public override long Calc(GameFramework.SceneContextInfo context, GameFramework.CharacterProperty source, GameFramework.CharacterProperty target, long[] args) { if (null != m_Plugin) { return(m_Plugin.Calc(context, source, target, args)); } return(0); }
static public int get_Owner(IntPtr l) { try { GameFramework.CharacterProperty self = (GameFramework.CharacterProperty)checkSelf(l); pushValue(l, true); pushValue(l, self.Owner); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { GameFramework.CharacterProperty o; o = new GameFramework.CharacterProperty(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_Owner(IntPtr l) { try { GameFramework.CharacterProperty self = (GameFramework.CharacterProperty)checkSelf(l); GameFramework.EntityInfo v; checkType(l, 2, out v); self.Owner = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_ConfigData(IntPtr l) { try { GameFramework.CharacterProperty self = (GameFramework.CharacterProperty)checkSelf(l); TableConfig.Actor v; checkType(l, 2, out v); self.ConfigData = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int CopyFrom(IntPtr l) { try { GameFramework.CharacterProperty self = (GameFramework.CharacterProperty)checkSelf(l); GameFramework.CharacterProperty a1; checkType(l, 2, out a1); self.CopyFrom(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int GetInt(IntPtr l) { try { GameFramework.CharacterProperty self = (GameFramework.CharacterProperty)checkSelf(l); GameFramework.CharacterPropertyEnum a1; checkEnum(l, 2, out a1); var ret = self.GetInt(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int SetInt(IntPtr l) { try { GameFramework.CharacterProperty self = (GameFramework.CharacterProperty)checkSelf(l); GameFramework.CharacterPropertyEnum a1; checkEnum(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); self.SetInt(a1, a2); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
public System.Int64 Calc(GameFramework.SceneContextInfo context, GameFramework.CharacterProperty source, GameFramework.CharacterProperty target, params System.Int64[] args) { var err = LuaFunctionHelper.BeginCall(m_Cs2Lua_Calc); LuaFunctionHelper.PushValue(Self); LuaFunctionHelper.PushValue(context); LuaFunctionHelper.PushValue(source); LuaFunctionHelper.PushValue(target); LuaFunctionHelper.PushParams(args); var end_call_res = LuaFunctionHelper.EndCall(err); if (end_call_res) { LuaFunctionHelper.BeginGetResult(err); System.Int64 __cs2lua_ret; LuaFunctionHelper.GetResult(out __cs2lua_ret); LuaFunctionHelper.EndGetResult(); return(__cs2lua_ret); } else { return((System.Int64) 0); } }
public System.Int64 Calc(GameFramework.SceneContextInfo context, GameFramework.CharacterProperty source, GameFramework.CharacterProperty target, params System.Int64[] args) { var __cs2lua_ret = base.CallFunction(m_Cs2Lua_Calc, true, Self, context, source, target, args); return(base.CastTo <System.Int64>(__cs2lua_ret)); }
public static long SkillCalc(SceneContextInfo context, CharacterProperty npc, CharacterProperty target, string proc, params long[] args) { return(SkillCalculator.Calc(context, npc, target, proc, args)); }
private void InitBase(int id) { m_Id = id; m_UnitId = 0; m_LinkId = 0; m_AIEnable = true; m_BaseProperty = new CharacterProperty(); m_ActualProperty = new CharacterProperty(); }