static int set_instance(IntPtr L) { try { sFramework.sGameFlow arg0 = (sFramework.sGameFlow)ToLua.CheckUnityObject(L, 2, typeof(sFramework.sGameFlow)); sFramework.sGameFlow.instance = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int logicUpdate(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); sFramework.sGameFlow obj = (sFramework.sGameFlow)ToLua.CheckObject(L, 1, typeof(sFramework.sGameFlow)); obj.logicUpdate(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int getCurState(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); sFramework.sGameFlow obj = (sFramework.sGameFlow)ToLua.CheckObject(L, 1, typeof(sFramework.sGameFlow)); sFramework.sGameState o = obj.getCurState(); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int onNeedUpdateState(IntPtr L) { try { ToLua.CheckArgsCount(L, 3); sFramework.sGameFlow obj = (sFramework.sGameFlow)ToLua.CheckObject(L, 1, typeof(sFramework.sGameFlow)); int arg0 = (int)LuaDLL.luaL_checknumber(L, 2); string arg1 = ToLua.CheckString(L, 3); obj.onNeedUpdateState(arg0, arg1); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
void Awake() { instance = this; }