예제 #1
0
        static int _m_load_scene(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            SGameEngine.ResourceLoader __cl_gen_to_be_invoked = (SGameEngine.ResourceLoader)translator.FastGetCSObj(L, 1);


            try {
                {
                    string scene_asset_path = LuaAPI.lua_tostring(L, 2);
                    string scene_level_name = LuaAPI.lua_tostring(L, 3);
                    SGameEngine.ResourceLoader.on_load_scene _before_load_scene = translator.GetDelegate <SGameEngine.ResourceLoader.on_load_scene>(L, 4);

                    System.Collections.IEnumerator __cl_gen_ret = __cl_gen_to_be_invoked.load_scene(scene_asset_path, scene_level_name, _before_load_scene);
                    translator.Push(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
예제 #2
0
        static int _s_set_BundleVersion(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                SGameEngine.ResourceLoader __cl_gen_to_be_invoked = (SGameEngine.ResourceLoader)translator.FastGetCSObj(L, 1);
                __cl_gen_to_be_invoked.BundleVersion = LuaAPI.xlua_tointeger(L, 2);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(0);
        }
예제 #3
0
        static int _s_set_ServerBundleInfo(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                SGameEngine.ResourceLoader __cl_gen_to_be_invoked = (SGameEngine.ResourceLoader)translator.FastGetCSObj(L, 1);
                __cl_gen_to_be_invoked.ServerBundleInfo = (SGameFirstPass.AssetBundleInfoRuntime)translator.GetObject(L, 2, typeof(SGameFirstPass.AssetBundleInfoRuntime));
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(0);
        }
예제 #4
0
        static int _g_get_sceneLoadAsyncOp(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                SGameEngine.ResourceLoader __cl_gen_to_be_invoked = (SGameEngine.ResourceLoader)translator.FastGetCSObj(L, 1);
                translator.Push(L, __cl_gen_to_be_invoked.sceneLoadAsyncOp);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(1);
        }
예제 #5
0
        static int _s_set_sceneLoadAsyncOp(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                SGameEngine.ResourceLoader __cl_gen_to_be_invoked = (SGameEngine.ResourceLoader)translator.FastGetCSObj(L, 1);
                __cl_gen_to_be_invoked.sceneLoadAsyncOp = (UnityEngine.AsyncOperation)translator.GetObject(L, 2, typeof(UnityEngine.AsyncOperation));
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(0);
        }
예제 #6
0
        static int __CreateInstance(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                if (LuaAPI.lua_gettop(L) == 1)
                {
                    SGameEngine.ResourceLoader __cl_gen_ret = new SGameEngine.ResourceLoader();
                    translator.Push(L, __cl_gen_ret);
                    return(1);
                }
            }
            catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(LuaAPI.luaL_error(L, "invalid arguments to SGameEngine.ResourceLoader constructor!"));
        }
예제 #7
0
        static int _m_try_load_asset_immediately(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            SGameEngine.ResourceLoader __cl_gen_to_be_invoked = (SGameEngine.ResourceLoader)translator.FastGetCSObj(L, 1);


            int __gen_param_count = LuaAPI.lua_gettop(L);

            try {
                if (__gen_param_count == 5 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && translator.Assignable <System.Type>(L, 3) && translator.Assignable <SGameEngine.AssetResource>(L, 4) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 5))
                {
                    string      _asset_path           = LuaAPI.lua_tostring(L, 2);
                    System.Type _type                 = (System.Type)translator.GetObject(L, 3, typeof(System.Type));
                    SGameEngine.AssetResource _result = (SGameEngine.AssetResource)translator.GetObject(L, 4, typeof(SGameEngine.AssetResource));
                    bool _lock_asset = LuaAPI.lua_toboolean(L, 5);

                    bool __cl_gen_ret = __cl_gen_to_be_invoked.try_load_asset_immediately(_asset_path, _type, _result, _lock_asset);
                    LuaAPI.lua_pushboolean(L, __cl_gen_ret);



                    return(1);
                }
                if (__gen_param_count == 4 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && translator.Assignable <System.Type>(L, 3) && translator.Assignable <SGameEngine.AssetResource>(L, 4))
                {
                    string      _asset_path           = LuaAPI.lua_tostring(L, 2);
                    System.Type _type                 = (System.Type)translator.GetObject(L, 3, typeof(System.Type));
                    SGameEngine.AssetResource _result = (SGameEngine.AssetResource)translator.GetObject(L, 4, typeof(SGameEngine.AssetResource));

                    bool __cl_gen_ret = __cl_gen_to_be_invoked.try_load_asset_immediately(_asset_path, _type, _result);
                    LuaAPI.lua_pushboolean(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to SGameEngine.ResourceLoader.try_load_asset_immediately!"));
        }
예제 #8
0
        static int _m_init(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            SGameEngine.ResourceLoader __cl_gen_to_be_invoked = (SGameEngine.ResourceLoader)translator.FastGetCSObj(L, 1);


            try {
                {
                    __cl_gen_to_be_invoked.init(  );



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
예제 #9
0
        static int _m_get_asset_num(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            SGameEngine.ResourceLoader __cl_gen_to_be_invoked = (SGameEngine.ResourceLoader)translator.FastGetCSObj(L, 1);


            try {
                {
                    int __cl_gen_ret = __cl_gen_to_be_invoked.get_asset_num(  );
                    LuaAPI.xlua_pushinteger(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
예제 #10
0
        static int _m_instantiate_prefab_from_asset_object(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            SGameEngine.ResourceLoader __cl_gen_to_be_invoked = (SGameEngine.ResourceLoader)translator.FastGetCSObj(L, 1);


            int __gen_param_count = LuaAPI.lua_gettop(L);

            try {
                if (__gen_param_count == 3 && translator.Assignable <SGameEngine.AssetResource>(L, 2) && translator.Assignable <UnityEngine.Transform>(L, 3))
                {
                    SGameEngine.AssetResource _asset = (SGameEngine.AssetResource)translator.GetObject(L, 2, typeof(SGameEngine.AssetResource));
                    UnityEngine.Transform     parent = (UnityEngine.Transform)translator.GetObject(L, 3, typeof(UnityEngine.Transform));

                    UnityEngine.GameObject __cl_gen_ret = __cl_gen_to_be_invoked.instantiate_prefab_from_asset_object(_asset, parent);
                    translator.Push(L, __cl_gen_ret);



                    return(1);
                }
                if (__gen_param_count == 2 && translator.Assignable <SGameEngine.AssetResource>(L, 2))
                {
                    SGameEngine.AssetResource _asset = (SGameEngine.AssetResource)translator.GetObject(L, 2, typeof(SGameEngine.AssetResource));

                    UnityEngine.GameObject __cl_gen_ret = __cl_gen_to_be_invoked.instantiate_prefab_from_asset_object(_asset);
                    translator.Push(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to SGameEngine.ResourceLoader.instantiate_prefab_from_asset_object!"));
        }
예제 #11
0
        static int _m_preload(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            SGameEngine.ResourceLoader __cl_gen_to_be_invoked = (SGameEngine.ResourceLoader)translator.FastGetCSObj(L, 1);


            int __gen_param_count = LuaAPI.lua_gettop(L);

            try {
                if (__gen_param_count == 3 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
                {
                    string _asset_path = LuaAPI.lua_tostring(L, 2);
                    int    _life_time  = LuaAPI.xlua_tointeger(L, 3);

                    System.Collections.IEnumerator __cl_gen_ret = __cl_gen_to_be_invoked.preload(_asset_path, _life_time);
                    translator.Push(L, __cl_gen_ret);



                    return(1);
                }
                if (__gen_param_count == 2 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING))
                {
                    string _asset_path = LuaAPI.lua_tostring(L, 2);

                    System.Collections.IEnumerator __cl_gen_ret = __cl_gen_to_be_invoked.preload(_asset_path);
                    translator.Push(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to SGameEngine.ResourceLoader.preload!"));
        }
예제 #12
0
        static int _m_Resources_UnloadAsset(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            SGameEngine.ResourceLoader __cl_gen_to_be_invoked = (SGameEngine.ResourceLoader)translator.FastGetCSObj(L, 1);


            try {
                {
                    UnityEngine.Object res = (UnityEngine.Object)translator.GetObject(L, 2, typeof(UnityEngine.Object));

                    __cl_gen_to_be_invoked.Resources_UnloadAsset(res);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
예제 #13
0
        static int _m_Resources_Load(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            SGameEngine.ResourceLoader __cl_gen_to_be_invoked = (SGameEngine.ResourceLoader)translator.FastGetCSObj(L, 1);


            try {
                {
                    string filePath = LuaAPI.lua_tostring(L, 2);

                    UnityEngine.Object __cl_gen_ret = __cl_gen_to_be_invoked.Resources_Load(filePath);
                    translator.Push(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
예제 #14
0
        static int _m_LoadAssetAsync(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            SGameEngine.ResourceLoader __cl_gen_to_be_invoked = (SGameEngine.ResourceLoader)translator.FastGetCSObj(L, 1);


            try {
                {
                    string asset_path = LuaAPI.lua_tostring(L, 2);
                    System.Action <SGameEngine.AssetResource> call_back = translator.GetDelegate <System.Action <SGameEngine.AssetResource> >(L, 3);

                    __cl_gen_to_be_invoked.LoadAssetAsync(asset_path, call_back);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
예제 #15
0
        static int _m_is_exist_asset(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            SGameEngine.ResourceLoader __cl_gen_to_be_invoked = (SGameEngine.ResourceLoader)translator.FastGetCSObj(L, 1);


            try {
                {
                    string asset_path = LuaAPI.lua_tostring(L, 2);

                    bool __cl_gen_ret = __cl_gen_to_be_invoked.is_exist_asset(asset_path);
                    LuaAPI.lua_pushboolean(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
예제 #16
0
        static int _m_wipe_file_sprit(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            SGameEngine.ResourceLoader __cl_gen_to_be_invoked = (SGameEngine.ResourceLoader)translator.FastGetCSObj(L, 1);


            try {
                {
                    string bundle_url = LuaAPI.lua_tostring(L, 2);

                    string __cl_gen_ret = __cl_gen_to_be_invoked.wipe_file_sprit(bundle_url);
                    LuaAPI.lua_pushstring(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
예제 #17
0
        static int _m_download_remotefile(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            SGameEngine.ResourceLoader __cl_gen_to_be_invoked = (SGameEngine.ResourceLoader)translator.FastGetCSObj(L, 1);


            try {
                {
                    string url = LuaAPI.lua_tostring(L, 2);
                    SGameEngine.ResourceLoader.OnRemoteFileDownload fileDownloaded = translator.GetDelegate <SGameEngine.ResourceLoader.OnRemoteFileDownload>(L, 3);

                    __cl_gen_to_be_invoked.download_remotefile(url, fileDownloaded);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
예제 #18
0
        static int _m_load_prefab(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            SGameEngine.ResourceLoader __cl_gen_to_be_invoked = (SGameEngine.ResourceLoader)translator.FastGetCSObj(L, 1);


            int __gen_param_count = LuaAPI.lua_gettop(L);

            try {
                if (__gen_param_count == 6 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && translator.Assignable <SGameEngine.PrefabResource>(L, 3) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 4) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 5) && translator.Assignable <UnityEngine.Transform>(L, 6))
                {
                    string _asset_path = LuaAPI.lua_tostring(L, 2);
                    SGameEngine.PrefabResource _result = (SGameEngine.PrefabResource)translator.GetObject(L, 3, typeof(SGameEngine.PrefabResource));
                    bool _dont_destroy_on_load         = LuaAPI.lua_toboolean(L, 4);
                    bool _cache_global_bundle          = LuaAPI.lua_toboolean(L, 5);
                    UnityEngine.Transform parent       = (UnityEngine.Transform)translator.GetObject(L, 6, typeof(UnityEngine.Transform));

                    System.Collections.IEnumerator __cl_gen_ret = __cl_gen_to_be_invoked.load_prefab(_asset_path, _result, _dont_destroy_on_load, _cache_global_bundle, parent);
                    translator.Push(L, __cl_gen_ret);



                    return(1);
                }
                if (__gen_param_count == 5 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && translator.Assignable <SGameEngine.PrefabResource>(L, 3) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 4) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 5))
                {
                    string _asset_path = LuaAPI.lua_tostring(L, 2);
                    SGameEngine.PrefabResource _result = (SGameEngine.PrefabResource)translator.GetObject(L, 3, typeof(SGameEngine.PrefabResource));
                    bool _dont_destroy_on_load         = LuaAPI.lua_toboolean(L, 4);
                    bool _cache_global_bundle          = LuaAPI.lua_toboolean(L, 5);

                    System.Collections.IEnumerator __cl_gen_ret = __cl_gen_to_be_invoked.load_prefab(_asset_path, _result, _dont_destroy_on_load, _cache_global_bundle);
                    translator.Push(L, __cl_gen_ret);



                    return(1);
                }
                if (__gen_param_count == 4 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && translator.Assignable <SGameEngine.PrefabResource>(L, 3) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 4))
                {
                    string _asset_path = LuaAPI.lua_tostring(L, 2);
                    SGameEngine.PrefabResource _result = (SGameEngine.PrefabResource)translator.GetObject(L, 3, typeof(SGameEngine.PrefabResource));
                    bool _dont_destroy_on_load         = LuaAPI.lua_toboolean(L, 4);

                    System.Collections.IEnumerator __cl_gen_ret = __cl_gen_to_be_invoked.load_prefab(_asset_path, _result, _dont_destroy_on_load);
                    translator.Push(L, __cl_gen_ret);



                    return(1);
                }
                if (__gen_param_count == 3 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && translator.Assignable <SGameEngine.PrefabResource>(L, 3))
                {
                    string _asset_path = LuaAPI.lua_tostring(L, 2);
                    SGameEngine.PrefabResource _result = (SGameEngine.PrefabResource)translator.GetObject(L, 3, typeof(SGameEngine.PrefabResource));

                    System.Collections.IEnumerator __cl_gen_ret = __cl_gen_to_be_invoked.load_prefab(_asset_path, _result);
                    translator.Push(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to SGameEngine.ResourceLoader.load_prefab!"));
        }