static public int Reset(IntPtr l) { try { GameFramework.ClientConcurrentActionProcessor self = (GameFramework.ClientConcurrentActionProcessor)checkSelf(l); self.Reset(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_CurActionNum(IntPtr l) { try { GameFramework.ClientConcurrentActionProcessor self = (GameFramework.ClientConcurrentActionProcessor)checkSelf(l); pushValue(l, true); pushValue(l, self.CurActionNum); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { GameFramework.ClientConcurrentActionProcessor o; o = new GameFramework.ClientConcurrentActionProcessor(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int DequeueAction(IntPtr l) { try { GameFramework.ClientConcurrentActionProcessor self = (GameFramework.ClientConcurrentActionProcessor)checkSelf(l); var ret = self.DequeueAction(); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int HandleActions(IntPtr l) { try { GameFramework.ClientConcurrentActionProcessor self = (GameFramework.ClientConcurrentActionProcessor)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); self.HandleActions(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int QueueAction(IntPtr l) { try { GameFramework.ClientConcurrentActionProcessor self = (GameFramework.ClientConcurrentActionProcessor)checkSelf(l); GameFramework.MyAction a1; LuaDelegation.checkDelegate(l, 2, out a1); self.QueueAction(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int DebugPoolCount(IntPtr l) { try { GameFramework.ClientConcurrentActionProcessor self = (GameFramework.ClientConcurrentActionProcessor)checkSelf(l); GameFramework.MyAction <System.String> a1; LuaDelegation.checkDelegate(l, 2, out a1); self.DebugPoolCount(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int QueueActionWithDelegation(IntPtr l) { try { GameFramework.ClientConcurrentActionProcessor self = (GameFramework.ClientConcurrentActionProcessor)checkSelf(l); System.Delegate a1; checkType(l, 2, out a1); System.Object[] a2; checkParams(l, 3, out a2); self.QueueActionWithDelegation(a1, a2); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }