Exemplo n.º 1
0
        public static void OnAddCustomClass(LuaCodeGen.ExportGenericDelegate add)
        {
            add(typeof(System.Func<int>), null);
            add(typeof(System.Action<int, string>), null);
            add(typeof(System.Action<int, Dictionary<int, object>>), null);
            add(typeof(List<int>), "ListInt");
            add(typeof(Dictionary<int, string>), "DictIntStr");
            add(typeof(string), "String");

            //
            //            add(typeof(System.Func<bool>), null);
            //            add(typeof(UnityEngine.Events.UnityAction<bool>), null);
            //            add(typeof(UnityEngine.Events.UnityAction<float>), null);
            //            add(typeof(UnityEngine.Events.UnityAction<int>), null);
            //            add(typeof(UnityEngine.Events.UnityAction<string>), null);
            //            add(typeof(UnityEngine.Events.UnityEvent<UnityEngine.EventSystems.BaseEventData>), null);
            //            add(typeof(UnityEngine.Events.UnityEvent<UnityEngine.Vector2>), null);
            //
            //add(typeof(UnityEngine.RectTransform.Edge), null);
            //add(typeof(UnityEngine.RectTransform.Axis), null);
            // add your custom class here
            // add( type, typename)
            // type is what you want to export
            // typename used for simplify generic type name or rename, like List<int> named to "ListInt", if not a generic type keep typename as null or rename as new type name
        }
Exemplo n.º 2
0
	public static void OnAddCustomClass(LuaCodeGen.ExportGenericDelegate add)
	{
		Debug.Log("OnAddCustomClass:Game:LuaClassExport");
		add(typeof(SF.XInput), null);

        add(typeof(Camera2DFollow), null);

	}
Exemplo n.º 3
0
		public static void OnAddCustomClass(LuaCodeGen.ExportGenericDelegate add)
		{
			add(typeof(System.Func<int>), null);
			add(typeof(System.Action<int, string>), null);
			add(typeof(System.Action<int, Dictionary<int, object>>), null);
			add(typeof(List<int>), "ListInt");
			add(typeof(Dictionary<int, string>), "DictIntStr");
			add(typeof(string), "String");
			// add your custom class here
			// add( type, typename)
			// type is what you want to export
			// typename used for simplify generic type name or rename, like List<int> named to "ListInt", if not a generic type keep typename as null or rename as new type name
		}
    /**
     * Add custom class type to export.
     *
     * @param LuaCodeGen.ExportGenericDelegate cAdd - The type adder delegate.
     * @return void.
     */
    public static void OnAddCustomClass(LuaCodeGen.ExportGenericDelegate cAdd)
    {
        // add your custom class here
        // add( type, typename)
        // type is what you want to export
        // typename used for simplify generic type name or rename, like List<int> named to "ListInt", if not a generic type keep typename as null or rename as new type name.
        //cAdd(typeof(string), "String");

        cAdd(typeof(YwDebug), null);
        cAdd(typeof(YwLuaMonoBehaviourBase), null);
        cAdd(typeof(YwLuaMonoBehaviour), null);
        cAdd(typeof(YwLuaMonoDataBridge), null);
        cAdd(typeof(LgLuaMonoDataBridge), null);
    }
Exemplo n.º 5
0
		public static void OnAddCustomClass(LuaCodeGen.ExportGenericDelegate add)
		{
			add(typeof(System.Func<int>), null);
			add(typeof(System.Action<int, string>), null);
			add(typeof(System.Action<int, Dictionary<int, object>>), null);
			add(typeof(List<int>), "ListInt");
			add(typeof(Dictionary<int, string>), "DictIntStr");
			add(typeof(string), "String");
			// add your custom class here
			// add( type, typename)
			// type is what you want to export
			// typename used for simplify generic type name or rename, like List<int> named to "ListInt", if not a generic type keep typename as null or rename as new type name
            add(typeof(Singleton<ConfigMgr>), "ConfigMgr");
            add(typeof(Singleton<ResMgr>), "ResMgr");
            add(typeof(Singleton<SceneMgr>), "SceneMgr");
            add(typeof(Singleton<NetMgr>), "NetMgr");
            // NGUI
            add(typeof(UIEventListener), "UIEventListener");
            add(typeof(UILabel), "UILabel");
		}
Exemplo n.º 6
0
 public static void OnAddCustomClass(LuaCodeGen.ExportGenericDelegate add)
 {
     add(typeof(System.Func<int>), null);
     add(typeof(System.Action<int, string>), null);
     add(typeof(System.Action<int, Dictionary<int, object>>), null);
     add(typeof(CameraMove), "CameraMove");
     add(typeof(JoystickManager), "JoystickManager");
     add(typeof(LuaBaseEvent), "LuaBaseEvent");
     add(typeof(LuaEventManager), "LuaEventManager");
     add(typeof(LuaFixedUpdateEvent), "LuaFixedUpdateEvent");
     add(typeof(LuaUpdateEvent), "LuaUpdateEvent");
     add(typeof(LuaCollisionTriggerEvent), "LuaCollisionTriggerEvent");
     add(typeof(LuaManager), "LuaManager");
     add(typeof(ResourceManager), "ResourceManager");
     add(typeof(UpdateManager), "UpdateManager");
     add(typeof(FileManager), "FileManager");
     add(typeof(TcpSocket), "TcpSocket");
     add(typeof(iTween), "iTween");
     add(typeof(PoolManager), "PoolManager");
     // add your custom class here
     // add( type, typename)
     // type is what you want to export
     // typename used for simplify generic type name or rename, like List<int> named to "ListInt", if not a generic type keep typename as null or rename as new type name
 }