static int AddSlot(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); DragonBones.ArmatureData obj = (DragonBones.ArmatureData)ToLua.CheckObject(L, 1, typeof(DragonBones.ArmatureData)); DragonBones.SlotData arg0 = (DragonBones.SlotData)ToLua.CheckObject(L, 2, typeof(DragonBones.SlotData)); obj.AddSlot(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int AddSlotTimeline(IntPtr L) { try { ToLua.CheckArgsCount(L, 3); DragonBones.AnimationData obj = (DragonBones.AnimationData)ToLua.CheckObject <DragonBones.AnimationData>(L, 1); DragonBones.SlotData arg0 = (DragonBones.SlotData)ToLua.CheckObject <DragonBones.SlotData>(L, 2); DragonBones.TimelineData arg1 = (DragonBones.TimelineData)ToLua.CheckObject <DragonBones.TimelineData>(L, 3); obj.AddSlotTimeline(arg0, arg1); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int GetSlot(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); DragonBones.ArmatureData obj = (DragonBones.ArmatureData)ToLua.CheckObject(L, 1, typeof(DragonBones.ArmatureData)); string arg0 = ToLua.CheckString(L, 2); DragonBones.SlotData o = obj.GetSlot(arg0); ToLua.PushObject(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int get_slot(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); DragonBones.ActionData obj = (DragonBones.ActionData)o; DragonBones.SlotData ret = obj.slot; ToLua.PushObject(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index slot on a nil value" : e.Message)); } }
static int set_slot(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); DragonBones.ActionData obj = (DragonBones.ActionData)o; DragonBones.SlotData arg0 = (DragonBones.SlotData)ToLua.CheckObject(L, 2, typeof(DragonBones.SlotData)); obj.slot = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index slot on a nil value" : e.Message)); } }
/// <private/> protected abstract Slot _BuildSlot(BuildArmaturePackage dataPackage, SlotData slotData, Armature armature);
private static int _onSortSlots(SlotData a, SlotData b) { return(a.zOrder > b.zOrder ? 1 : -1); }
/// <inheritDoc/> protected override void _OnClear() { base._OnClear(); var disposeDisplayList = new List <object>(); for (int i = 0, l = _displayList.Count; i < l; ++i) { var eachDisplay = _displayList[i]; if (eachDisplay != _rawDisplay && eachDisplay != _meshDisplay && !disposeDisplayList.Contains(eachDisplay)) { disposeDisplayList.Add(eachDisplay); } } for (int i = 0, l = disposeDisplayList.Count; i < l; ++i) { var eachDisplay = disposeDisplayList[i]; if (eachDisplay is Armature) { (eachDisplay as Armature).Dispose(); } else { _DisposeDisplay(eachDisplay, false); } } if (this._meshDisplay != null && this._meshDisplay != this._rawDisplay) { // May be _meshDisplay and _rawDisplay is the same one. this._DisposeDisplay(this._meshDisplay, false); } if (this._rawDisplay != null) { this._DisposeDisplay(this._rawDisplay, false); } this.displayController = null; this._displayDirty = false; this._zOrderDirty = false; this._blendModeDirty = false; this._colorDirty = false; this._meshDirty = false; this._transformDirty = false; this._skinedMeshTransformDirty = false; this._visible = true; this._blendMode = BlendMode.Normal; this._displayIndex = -1; this._animationDisplayIndex = -1; this._zOrder = 0; this._cachedFrameIndex = -1; this._pivotX = 0.0f; this._pivotY = 0.0f; this._localMatrix.Identity(); this._colorTransform.Identity(); this._ffdVertices.Clear(); this._displayList.Clear(); this._displayDatas.Clear(); this._meshBones.Clear(); this._slotData = null; // this._rawDisplayDatas = null; // this._displayData = null; this._textureData = null; this._meshData = null; this._boundingBoxData = null; this._rawDisplay = null; this._meshDisplay = null; this._display = null; this._childArmature = null; this._cachedFrameIndices = null; }
/** * @private */ protected abstract Slot _BuildSlot(BuildArmaturePackage dataPackage, SlotData slotData, List <DisplayData> displays, Armature armature);