示例#1
0
        public void __Gen_Delegate_Imp21(Game.Equip p0)
        {
#if THREAD_SAFE || HOTFIX_ENABLE
            lock (luaEnv.luaEnvLock)
            {
#endif
            RealStatePtr L = luaEnv.rawL;
            int err_func   = LuaAPI.load_error_func(L, errorFuncRef);
            ObjectTranslator translator = luaEnv.translator;

            LuaAPI.lua_getref(L, luaReference);

            translator.Push(L, p0);

            int __gen_error = LuaAPI.lua_pcall(L, 1, 0, err_func);
            if (__gen_error != 0)
            {
                luaEnv.ThrowExceptionFromError(err_func - 1);
            }



            LuaAPI.lua_settop(L, err_func - 1);

#if THREAD_SAFE || HOTFIX_ENABLE
        }
#endif
        }
示例#2
0
        static int _m_Load(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.Equip __cl_gen_to_be_invoked = (Game.Equip)translator.FastGetCSObj(L, 1);


                int __gen_param_count = LuaAPI.lua_gettop(L);

                if (__gen_param_count == 2 && translator.Assignable <System.Action>(L, 2))
                {
                    System.Action done = translator.GetDelegate <System.Action>(L, 2);

                    __cl_gen_to_be_invoked.Load(done);



                    return(0);
                }
                if (__gen_param_count == 1)
                {
                    __cl_gen_to_be_invoked.Load(  );



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to Game.Equip.Load!"));
        }
示例#3
0
        static int _g_get_objType(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

                Game.Equip __cl_gen_to_be_invoked = (Game.Equip)translator.FastGetCSObj(L, 1);
                translator.Push(L, __cl_gen_to_be_invoked.objType);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(1);
        }
示例#4
0
        static int __CreateInstance(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
                if (LuaAPI.lua_gettop(L) == 3 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && translator.Assignable <Game.EquipPart>(L, 3))
                {
                    string         res = LuaAPI.lua_tostring(L, 2);
                    Game.EquipPart epart; translator.Get(L, 3, out epart);

                    Game.Equip __cl_gen_ret = new Game.Equip(res, epart);
                    translator.Push(L, __cl_gen_ret);

                    return(1);
                }
            }
            catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(LuaAPI.luaL_error(L, "invalid arguments to Game.Equip constructor!"));
        }
示例#5
0
        static int _m_PutOff(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.Equip __cl_gen_to_be_invoked = (Game.Equip)translator.FastGetCSObj(L, 1);



                {
                    __cl_gen_to_be_invoked.PutOff(  );



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
示例#6
0
        static int _m_IsWeapon(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.Equip __cl_gen_to_be_invoked = (Game.Equip)translator.FastGetCSObj(L, 1);



                {
                    bool __cl_gen_ret = __cl_gen_to_be_invoked.IsWeapon(  );
                    LuaAPI.lua_pushboolean(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
示例#7
0
        static int _m_GetFireMount(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.Equip __cl_gen_to_be_invoked = (Game.Equip)translator.FastGetCSObj(L, 1);



                {
                    UnityEngine.Transform __cl_gen_ret = __cl_gen_to_be_invoked.GetFireMount(  );
                    translator.Push(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
示例#8
0
        static int _m_PlayTimedEffectAtMount(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.Equip __cl_gen_to_be_invoked = (Game.Equip)translator.FastGetCSObj(L, 1);



                {
                    string effectRes = LuaAPI.lua_tostring(L, 2);
                    bool   mounted   = LuaAPI.lua_toboolean(L, 3);

                    __cl_gen_to_be_invoked.PlayTimedEffectAtMount(effectRes, mounted);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
示例#9
0
        static int _m_OnEquipPartsChanged(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.Equip __cl_gen_to_be_invoked = (Game.Equip)translator.FastGetCSObj(L, 1);



                {
                    Game.EquipWear equipWear = (Game.EquipWear)translator.GetObject(L, 2, typeof(Game.EquipWear));

                    bool __cl_gen_ret = __cl_gen_to_be_invoked.OnEquipPartsChanged(equipWear);
                    LuaAPI.lua_pushboolean(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
示例#10
0
        static int _m_PutOn(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                Game.Equip __cl_gen_to_be_invoked = (Game.Equip)translator.FastGetCSObj(L, 1);



                {
                    System.Collections.Generic.Dictionary <string, UnityEngine.Transform> allBones = (System.Collections.Generic.Dictionary <string, UnityEngine.Transform>)translator.GetObject(L, 2, typeof(System.Collections.Generic.Dictionary <string, UnityEngine.Transform>));
                    UnityEngine.Transform root = (UnityEngine.Transform)translator.GetObject(L, 3, typeof(UnityEngine.Transform));

                    __cl_gen_to_be_invoked.PutOn(allBones, root);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }