static public int OnRoomServerDisconnected(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); self.OnRoomServerDisconnected(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_BlackBoard(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); pushValue(l, true); pushValue(l, self.BlackBoard); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_SceneContext(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); pushValue(l, true); pushValue(l, self.SceneContext); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_EntityManager(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); pushValue(l, true); pushValue(l, self.EntityManager); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { GameFramework.PluginFramework o; o = new GameFramework.PluginFramework(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int GetLeaderEntityInfo(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); var ret = self.GetLeaderEntityInfo(); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int ExecCode(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); System.String a1; checkType(l, 2, out a1); self.ExecCode(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int OnSceneLoaded(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); TableConfig.Level a1; checkType(l, 2, out a1); self.OnSceneLoaded(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_CampId(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); int v; checkType(l, 2, out v); self.CampId = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_IsStoryState(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); bool v; checkType(l, 2, out v); self.IsStoryState = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int QueueAction(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); GameFramework.MyAction a1; LuaDelegation.checkDelegate(l, 2, out a1); self.QueueAction(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int SetLockTarget(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); self.SetLockTarget(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int DestroySceneLogicByConfigId(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); self.DestroySceneLogicByConfigId(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int GetAIEnable(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); var ret = self.GetAIEnable(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int IsLocalSkillEffect(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); GameFramework.Skill.GfxSkillSenderInfo a1; checkType(l, 2, out a1); var ret = self.IsLocalSkillEffect(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int GetGameObjectCurSkillId(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); UnityEngine.GameObject a1; checkType(l, 2, out a1); var ret = self.GetGameObjectCurSkillId(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int SetAIEnable(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); System.Boolean a2; checkType(l, 3, out a2); self.SetAIEnable(a1, a2); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int QueueActionWithDelegation(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); System.Delegate a1; checkType(l, 2, out a1); System.Object[] a2; checkParams(l, 3, out a2); self.QueueActionWithDelegation(a1, a2); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int HighlightPrompt(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); System.String a1; checkType(l, 2, out a1); System.Object[] a2; checkParams(l, 3, out a2); self.HighlightPrompt(a1, a2); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int SkillCanFindTarget(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); var ret = self.SkillCanFindTarget(a1, a2); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int MoveTo(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); System.Single a1; checkType(l, 2, out a1); System.Single a2; checkType(l, 3, out a2); System.Single a3; checkType(l, 4, out a3); self.MoveTo(a1, a2, a3); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int GetNpcCooldown(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); System.Single a2; System.Single a3; var ret = self.GetNpcCooldown(a1, out a2, out a3); pushValue(l, true); pushValue(l, ret); pushValue(l, a2); pushValue(l, a3); return(4); } catch (Exception e) { return(error(l, e)); } }
static public int CreateSceneLogic(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 4) { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); System.String[] a3; checkParams(l, 4, out a3); var ret = self.CreateSceneLogic(a1, a2, a3); pushValue(l, true); pushValue(l, ret); return(2); } else if (argc == 5) { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); System.Int32 a3; checkType(l, 4, out a3); System.String[] a4; checkParams(l, 5, out a4); var ret = self.CreateSceneLogic(a1, a2, a3, a4); pushValue(l, true); pushValue(l, ret); return(2); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int TryEnterScene(IntPtr l) { try { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); System.UInt32 a1; checkType(l, 2, out a1); System.String a2; checkType(l, 3, out a2); System.Int32 a3; checkType(l, 4, out a3); System.Int32 a4; checkType(l, 5, out a4); System.Int32 a5; checkType(l, 6, out a5); self.TryEnterScene(a1, a2, a3, a4, a5); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int CreateEntity(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 8) { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); System.Single a2; checkType(l, 3, out a2); System.Single a3; checkType(l, 4, out a3); System.Single a4; checkType(l, 5, out a4); System.Single a5; checkType(l, 6, out a5); System.Int32 a6; checkType(l, 7, out a6); System.Int32 a7; checkType(l, 8, out a7); var ret = self.CreateEntity(a1, a2, a3, a4, a5, a6, a7); pushValue(l, true); pushValue(l, ret); return(2); } else if (argc == 9) { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); System.Single a3; checkType(l, 4, out a3); System.Single a4; checkType(l, 5, out a4); System.Single a5; checkType(l, 6, out a5); System.Single a6; checkType(l, 7, out a6); System.Int32 a7; checkType(l, 8, out a7); System.Int32 a8; checkType(l, 9, out a8); var ret = self.CreateEntity(a1, a2, a3, a4, a5, a6, a7, a8); pushValue(l, true); pushValue(l, ret); return(2); } else if (argc == 10) { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); System.Single a2; checkType(l, 3, out a2); System.Single a3; checkType(l, 4, out a3); System.Single a4; checkType(l, 5, out a4); System.Single a5; checkType(l, 6, out a5); System.Int32 a6; checkType(l, 7, out a6); System.Int32 a7; checkType(l, 8, out a7); System.String a8; checkType(l, 9, out a8); System.String[] a9; checkParams(l, 10, out a9); var ret = self.CreateEntity(a1, a2, a3, a4, a5, a6, a7, a8, a9); pushValue(l, true); pushValue(l, ret); return(2); } else if (argc == 11) { GameFramework.PluginFramework self = (GameFramework.PluginFramework)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); System.Single a3; checkType(l, 4, out a3); System.Single a4; checkType(l, 5, out a4); System.Single a5; checkType(l, 6, out a5); System.Single a6; checkType(l, 7, out a6); System.Int32 a7; checkType(l, 8, out a7); System.Int32 a8; checkType(l, 9, out a8); System.String a9; checkType(l, 10, out a9); System.String[] a10; checkParams(l, 11, out a10); var ret = self.CreateEntity(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10); pushValue(l, true); pushValue(l, ret); return(2); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function to call"); return(2); } catch (Exception e) { return(error(l, e)); } }