Пример #1
0
 void OnCreateCharacter(SkillBridge.Message.Result result, string msg)
 {
     if (result == SkillBridge.Message.Result.Success)
     {
         MessageBox.Show("创建角色成功", "新建角色");
         SelectCharacterUI.GetComponent <UICharacterSelect>().InitUI();
         SelectCharacterUI.SetActive(true);
         this.gameObject.SetActive(false);
     }
     else
     {
         MessageBox.Show(msg, "新建角色");
     }
 }
Пример #2
0
        public void __Gen_Delegate_Imp9(SkillBridge.Message.Result p0)
        {
#if THREAD_SAFE || HOTFIX_ENABLE
            lock (luaEnv.luaEnvLock)
            {
#endif
            RealStatePtr L = luaEnv.rawL;
            int errFunc    = LuaAPI.pcall_prepare(L, errorFuncRef, luaReference);
            ObjectTranslator translator = luaEnv.translator;
            translator.PushSkillBridgeMessageResult(L, p0);

            PCall(L, 1, 0, errFunc);



            LuaAPI.lua_settop(L, errFunc - 1);

#if THREAD_SAFE || HOTFIX_ENABLE
        }
#endif
        }
Пример #3
0
        public void __Gen_Delegate_Imp12(SkillBridge.Message.Result p0, string p1, System.Collections.Generic.List <SkillBridge.Message.NCharacterInfo> p2)
        {
#if THREAD_SAFE || HOTFIX_ENABLE
            lock (luaEnv.luaEnvLock)
            {
#endif
            RealStatePtr L = luaEnv.rawL;
            int errFunc    = LuaAPI.pcall_prepare(L, errorFuncRef, luaReference);
            ObjectTranslator translator = luaEnv.translator;
            translator.PushSkillBridgeMessageResult(L, p0);
            LuaAPI.lua_pushstring(L, p1);
            translator.Push(L, p2);

            PCall(L, 3, 0, errFunc);



            LuaAPI.lua_settop(L, errFunc - 1);

#if THREAD_SAFE || HOTFIX_ENABLE
        }
#endif
        }
Пример #4
0
 void OnRegister(SkillBridge.Message.Result result, string msg)
 {
     MessageBox.Show(string.Format("结果:{0} msg:{1}", result, msg));
 }