Invoke() 공개 메소드

public Invoke ( string methodName, float time ) : void
methodName string
time float
리턴 void
예제 #1
0
 static public int Invoke(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.MonoBehaviour self = (UnityEngine.MonoBehaviour)checkSelf(l);
         System.String             a1;
         checkType(l, 2, out a1);
         System.Single a2;
         checkType(l, 3, out a2);
         self.Invoke(a1, a2);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
예제 #2
0
        //
        // Invoke in x seconds, but only if we're not already invoking
        //
        public static void InvokeAtomic(this MonoBehaviour mb, string strName, float fDelay)
        {
            UnityEngine.Profiling.Profiler.BeginSample("InvokeAtomic");

            if (!mb.IsInvoking(strName))
            {
                mb.Invoke(strName, fDelay);
            }

            UnityEngine.Profiling.Profiler.EndSample();
        }
예제 #3
0
 static int QPYX_Invoke_YXQP(IntPtr L_YXQP)
 {
     try
     {
         ToLua.CheckArgsCount(L_YXQP, 3);
         UnityEngine.MonoBehaviour QPYX_obj_YXQP = (UnityEngine.MonoBehaviour)ToLua.CheckObject <UnityEngine.MonoBehaviour>(L_YXQP, 1);
         string QPYX_arg0_YXQP = ToLua.CheckString(L_YXQP, 2);
         float  QPYX_arg1_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 3);
         QPYX_obj_YXQP.Invoke(QPYX_arg0_YXQP, QPYX_arg1_YXQP);
         return(0);
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
 static public int Invoke(IntPtr l)
 {
     try {
         UnityEngine.MonoBehaviour self = (UnityEngine.MonoBehaviour)checkSelf(l);
         System.String             a1;
         checkType(l, 2, out a1);
         System.Single a2;
         checkType(l, 3, out a2);
         self.Invoke(a1, a2);
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static int Invoke(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 3);
         UnityEngine.MonoBehaviour obj = (UnityEngine.MonoBehaviour)ToLua.CheckObject <UnityEngine.MonoBehaviour>(L, 1);
         string arg0 = ToLua.CheckString(L, 2);
         float  arg1 = (float)LuaDLL.luaL_checknumber(L, 3);
         obj.Invoke(arg0, arg1);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
예제 #6
0
 public static int Invoke_wrap(long L)
 {
     try
     {
         long nThisPtr = FCLibHelper.fc_get_inport_obj_ptr(L);
         UnityEngine.MonoBehaviour obj = get_obj(nThisPtr);
         string arg0 = FCLibHelper.fc_get_string_a(L, 0);
         float  arg1 = FCLibHelper.fc_get_float(L, 1);
         obj.Invoke(arg0, arg1);
     }
     catch (Exception e)
     {
         Debug.LogException(e);
     }
     return(0);
 }
예제 #7
0
        void DoInvokeMethod(GameObject go)
        {
            if (go == null) return;

            component = go.GetComponent(behaviour.Value) as MonoBehaviour;

            if (component == null)
            {
                LogWarning("InvokeMethod: " + go.name + " missing behaviour: " + behaviour.Value);
                return;
            }

            if (repeating.Value)
                component.InvokeRepeating(methodName.Value, delay.Value, repeatDelay.Value);
            else
                component.Invoke(methodName.Value, delay.Value);
        }
    static int Invoke(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.MonoBehaviour.Invoke");
#endif
        try
        {
            ToLua.CheckArgsCount(L, 3);
            UnityEngine.MonoBehaviour obj = (UnityEngine.MonoBehaviour)ToLua.CheckObject <UnityEngine.MonoBehaviour>(L, 1);
            string arg0 = ToLua.CheckString(L, 2);
            float  arg1 = (float)LuaDLL.luaL_checknumber(L, 3);
            obj.Invoke(arg0, arg1);
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
예제 #9
0
        //	public delegate IEnumerator Continue(Object t = null);


        public static void Invoke(this MonoBehaviour mono, Task task, float time)
        {
            mono.Invoke(task.Method.Name, time);
        }
예제 #10
0
		void DoInvokeMethod(GameObject go)
		{
			if (go == null)
			{
				return;
			}

			component = go.GetComponent(ReflectionUtils.GetGlobalType(behaviour.Value)) as MonoBehaviour;

			if (component == null)
			{
				LogWarning("InvokeMethod: " + go.name + " missing behaviour: " + behaviour.Value);
				return;
			}

			if (repeating.Value)
			{
				component.InvokeRepeating(methodName.Value, delay.Value, repeatDelay.Value);
			}
			else
			{
				component.Invoke(methodName.Value, delay.Value);
			}
		}