상속: UnityEngine.MonoBehaviour
예제 #1
0
 static public int get_updateFn(IntPtr l)
 {
     try {
         Hugula.PLua self = (Hugula.PLua)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.updateFn);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #2
0
 static public int RemoveAllEvents(IntPtr l)
 {
     try {
         Hugula.PLua self = (Hugula.PLua)checkSelf(l);
         self.RemoveAllEvents();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #3
0
 static public int ReStart(IntPtr l)
 {
     try {
         Hugula.PLua   self = (Hugula.PLua)checkSelf(l);
         System.Single a1;
         checkType(l, 2, out a1);
         self.ReStart(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #4
0
 static public int set_updateFn(IntPtr l)
 {
     try {
         Hugula.PLua      self = (Hugula.PLua)checkSelf(l);
         SLua.LuaFunction v;
         checkType(l, 2, out v);
         self.updateFn = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #5
0
 void OnDestroy()
 {
     if (onDestroyFn != null) onDestroyFn.call();
     updateFn = null;
     lua = null;
     _instance = null;
     luacache = null;
 }
예제 #6
0
 void Awake()
 {
     DontDestroyOnLoad(this.gameObject);
     luacache = new Dictionary<string, byte[]>();
     lua = new Lua();
     _instance = this;
     LoadScript();
 }
예제 #7
0
파일: PLua.cs 프로젝트: tenvick/hugula
 void OnDestroy()
 {
     RemoveAllEvents ();
     if (onDestroyFn != null) onDestroyFn.call();
     updateFn = null;
     lua = null;
     if( _instance==this) _instance = null;
     luacache = null;
 }