keepsectionforbuff(internal_time[, start_time[, delta_time]]);
상속: AbstractSkillTriger
예제 #1
0
        protected override ISkillTriger OnClone()
        {
            KeepSectionForBuffTrigger copy = new KeepSectionForBuffTrigger();

            copy.m_Interval  = m_Interval;
            copy.m_DeltaTime = m_DeltaTime;
            return(copy);
        }
예제 #2
0
 static public int Reset(IntPtr l)
 {
     try {
         GameFramework.Skill.Trigers.KeepSectionForBuffTrigger self = (GameFramework.Skill.Trigers.KeepSectionForBuffTrigger)checkSelf(l);
         self.Reset();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #3
0
 static public int constructor(IntPtr l)
 {
     try {
         GameFramework.Skill.Trigers.KeepSectionForBuffTrigger o;
         o = new GameFramework.Skill.Trigers.KeepSectionForBuffTrigger();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #4
0
 static public int Execute(IntPtr l)
 {
     try {
         GameFramework.Skill.Trigers.KeepSectionForBuffTrigger self = (GameFramework.Skill.Trigers.KeepSectionForBuffTrigger)checkSelf(l);
         System.Object a1;
         checkType(l, 2, out a1);
         SkillSystem.SkillInstance a2;
         checkType(l, 3, out a2);
         System.Int64 a3;
         checkType(l, 4, out a3);
         System.Int64 a4;
         checkType(l, 5, out a4);
         var ret = self.Execute(a1, a2, a3, a4);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
        protected override ISkillTriger OnClone()
        {
            KeepSectionForBuffTrigger copy = new KeepSectionForBuffTrigger();

            copy.m_Interval = m_Interval;
            copy.m_DeltaTime = m_DeltaTime;
            return copy;
        }