Пример #1
0
        int UnityEngineObject_m_ToString(RealStatePtr L, int gen_param_count)
        {
            ObjectTranslator translator = this;


            UnityEngine.Object gen_to_be_invoked = (UnityEngine.Object)translator.FastGetCSObj(L, 1);


            {
                string gen_ret = gen_to_be_invoked.ToString(  );
                LuaAPI.lua_pushstring(L, gen_ret);



                return(1);
            }
        }
Пример #2
0
        private async CTask readHeroModelSetting()
        {
            UnityEngine.Object configObj = await CSF.Mgr.Assetbundle.LoadAsset <UnityEngine.Object>("Data/HeroModelSetting.txt", "HeroModelSetting");

            if (configObj != null)
            {
                string strconfig             = configObj.ToString();
                List <HeroModelSetting> list = JsonMapper.ToObject <List <HeroModelSetting> >(strconfig);
                for (int i = 0; i < list.Count; i++)
                {
                    dicHeroModelSetting.Add(list[i].Model, list[i]);
                }
            }
            else
            {
                CLog.Error($"配置文件不存在HeroModelSetting");
            }
        }
Пример #3
0
        static int _m_ToString(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            UnityEngine.Object __cl_gen_to_be_invoked = (UnityEngine.Object)translator.FastGetCSObj(L, 1);


            try {
                {
                    string __cl_gen_ret = __cl_gen_to_be_invoked.ToString(  );
                    LuaAPI.lua_pushstring(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Пример #4
0
        private async CTask readMapConfig()
        {
            UnityEngine.Object configObj = await CSF.Mgr.Assetbundle.LoadAsset <UnityEngine.Object>(configAssetbundle, "MapConfig");

            if (configObj != null)
            {
                string           strconfig = configObj.ToString();
                List <MapConfig> maps      = JsonMapper.ToObject <List <MapConfig> >(strconfig);

                Dictionary <int, MapConfig> list;

                foreach (var map in maps)
                {
                    if (!dicMapsList.TryGetValue(map.type, out list))
                    {
                        list = new Dictionary <int, MapConfig>();
                        dicMapsList.Add(map.type, list);
                    }
                    list.Add(map.id, map);
                }
            }
            CSF.Mgr.Assetbundle.UnloadAssetBundle(configAssetbundle);
        }
Пример #5
0
        public static string UnityObject(UnityEngine.Object obj)
        {
            // First, try to use a more specific format, if one applies
            if (obj is UnityEngine.GameObject)
            {
                return(GameObject(obj as UnityEngine.GameObject));
            }
            else if (obj is UnityEngine.Component)
            {
                return(Component(obj as UnityEngine.Component));
            }

            // Unity overrides the equality operator of its objects, so
            // that they return true, if the object is destroyed. However,
            // the actual reference isn't null - it just reports to be
            // equal to null.
            //
            // We can use this to determine whether an object is destroyed,
            // and distinguish this from simply having a null reference.
            //

            bool isNull      = object.ReferenceEquals(obj, null);
            bool isDestroyed = (!isNull && obj == null);

            if (isNull)
            {
                return("null");
            }
            else if (isDestroyed)
            {
                return("destroyed");
            }
            else
            {
                return(obj.ToString());
            }
        }
Пример #6
0
            internal JSONValue GetAssetText(string assetPath)
            {
                UnityEngine.Object @object = AssetDatabase.LoadAssetAtPath(assetPath, typeof(UnityEngine.Object));
                if (@object == (UnityEngine.Object)null)
                {
                    throw new RestRequestException(HttpStatusCode.BadRequest, "AssetNotFound");
                }
                JSONValue jsonValue = new JSONValue();

                jsonValue["file"]     = (JSONValue)assetPath;
                jsonValue["contents"] = (JSONValue)Convert.ToBase64String(Encoding.UTF8.GetBytes(@object.ToString()));
                return(jsonValue);
            }