public void OnInit() { m_WorldModel = ProxyManager.GetInstance().Get <WorldProxy>(); Game.StartCoroutine(GameAssets.LoadAssetAsync <GameObject>("load_preload$s_building$worldcity.assetbundle", "WorldCity", (prefab) => { m_CityPrefab = prefab; })); Game.StartCoroutine(GameAssets.LoadAssetAsync <GameObject>("load_preload$s_character$worldmarch.assetbundle", "WorldMarch", (prefab) => { m_MarchPrefab = prefab; })); Game.StartCoroutine(GameAssets.LoadAssetAsync <GameObject>("load_preload$s_character$selecttag.assetbundle", "SelectTag", (prefab) => { m_SelectTagPrefab = prefab; m_selectTagObject = UnityEngine.Object.Instantiate(prefab); Utils.StandardizeObject(m_selectTagObject, m_World3DContainer.transform); m_selectTagObject.transform.localEulerAngles = new Vector3(90, 0, 0); m_selectTagObject.SetActive(false); })); m_World3DContainer = new GameObject("World3DContainer"); }
static int get_m_WorldModel(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); WorldController obj = (WorldController)o; WorldProxy ret = obj.m_WorldModel; ToLua.PushObject(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index m_WorldModel on a nil value" : e.Message)); } }
static int set_m_WorldModel(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); WorldController obj = (WorldController)o; WorldProxy arg0 = (WorldProxy)ToLua.CheckObject(L, 2, typeof(WorldProxy)); obj.m_WorldModel = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index m_WorldModel on a nil value" : e.Message)); } }
/// <summary> /// The class constructor. /// </summary> public Project() { ProjectName = "untitled"; _world = new WorldProxy(); }