示例#1
0
    public static int StartCoroutine(System.IntPtr L)
    {
        int nargs = LuaAPI.GetTop(L);

        if (nargs == 2 && LuaAPI.IsObject(L, 1) && LuaAPI.IsString(L, 2))
        {
            UnityEngine.MonoBehaviour arg0 = (UnityEngine.MonoBehaviour)LuaCallback.ToObject(L, 1);
            System.String             arg1 = (System.String)LuaCallback.ToString(L, 2);
            UnityEngine.Coroutine     res  = arg0.StartCoroutine(arg1);
            LuaCallback.PushObject(L, res);
            return(1);
        }
        if (nargs == 3 && LuaAPI.IsObject(L, 1) && LuaAPI.IsString(L, 2) && LuaAPI.IsObject(L, 3))
        {
            UnityEngine.MonoBehaviour arg0 = (UnityEngine.MonoBehaviour)LuaCallback.ToObject(L, 1);
            System.String             arg1 = (System.String)LuaCallback.ToString(L, 2);
            System.Object             arg2 = (System.Object)LuaCallback.ToObject(L, 3);
            UnityEngine.Coroutine     res  = arg0.StartCoroutine(arg1, arg2);
            LuaCallback.PushObject(L, res);
            return(1);
        }
        if (nargs == 2 && LuaAPI.IsObject(L, 1) && LuaAPI.IsObject(L, 2))
        {
            UnityEngine.MonoBehaviour      arg0 = (UnityEngine.MonoBehaviour)LuaCallback.ToObject(L, 1);
            System.Collections.IEnumerator arg1 = (System.Collections.IEnumerator)LuaCallback.ToObject(L, 2);
            UnityEngine.Coroutine          res  = arg0.StartCoroutine(arg1);
            LuaCallback.PushObject(L, res);
            return(1);
        }
        return(0);
    }
示例#2
0
 public static void Register()
 {
     LuaCallback.BeginClass(typeof(UnityEngine.Behaviour), typeof(UnityEngine.Component));
     LuaCallback.RegisterVar("enabled", get_enabled, set_enabled);
     LuaCallback.RegisterVar("isActiveAndEnabled", get_isActiveAndEnabled, null);
     LuaCallback.EndClass();
 }
示例#3
0
 public static void Register()
 {
     LuaCallback.BeginClass(typeof(HotFix), typeof(UnityEngine.MonoBehaviour));
     LuaCallback.RegisterFunc("Add", Add);
     LuaCallback.RegisterVar("AddHotFix", null, set_AddHotFix);
     LuaCallback.EndClass();
 }
示例#4
0
    public static int StopCoroutine(System.IntPtr L)
    {
        int nargs = LuaAPI.GetTop(L);

        if (nargs == 2 && LuaAPI.IsObject(L, 1) && LuaAPI.IsObject(L, 2))
        {
            UnityEngine.MonoBehaviour      arg0 = (UnityEngine.MonoBehaviour)LuaCallback.ToObject(L, 1);
            System.Collections.IEnumerator arg1 = (System.Collections.IEnumerator)LuaCallback.ToObject(L, 2);
            arg0.StopCoroutine(arg1);

            return(0);
        }
        if (nargs == 2 && LuaAPI.IsObject(L, 1) && LuaAPI.IsObject(L, 2))
        {
            UnityEngine.MonoBehaviour arg0 = (UnityEngine.MonoBehaviour)LuaCallback.ToObject(L, 1);
            UnityEngine.Coroutine     arg1 = (UnityEngine.Coroutine)LuaCallback.ToObject(L, 2);
            arg0.StopCoroutine(arg1);

            return(0);
        }
        if (nargs == 2 && LuaAPI.IsObject(L, 1) && LuaAPI.IsString(L, 2))
        {
            UnityEngine.MonoBehaviour arg0 = (UnityEngine.MonoBehaviour)LuaCallback.ToObject(L, 1);
            System.String             arg1 = (System.String)LuaCallback.ToString(L, 2);
            arg0.StopCoroutine(arg1);

            return(0);
        }
        return(0);
    }
示例#5
0
 public void Stop()
 {
     _beginvalue = 0;
     _endvalue   = 0;
     _speed      = 0;
     _playcount  = 0;
     _playing    = false;
     callback    = null;
 }
示例#6
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 public System.Int32 Invoke_HotFix_Int32_Int32_Int32(HotFix arg0, System.Int32 arg1, System.Int32 arg2)
 {
     LuaAPI.PushLuaFunction(L, reference);
     LuaCallback.PushObject(L, arg0);
     LuaCallback.PushNumber(L, arg1);
     LuaCallback.PushNumber(L, arg2);
     LuaAPI.CallLuaFunction(L, 3, 1);
     System.Int32 arg3 = (System.Int32)LuaCallback.ToNumber(L, -1);
     return(arg3);
 }
示例#7
0
 public static int get_hasChanged(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1))
     {
         UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1);
         System.Boolean        res  = arg0.hasChanged;
         LuaCallback.PushBool(L, res);
         return(1);
     }
     return(0);
 }
示例#8
0
 public static int set_hierarchyCapacity(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsNumber(L, 3))
     {
         UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1);
         System.Int32          arg1 = (System.Int32)LuaCallback.ToNumber(L, 3);
         arg0.hierarchyCapacity = arg1;
         return(0);
     }
     return(0);
 }
示例#9
0
        //--------------------------------------

        /// <summary>
        /// Lua加载
        /// </summary>
        /// <param name="table">模块Table.</param>
        /// <param name="filename">文件名.</param>
        /// <param name="callback">回调函数(文件名, 资源, 回调参数).</param>
        /// <param name="arg">回调参数.</param>
        /// <param name="type">资源类型.</param>
        /// <param name="isAsync">异步.</param>
        void LuaLoad(LuaTable table, string filename, LuaFunction callback, System.Object arg, Type type, bool isAsync)
        {
            if (string.IsNullOrEmpty(filename))
            {
                Debug.Log(string.Format("<color=red>AssetManager.LuaLoad filename={0}</color>", filename));
            }

            LuaCallback luaCB = new LuaCallback(table, callback);

            Load(filename, luaCB.AssetLoadCallback, arg, type, isAsync);
        }
示例#10
0
 public static int get_isActiveAndEnabled(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1))
     {
         UnityEngine.Behaviour arg0 = (UnityEngine.Behaviour)LuaCallback.ToObject(L, 1);
         System.Boolean        res  = arg0.isActiveAndEnabled;
         LuaCallback.PushBool(L, res);
         return(1);
     }
     return(0);
 }
示例#11
0
 public static int set_hasChanged(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsBool(L, 3))
     {
         UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1);
         System.Boolean        arg1 = (System.Boolean)LuaCallback.ToBool(L, 3);
         arg0.hasChanged = arg1;
         return(0);
     }
     return(0);
 }
示例#12
0
 public static int set_hideFlags(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsNumber(L, 3))
     {
         UnityEngine.Object    arg0 = (UnityEngine.Object)LuaCallback.ToObject(L, 1);
         UnityEngine.HideFlags arg1 = (UnityEngine.HideFlags)LuaCallback.ToNumber(L, 3);
         arg0.hideFlags = arg1;
         return(0);
     }
     return(0);
 }
示例#13
0
 public static int get_hideFlags(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1))
     {
         UnityEngine.Object    arg0 = (UnityEngine.Object)LuaCallback.ToObject(L, 1);
         UnityEngine.HideFlags res  = arg0.hideFlags;
         LuaCallback.PushNumber(L, (double)res);
         return(1);
     }
     return(0);
 }
示例#14
0
 public static int get_transform(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1))
     {
         UnityEngine.Component arg0 = (UnityEngine.Component)LuaCallback.ToObject(L, 1);
         UnityEngine.Transform res  = arg0.transform;
         LuaCallback.PushObject(L, res);
         return(1);
     }
     return(0);
 }
示例#15
0
 public static int get_tag(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1))
     {
         UnityEngine.Component arg0 = (UnityEngine.Component)LuaCallback.ToObject(L, 1);
         System.String         res  = arg0.tag;
         LuaCallback.PushString(L, res);
         return(1);
     }
     return(0);
 }
示例#16
0
 public static int get_lossyScale(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1))
     {
         UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1);
         UnityEngine.Vector3   res  = arg0.lossyScale;
         LuaCallback.PushVector(L, res);
         return(1);
     }
     return(0);
 }
示例#17
0
 public static int get_root(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1))
     {
         UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1);
         UnityEngine.Transform res  = arg0.root;
         LuaCallback.PushObject(L, res);
         return(1);
     }
     return(0);
 }
示例#18
0
 public static int get_localToWorldMatrix(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1))
     {
         UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1);
         UnityEngine.Matrix4x4 res  = arg0.localToWorldMatrix;
         LuaCallback.PushObject(L, res);
         return(1);
     }
     return(0);
 }
示例#19
0
 public static int get_localRotation(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1))
     {
         UnityEngine.Transform  arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1);
         UnityEngine.Quaternion res  = arg0.localRotation;
         LuaCallback.PushVector(L, res);
         return(1);
     }
     return(0);
 }
示例#20
0
        /// <summary>
        /// 异步建立网络连接
        /// 不知道为啥原来的人加了其他东西,明天研究一下为啥
        /// 已经搞明白了,2020.3.24
        /// </summary>
        /// <param name="ip"></param>
        /// <param name="port"></param>
        /// <param name="callback"></param>
        public static void CreateConnectByAsync(string ip, int port, LuaCallback callback)
        {
            bool isOk       = false;
            bool isComplate = false;

            ConnectionMgr.ConnentByAsync(ip, port, (cb)
                                         =>
            {
                isOk       = cb.IsCompleted && (cb.AsyncState as MySocket).IsConnect();
                isComplate = true;
            });
            Debug.Log("创建新物体");
            GameObject gameObject = new GameObject();

            gameObject.name = "昙花一现";
            var myMonoBehaviour = gameObject.AddComponent <MyMonoBehaviour>();

            myMonoBehaviour.UpdateAction = () =>
            {
                if (isComplate)
                {
                    callback(isOk);
                    GameObject.Destroy(myMonoBehaviour);
                }
            };

            #region 测试没不能用的,但不是没用,是不能用

            //这里开一个线程吧,安全点
            //线程调用不了"注册心跳函数",因为子线程不能访问Unity的主线程,艹
//            Thread thread = new Thread(()=>{
//                while (true)
//                {
//                    if (isComplate)
//                    {
//                        callback(isOk);
//                        break;
//                    }
//                }
//            });
//            thread.Start();

            //这个如果不是立马连上服务器,客户端会有卡顿的情况,哎,头疼
//            while (true)
//            {
//                if (isComplate)
//                {
//                    callback((bool) isOk);
//                    break;
//                }
//            }

            #endregion
        }
示例#21
0
 public static int get_gameObject(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1))
     {
         UnityEngine.Component  arg0 = (UnityEngine.Component)LuaCallback.ToObject(L, 1);
         UnityEngine.GameObject res  = arg0.gameObject;
         LuaCallback.PushObject(L, res);
         return(1);
     }
     return(0);
 }
示例#22
0
 public static int get_hierarchyCount(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1))
     {
         UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1);
         System.Int32          res  = arg0.hierarchyCount;
         LuaCallback.PushNumber(L, res);
         return(1);
     }
     return(0);
 }
示例#23
0
 public static int set_tag(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsString(L, 3))
     {
         UnityEngine.Component arg0 = (UnityEngine.Component)LuaCallback.ToObject(L, 1);
         System.String         arg1 = (System.String)LuaCallback.ToString(L, 3);
         arg0.tag = arg1;
         return(0);
     }
     return(0);
 }
示例#24
0
 public static int set_localScale(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsVector3(L, 3))
     {
         UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1);
         UnityEngine.Vector3   arg1 = (UnityEngine.Vector3)LuaCallback.ToVector3(L, 3);
         arg0.localScale = arg1;
         return(0);
     }
     return(0);
 }
示例#25
0
 public static int set_localRotation(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsVector4(L, 3))
     {
         UnityEngine.Transform  arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1);
         UnityEngine.Quaternion arg1 = (UnityEngine.Quaternion)LuaCallback.ToQuaternion(L, 3);
         arg0.localRotation = arg1;
         return(0);
     }
     return(0);
 }
示例#26
0
 public static int set_enabled(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsBool(L, 3))
     {
         UnityEngine.Behaviour arg0 = (UnityEngine.Behaviour)LuaCallback.ToObject(L, 1);
         System.Boolean        arg1 = (System.Boolean)LuaCallback.ToBool(L, 3);
         arg0.enabled = arg1;
         return(0);
     }
     return(0);
 }
示例#27
0
 public static int set_runInEditMode(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsBool(L, 3))
     {
         UnityEngine.MonoBehaviour arg0 = (UnityEngine.MonoBehaviour)LuaCallback.ToObject(L, 1);
         System.Boolean            arg1 = (System.Boolean)LuaCallback.ToBool(L, 3);
         arg0.runInEditMode = arg1;
         return(0);
     }
     return(0);
 }
示例#28
0
 public static int get_runInEditMode(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1))
     {
         UnityEngine.MonoBehaviour arg0 = (UnityEngine.MonoBehaviour)LuaCallback.ToObject(L, 1);
         System.Boolean            res  = arg0.runInEditMode;
         LuaCallback.PushBool(L, res);
         return(1);
     }
     return(0);
 }
示例#29
0
 public static int set_parent(System.IntPtr L)
 {
     if (true && LuaAPI.IsObject(L, 1) && LuaAPI.IsObject(L, 3))
     {
         UnityEngine.Transform arg0 = (UnityEngine.Transform)LuaCallback.ToObject(L, 1);
         UnityEngine.Transform arg1 = (UnityEngine.Transform)LuaCallback.ToObject(L, 3);
         arg0.parent = arg1;
         return(0);
     }
     return(0);
 }
示例#30
0
    public static int print(System.IntPtr L)
    {
        int nargs = LuaAPI.GetTop(L);

        if (nargs == 1 && LuaAPI.IsObject(L, 1))
        {
            System.Object arg0 = (System.Object)LuaCallback.ToObject(L, 1);
            UnityEngine.MonoBehaviour.print(arg0);

            return(0);
        }
        return(0);
    }