Exemplo n.º 1
0
        static int _m_CreateAudio(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            Engine.AssetManager __cl_gen_to_be_invoked = (Engine.AssetManager)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 <UnityEngine.Transform>(L, 3) && translator.Assignable <Engine.CreateAudioEvent>(L, 4) && translator.Assignable <object>(L, 5) && translator.Assignable <Engine.TaskPriority>(L, 6))
                {
                    string strAudioName              = LuaAPI.lua_tostring(L, 2);
                    UnityEngine.Transform   root     = (UnityEngine.Transform)translator.GetObject(L, 3, typeof(UnityEngine.Transform));
                    Engine.CreateAudioEvent callBack = translator.GetDelegate <Engine.CreateAudioEvent>(L, 4);
                    object custumParam = translator.GetObject(L, 5, typeof(object));
                    Engine.TaskPriority ePriority; translator.Get(L, 6, out ePriority);

                    Engine.IAudioSource __cl_gen_ret = __cl_gen_to_be_invoked.CreateAudio(strAudioName, root, callBack, custumParam, ePriority);
                    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 <UnityEngine.Transform>(L, 3) && translator.Assignable <Engine.CreateAudioEvent>(L, 4) && translator.Assignable <object>(L, 5))
                {
                    string strAudioName              = LuaAPI.lua_tostring(L, 2);
                    UnityEngine.Transform   root     = (UnityEngine.Transform)translator.GetObject(L, 3, typeof(UnityEngine.Transform));
                    Engine.CreateAudioEvent callBack = translator.GetDelegate <Engine.CreateAudioEvent>(L, 4);
                    object custumParam = translator.GetObject(L, 5, typeof(object));

                    Engine.IAudioSource __cl_gen_ret = __cl_gen_to_be_invoked.CreateAudio(strAudioName, root, callBack, custumParam);
                    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 <UnityEngine.Transform>(L, 3) && translator.Assignable <Engine.CreateAudioEvent>(L, 4))
                {
                    string strAudioName              = LuaAPI.lua_tostring(L, 2);
                    UnityEngine.Transform   root     = (UnityEngine.Transform)translator.GetObject(L, 3, typeof(UnityEngine.Transform));
                    Engine.CreateAudioEvent callBack = translator.GetDelegate <Engine.CreateAudioEvent>(L, 4);

                    Engine.IAudioSource __cl_gen_ret = __cl_gen_to_be_invoked.CreateAudio(strAudioName, root, callBack);
                    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 Engine.AssetManager.CreateAudio!"));
        }
Exemplo n.º 2
0
        static int __CreateInstance(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                if (LuaAPI.lua_gettop(L) == 1)
                {
                    Engine.AssetManager __cl_gen_ret = new Engine.AssetManager();
                    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 Engine.AssetManager constructor!"));
        }
Exemplo n.º 3
0
        static int _m_Instance_xlua_st_(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);



            try {
                {
                    Engine.AssetManager __cl_gen_ret = Engine.AssetManager.Instance(  );
                    translator.Push(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Exemplo n.º 4
0
        static int _m_ClearObjPool(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            Engine.AssetManager __cl_gen_to_be_invoked = (Engine.AssetManager)translator.FastGetCSObj(L, 1);


            try {
                {
                    __cl_gen_to_be_invoked.ClearObjPool(  );



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Exemplo n.º 5
0
        static int _m_AddGameObjPool(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            Engine.AssetManager __cl_gen_to_be_invoked = (Engine.AssetManager)translator.FastGetCSObj(L, 1);


            try {
                {
                    Engine.IGameObject obj = (Engine.IGameObject)translator.GetObject(L, 2, typeof(Engine.IGameObject));

                    __cl_gen_to_be_invoked.AddGameObjPool(obj);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Exemplo n.º 6
0
        static int _m_Update(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            Engine.AssetManager __cl_gen_to_be_invoked = (Engine.AssetManager)translator.FastGetCSObj(L, 1);


            try {
                {
                    float dt = (float)LuaAPI.lua_tonumber(L, 2);

                    __cl_gen_to_be_invoked.Update(dt);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Exemplo n.º 7
0
        static int _m_CreateEffect(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            Engine.AssetManager __cl_gen_to_be_invoked = (Engine.AssetManager)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 <Engine.TaskPriority>(L, 3) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 4) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 5))
                {
                    string strEffectName = LuaAPI.lua_tostring(L, 2);
                    Engine.TaskPriority ePriority; translator.Get(L, 3, out ePriority);
                    bool bCacheObj     = LuaAPI.lua_toboolean(L, 4);
                    bool bCacheForever = LuaAPI.lua_toboolean(L, 5);

                    Engine.IEffect __cl_gen_ret = __cl_gen_to_be_invoked.CreateEffect(strEffectName, ePriority, bCacheObj, bCacheForever);
                    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 <Engine.TaskPriority>(L, 3) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 4))
                {
                    string strEffectName = LuaAPI.lua_tostring(L, 2);
                    Engine.TaskPriority ePriority; translator.Get(L, 3, out ePriority);
                    bool bCacheObj = LuaAPI.lua_toboolean(L, 4);

                    Engine.IEffect __cl_gen_ret = __cl_gen_to_be_invoked.CreateEffect(strEffectName, ePriority, bCacheObj);
                    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 <Engine.TaskPriority>(L, 3))
                {
                    string strEffectName = LuaAPI.lua_tostring(L, 2);
                    Engine.TaskPriority ePriority; translator.Get(L, 3, out ePriority);

                    Engine.IEffect __cl_gen_ret = __cl_gen_to_be_invoked.CreateEffect(strEffectName, ePriority);
                    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 strEffectName = LuaAPI.lua_tostring(L, 2);

                    Engine.IEffect __cl_gen_ret = __cl_gen_to_be_invoked.CreateEffect(strEffectName);
                    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 Engine.AssetManager.CreateEffect!"));
        }
Exemplo n.º 8
0
        static int _m_CreateGameObject(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            Engine.AssetManager __cl_gen_to_be_invoked = (Engine.AssetManager)translator.FastGetCSObj(L, 1);


            int __gen_param_count = LuaAPI.lua_gettop(L);

            try {
                if (__gen_param_count == 7 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && translator.Assignable <Engine.CreateGameObjectEvent>(L, 3) && translator.Assignable <object>(L, 4) && translator.Assignable <Engine.TaskPriority>(L, 5) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 6) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 7))
                {
                    string strPrefabName = LuaAPI.lua_tostring(L, 2);
                    Engine.CreateGameObjectEvent callBack = translator.GetDelegate <Engine.CreateGameObjectEvent>(L, 3);
                    object custumParam = translator.GetObject(L, 4, typeof(object));
                    Engine.TaskPriority ePriority; translator.Get(L, 5, out ePriority);
                    bool bCacheObj     = LuaAPI.lua_toboolean(L, 6);
                    bool bCacheForever = LuaAPI.lua_toboolean(L, 7);

                    Engine.IGameObject __cl_gen_ret = __cl_gen_to_be_invoked.CreateGameObject(strPrefabName, callBack, custumParam, ePriority, bCacheObj, bCacheForever);
                    translator.Push(L, __cl_gen_ret);



                    return(1);
                }
                if (__gen_param_count == 6 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && translator.Assignable <Engine.CreateGameObjectEvent>(L, 3) && translator.Assignable <object>(L, 4) && translator.Assignable <Engine.TaskPriority>(L, 5) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 6))
                {
                    string strPrefabName = LuaAPI.lua_tostring(L, 2);
                    Engine.CreateGameObjectEvent callBack = translator.GetDelegate <Engine.CreateGameObjectEvent>(L, 3);
                    object custumParam = translator.GetObject(L, 4, typeof(object));
                    Engine.TaskPriority ePriority; translator.Get(L, 5, out ePriority);
                    bool bCacheObj = LuaAPI.lua_toboolean(L, 6);

                    Engine.IGameObject __cl_gen_ret = __cl_gen_to_be_invoked.CreateGameObject(strPrefabName, callBack, custumParam, ePriority, bCacheObj);
                    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 <Engine.CreateGameObjectEvent>(L, 3) && translator.Assignable <object>(L, 4) && translator.Assignable <Engine.TaskPriority>(L, 5))
                {
                    string strPrefabName = LuaAPI.lua_tostring(L, 2);
                    Engine.CreateGameObjectEvent callBack = translator.GetDelegate <Engine.CreateGameObjectEvent>(L, 3);
                    object custumParam = translator.GetObject(L, 4, typeof(object));
                    Engine.TaskPriority ePriority; translator.Get(L, 5, out ePriority);

                    Engine.IGameObject __cl_gen_ret = __cl_gen_to_be_invoked.CreateGameObject(strPrefabName, callBack, custumParam, ePriority);
                    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 <Engine.CreateGameObjectEvent>(L, 3) && translator.Assignable <object>(L, 4))
                {
                    string strPrefabName = LuaAPI.lua_tostring(L, 2);
                    Engine.CreateGameObjectEvent callBack = translator.GetDelegate <Engine.CreateGameObjectEvent>(L, 3);
                    object custumParam = translator.GetObject(L, 4, typeof(object));

                    Engine.IGameObject __cl_gen_ret = __cl_gen_to_be_invoked.CreateGameObject(strPrefabName, callBack, custumParam);
                    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 <Engine.CreateGameObjectEvent>(L, 3))
                {
                    string strPrefabName = LuaAPI.lua_tostring(L, 2);
                    Engine.CreateGameObjectEvent callBack = translator.GetDelegate <Engine.CreateGameObjectEvent>(L, 3);

                    Engine.IGameObject __cl_gen_ret = __cl_gen_to_be_invoked.CreateGameObject(strPrefabName, callBack);
                    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 Engine.AssetManager.CreateGameObject!"));
        }