2Lua(L, new UnityEngine.GameObject(), "GameObject");

                return(result);
            }
            if (count == 3 &&
                LuaStatic.CheckType(L, typeof(String), 2) &&
                LuaStatic.CheckType(L, typeof(Type[]), 3))
            {
                String arg1 = (String)LuaStatic.GetObj(L, 2);
                Type[] arg2 = (Type[])LuaStatic.GetObj(L, 3);
                LuaStatic.addGameObject2Lua(L, new UnityEngine.GameObject(arg1, arg2), "GameObject");

                return(result);
            }
            LuaStatic.traceback(L, "count not enough");
            LuaDLL.lua_error(L);
            return(result);
        }
コード例 #8
0
ファイル: LuaStatic.cs プロジェクト: frozen4/UnityPlus
        public static int dofile(IntPtr L)
        {
            int n = LuaDLL.lua_gettop(L);

            if (0 == n)
            {
                LuaDLL.lua_pushstring(L, "dofile function - 1 param expected, got 0");
                LuaDLL.lua_error(L);
                return(0);
            }

            String filePath;
            bool   bLoaded = (loadfileFromAssetsPath(L, out filePath) == 0);

            if (!bLoaded)
            {
                //loadfileFromAssetsPath 已准备好error信息
                LuaDLL.lua_error(L);
                return(0);
            }

            LuaDLL.lua_call(L, 0, LuaDLL.LUA_MULTRET);

            return(LuaDLL.lua_gettop(L));
        }
コード例 #9
0
        public static int Destroy(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count == 3 &&
                LuaStatic.CheckType(L, typeof(UnityEngine.Object), 2) &&
                LuaStatic.CheckType(L, typeof(Single), 3))
            {
                UnityEngine.Object arg1 = (UnityEngine.Object)LuaStatic.GetObj(L, 2);
                Single             arg2 = (Single)(double)(LuaStatic.GetObj(L, 3));
                UnityEngine.Object.Destroy(arg1, arg2);

                return(result);
            }
            if (count == 2 &&
                LuaStatic.CheckType(L, typeof(UnityEngine.Object), 2))
            {
                UnityEngine.Object arg1 = (UnityEngine.Object)LuaStatic.GetObj(L, 2);
                UnityEngine.Object.Destroy(arg1);

                return(result);
            }
            LuaStatic.traceback(L, "count not enough");
            LuaDLL.lua_error(L);
            return(result);
        }
コード例 #10
0
        public static int LoadAsync(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count == 2 &&
                LuaStatic.CheckType(L, typeof(String), 2))
            {
                String arg1 = (String)LuaStatic.GetObj(L, 2);
                LuaStatic.addGameObject2Lua(L, UnityEngine.Resources.LoadAsync(arg1), "ResourceRequest");

                return(result);
            }
            if (count == 3 &&
                LuaStatic.CheckType(L, typeof(String), 2) &&
                LuaStatic.CheckType(L, typeof(Type), 3))
            {
                String arg1  = (String)LuaStatic.GetObj(L, 2);
                object type2 = LuaStatic.GetObj(L, 3);
                Type   arg2  = LuaStatic.GetType(type2);
                LuaStatic.addGameObject2Lua(L, UnityEngine.Resources.LoadAsync(arg1, arg2), (string)type2);

                return(result);
            }
            LuaStatic.traceback(L, "count not enough");
            LuaDLL.lua_error(L);
            return(result);
        }
コード例 #11
0
ファイル: LuaUIManager.cs プロジェクト: sakyaer/emoji
        public static int CloseView(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count == 2 &&
                LuaStatic.CheckType(L, typeof(EnumUIName), 2))
            {
                UIManager  obj  = LuaStatic.GetObj(L, 1) as UIManager;
                EnumUIName arg1 = (EnumUIName)(double)(LuaStatic.GetObj(L, 2));
                obj.CloseView(arg1);

                return(result);
            }
            if (count == 3 &&
                LuaStatic.CheckType(L, typeof(EnumUIName), 2) &&
                LuaStatic.CheckType(L, typeof(Boolean), 3))
            {
                UIManager  obj  = LuaStatic.GetObj(L, 1) as UIManager;
                EnumUIName arg1 = (EnumUIName)(double)(LuaStatic.GetObj(L, 2));
                Boolean    arg2 = (Boolean)LuaStatic.GetObj(L, 3);
                obj.CloseView(arg1, arg2);

                return(result);
            }
            LuaStatic.traceback(L, "count not enough");
            LuaDLL.lua_error(L);
            return(result);
        }
コード例 #12
0
ファイル: Lua.cs プロジェクト: weimingtom/pap2
        /*
         * Calls the object as a function with the provided arguments and
         * casting returned values to the types in returnTypes before returning
         * them in an array
         */
        internal object[] callFunction(LuaFunction function, object[] args, Type[] returnTypes)
        {
            int nArgs  = 0;
            int oldTop = LuaDLL.lua_gettop(luaState);

            if (!LuaDLL.lua_checkstack(luaState, args.Length + 6))
            {
                throw new LuaException("Lua stack overflow");
            }
            translator.push(luaState, function);
            if (args != null)
            {
                nArgs = args.Length;
                for (int i = 0; i < args.Length; i++)
                {
                    translator.push(luaState, args[i]);
                }
            }
            int error = LuaDLL.lua_pcall(luaState, nArgs, -1, 0);

            if (error != 0)
            {
                LuaDLL.lua_error(luaState);
            }
            return(translator.popValues(luaState, oldTop, returnTypes));
        }
コード例 #13
0
ファイル: LuaGameObject.cs プロジェクト: maple-yang/emoji
        public static int BroadcastMessage(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count == 4 &&
                LuaStatic.CheckType(L, typeof(String), 2) &&
                LuaStatic.CheckType(L, typeof(Object), 3) &&
                LuaStatic.CheckType(L, typeof(UnityEngine.SendMessageOptions), 4))
            {
                UnityEngine.GameObject obj = LuaStatic.GetObj(L, 1) as UnityEngine.GameObject;
                String arg1 = (String)LuaStatic.GetObj(L, 2);
                Object arg2 = (Object)LuaStatic.GetObj(L, 3);
                UnityEngine.SendMessageOptions arg3 = (UnityEngine.SendMessageOptions)(double)(LuaStatic.GetObj(L, 4));
                obj.BroadcastMessage(arg1, arg2, arg3);

                return(result);
            }
            if (count == 3 &&
                LuaStatic.CheckType(L, typeof(String), 2) &&
                LuaStatic.CheckType(L, typeof(Object), 3))
            {
                UnityEngine.GameObject obj = LuaStatic.GetObj(L, 1) as UnityEngine.GameObject;
                String arg1 = (String)LuaStatic.GetObj(L, 2);
                Object arg2 = (Object)LuaStatic.GetObj(L, 3);
                obj.BroadcastMessage(arg1, arg2);

                return(result);
            }
            if (count == 2 &&
                LuaStatic.CheckType(L, typeof(String), 2))
            {
                UnityEngine.GameObject obj = LuaStatic.GetObj(L, 1) as UnityEngine.GameObject;
                String arg1 = (String)LuaStatic.GetObj(L, 2);
                obj.BroadcastMessage(arg1);

                return(result);
            }
            if (count == 3 &&
                LuaStatic.CheckType(L, typeof(String), 2) &&
                LuaStatic.CheckType(L, typeof(UnityEngine.SendMessageOptions), 3))
            {
                UnityEngine.GameObject obj = LuaStatic.GetObj(L, 1) as UnityEngine.GameObject;
                String arg1 = (String)LuaStatic.GetObj(L, 2);
                UnityEngine.SendMessageOptions arg2 = (UnityEngine.SendMessageOptions)(double)(LuaStatic.GetObj(L, 3));
                obj.BroadcastMessage(arg1, arg2);

                return(result);
            }
            LuaStatic.traceback(L, "count not enough");
            LuaDLL.lua_error(L);
            return(result);
        }
コード例 #14
0
ファイル: LuaGameObject.cs プロジェクト: maple-yang/emoji
        public static int GetComponentsInParent(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count == 2 &&
                LuaStatic.CheckType(L, typeof(Type), 2))
            {
                UnityEngine.GameObject obj = LuaStatic.GetObj(L, 1) as UnityEngine.GameObject;
                object      type1          = LuaStatic.GetObj(L, 2);
                Type        arg1           = LuaStatic.GetType(type1);
                IEnumerable objs           = (IEnumerable)obj.GetComponentsInParent(arg1);
                LuaDLL.lua_newtable(L);
                int num2 = 0;
                foreach (var item in objs)
                {
                    LuaStatic.addGameObject2Lua(L, (UnityEngine.Component)item, (string)type1);
                    LuaDLL.lua_pushnumber(L, (double)(++num2));
                    LuaDLL.lua_insert(L, -2);
                    LuaDLL.lua_settable(L, -3);
                }

                return(result);
            }
            if (count == 3 &&
                LuaStatic.CheckType(L, typeof(Type), 2) &&
                LuaStatic.CheckType(L, typeof(Boolean), 3))
            {
                UnityEngine.GameObject obj = LuaStatic.GetObj(L, 1) as UnityEngine.GameObject;
                object      type1          = LuaStatic.GetObj(L, 2);
                Type        arg1           = LuaStatic.GetType(type1);
                Boolean     arg2           = (Boolean)LuaStatic.GetObj(L, 3);
                IEnumerable objs           = (IEnumerable)obj.GetComponentsInParent(arg1, arg2);
                LuaDLL.lua_newtable(L);
                int num2 = 0;
                foreach (var item in objs)
                {
                    LuaStatic.addGameObject2Lua(L, (UnityEngine.Component)item, "Component");
                    LuaDLL.lua_pushnumber(L, (double)(++num2));
                    LuaDLL.lua_insert(L, -2);
                    LuaDLL.lua_settable(L, -3);
                }

                return(result);
            }
            LuaStatic.traceback(L, "count not enough");
            LuaDLL.lua_error(L);
            return(result);
        }
コード例 #15
0
ファイル: LuaTransform.cs プロジェクト: sakyaer/emoji
        public static int GetSiblingIndex(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count != 1)
            {
                LuaStatic.traceback(L, "count not enough");
                LuaDLL.lua_error(L);
                return(result);
            }
            UnityEngine.Transform obj = LuaStatic.GetObj(L, 1) as UnityEngine.Transform;
            LuaDLL.lua_pushnumber(L, obj.GetSiblingIndex());
            return(result);
        }
コード例 #16
0
ファイル: LuaTransform.cs プロジェクト: sakyaer/emoji
        public static int get_localToWorldMatrix(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count != 1)
            {
                LuaStatic.traceback(L, "count not enough");
                LuaDLL.lua_error(L);
                return(result);
            }
            UnityEngine.Transform obj = LuaStatic.GetObj(L, 1) as UnityEngine.Transform;
            LuaStatic.addGameObject2Lua(L, obj.localToWorldMatrix, "Matrix4x4");
            return(result);
        }
コード例 #17
0
        public static int GetInstanceID(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count != 1)
            {
                LuaStatic.traceback(L, "count not enough");
                LuaDLL.lua_error(L);
                return(result);
            }
            UnityEngine.Object obj = LuaStatic.GetObj(L, 1) as UnityEngine.Object;
            LuaDLL.lua_pushnumber(L, obj.GetInstanceID());
            return(result);
        }
コード例 #18
0
        public static int get_transform(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count != 1)
            {
                LuaStatic.traceback(L, "count not enough");
                LuaDLL.lua_error(L);
                return(result);
            }
            UnityEngine.Component obj = LuaStatic.GetObj(L, 1) as UnityEngine.Component;
            LuaStatic.addGameObject2Lua(L, obj.transform, "Transform");
            return(result);
        }
コード例 #19
0
ファイル: LuaTransform.cs プロジェクト: sakyaer/emoji
        public static int get_forward(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count != 1)
            {
                LuaStatic.traceback(L, "count not enough");
                LuaDLL.lua_error(L);
                return(result);
            }
            UnityEngine.Transform obj = LuaStatic.GetObj(L, 1) as UnityEngine.Transform;
            LuaDLL.lua_pushvector3(L, obj.forward);
            return(result);
        }
コード例 #20
0
ファイル: LuaTransform.cs プロジェクト: sakyaer/emoji
        public static int GetEnumerator(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count != 1)
            {
                LuaStatic.traceback(L, "count not enough");
                LuaDLL.lua_error(L);
                return(result);
            }
            UnityEngine.Transform obj = LuaStatic.GetObj(L, 1) as UnityEngine.Transform;
            LuaStatic.addGameObject2Lua(L, obj.GetEnumerator(), "IEnumerator");
            return(result);
        }
コード例 #21
0
ファイル: LuaTransform.cs プロジェクト: sakyaer/emoji
        public static int get_rotation(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count != 1)
            {
                LuaStatic.traceback(L, "count not enough");
                LuaDLL.lua_error(L);
                return(result);
            }
            UnityEngine.Transform obj = LuaStatic.GetObj(L, 1) as UnityEngine.Transform;
            LuaStatic.addGameObject2Lua(L, obj.rotation, "Quaternion");
            return(result);
        }
コード例 #22
0
ファイル: LuaMonoBehaviour.cs プロジェクト: sakyaer/emoji
        public static int get_useGUILayout(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count != 1)
            {
                LuaStatic.traceback(L, "count not enough");
                LuaDLL.lua_error(L);
                return(result);
            }
            UnityEngine.MonoBehaviour obj = LuaStatic.GetObj(L, 1) as UnityEngine.MonoBehaviour;
            LuaDLL.lua_pushboolean(L, obj.useGUILayout);
            return(result);
        }
コード例 #23
0
ファイル: LuaTransform.cs プロジェクト: sakyaer/emoji
        public static int SetAsLastSibling(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count != 1)
            {
                LuaStatic.traceback(L, "count not enough");
                LuaDLL.lua_error(L);
                return(result);
            }
            UnityEngine.Transform obj = LuaStatic.GetObj(L, 1) as UnityEngine.Transform;
            obj.SetAsLastSibling();
            return(result);
        }
コード例 #24
0
ファイル: LuaGameObject.cs プロジェクト: maple-yang/emoji
        public static int get_gameObject(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count != 1)
            {
                LuaStatic.traceback(L, "count not enough");
                LuaDLL.lua_error(L);
                return(result);
            }
            UnityEngine.GameObject obj = LuaStatic.GetObj(L, 1) as UnityEngine.GameObject;
            LuaStatic.addGameObject2Lua(L, obj.gameObject, "GameObject");
            return(result);
        }
コード例 #25
0
ファイル: LuaMonoBehaviour.cs プロジェクト: sakyaer/emoji
        public static int StopAllCoroutines(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count != 1)
            {
                LuaStatic.traceback(L, "count not enough");
                LuaDLL.lua_error(L);
                return(result);
            }
            UnityEngine.MonoBehaviour obj = LuaStatic.GetObj(L, 1) as UnityEngine.MonoBehaviour;
            obj.StopAllCoroutines();
            return(result);
        }
コード例 #26
0
ファイル: LuaGameObject.cs プロジェクト: maple-yang/emoji
        public static int get_tag(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count != 1)
            {
                LuaStatic.traceback(L, "count not enough");
                LuaDLL.lua_error(L);
                return(result);
            }
            UnityEngine.GameObject obj = LuaStatic.GetObj(L, 1) as UnityEngine.GameObject;
            LuaDLL.lua_pushstring(L, obj.tag);
            return(result);
        }
コード例 #27
0
ファイル: LuaGameObject.cs プロジェクト: maple-yang/emoji
        public static int get_activeInHierarchy(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count != 1)
            {
                LuaStatic.traceback(L, "count not enough");
                LuaDLL.lua_error(L);
                return(result);
            }
            UnityEngine.GameObject obj = LuaStatic.GetObj(L, 1) as UnityEngine.GameObject;
            LuaDLL.lua_pushboolean(L, obj.activeInHierarchy);
            return(result);
        }
コード例 #28
0
        public static int set_tag(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count != 2)
            {
                LuaStatic.traceback(L, "count not enough");
                LuaDLL.lua_error(L);
                return(result);
            }
            UnityEngine.Component obj = LuaStatic.GetObj(L, 1) as UnityEngine.Component;

            obj.tag = (String)LuaStatic.GetObj(L, 2);
            return(result);
        }
コード例 #29
0
ファイル: LuaGameObject.cs プロジェクト: maple-yang/emoji
        public static int set_isStatic(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count != 2)
            {
                LuaStatic.traceback(L, "count not enough");
                LuaDLL.lua_error(L);
                return(result);
            }
            UnityEngine.GameObject obj = LuaStatic.GetObj(L, 1) as UnityEngine.GameObject;

            obj.isStatic = (Boolean)LuaStatic.GetObj(L, 2);
            return(result);
        }
コード例 #30
0
        public static int set_hideFlags(IntPtr L)
        {
            int result = 1;
            int count  = LuaDLL.lua_gettop(L);

            if (count != 2)
            {
                LuaStatic.traceback(L, "count not enough");
                LuaDLL.lua_error(L);
                return(result);
            }
            UnityEngine.Object obj = LuaStatic.GetObj(L, 1) as UnityEngine.Object;

            obj.hideFlags = (UnityEngine.HideFlags)LuaStatic.GetObj(L, 2);
            return(result);
        }