public static int get_m_isToSoldierCritical(IntPtr l) { int result; try { CombatSkillState combatSkillState = (CombatSkillState)LuaObject.checkSelf(l); LuaObject.pushValue(l, true); LuaObject.pushValue(l, combatSkillState.m_isToSoldierCritical); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int get_m_preAttackHitCount(IntPtr l) { int result; try { CombatSkillState combatSkillState = (CombatSkillState)LuaObject.checkSelf(l); LuaObject.pushValue(l, true); LuaObject.pushValue(l, combatSkillState.m_preAttackHitCount); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int constructor(IntPtr l) { int result; try { CombatSkillState o = new CombatSkillState(); LuaObject.pushValue(l, true); LuaObject.pushValue(l, o); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int GetDelayHitFrameMax(IntPtr l) { int result; try { CombatSkillState combatSkillState = (CombatSkillState)LuaObject.checkSelf(l); int delayHitFrameMax = combatSkillState.GetDelayHitFrameMax(); LuaObject.pushValue(l, true); LuaObject.pushValue(l, delayHitFrameMax); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int set_m_isToHeroCritical(IntPtr l) { int result; try { CombatSkillState combatSkillState = (CombatSkillState)LuaObject.checkSelf(l); bool isToHeroCritical; LuaObject.checkType(l, 2, out isToHeroCritical); combatSkillState.m_isToHeroCritical = isToHeroCritical; LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int set_m_delayHits(IntPtr l) { int result; try { CombatSkillState combatSkillState = (CombatSkillState)LuaObject.checkSelf(l); List <DelayHit> delayHits; LuaObject.checkType <List <DelayHit> >(l, 2, out delayHits); combatSkillState.m_delayHits = delayHits; LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int set_m_hitCount(IntPtr l) { int result; try { CombatSkillState combatSkillState = (CombatSkillState)LuaObject.checkSelf(l); int hitCount; LuaObject.checkType(l, 2, out hitCount); combatSkillState.m_hitCount = hitCount; LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int set_m_skillInfo(IntPtr l) { int result; try { CombatSkillState combatSkillState = (CombatSkillState)LuaObject.checkSelf(l); ConfigDataSkillInfo skillInfo; LuaObject.checkType <ConfigDataSkillInfo>(l, 2, out skillInfo); combatSkillState.m_skillInfo = skillInfo; LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int IsCritical(IntPtr l) { int result; try { CombatSkillState combatSkillState = (CombatSkillState)LuaObject.checkSelf(l); bool targetIsHero; LuaObject.checkType(l, 2, out targetIsHero); bool b = combatSkillState.IsCritical(targetIsHero); LuaObject.pushValue(l, true); LuaObject.pushValue(l, b); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int AddDelayHit(IntPtr l) { int result; try { CombatSkillState combatSkillState = (CombatSkillState)LuaObject.checkSelf(l); int frame; LuaObject.checkType(l, 2, out frame); Vector2i pos; LuaObject.checkValueType <Vector2i>(l, 3, out pos); CombatActor target; LuaObject.checkType <CombatActor>(l, 4, out target); combatSkillState.AddDelayHit(frame, pos, target); LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }