public DelayAddSceneLogicInfo ( |
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cfg | ||
return |
static public int DelayAddSceneLogicInfo(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (matchType(l, argc, 2, typeof(GameFramework.SceneLogicConfig))) { GameFramework.SceneLogicInfoManager self = (GameFramework.SceneLogicInfoManager)checkSelf(l); GameFramework.SceneLogicConfig a1; checkType(l, 2, out a1); var ret = self.DelayAddSceneLogicInfo(a1); pushValue(l, true); pushValue(l, ret); return(2); } else if (matchType(l, argc, 2, typeof(int))) { GameFramework.SceneLogicInfoManager self = (GameFramework.SceneLogicInfoManager)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); var ret = self.DelayAddSceneLogicInfo(a1); pushValue(l, true); pushValue(l, ret); return(2); } else if (matchType(l, argc, 2, typeof(int), typeof(GameFramework.SceneLogicConfig))) { GameFramework.SceneLogicInfoManager self = (GameFramework.SceneLogicInfoManager)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); GameFramework.SceneLogicConfig a2; checkType(l, 3, out a2); var ret = self.DelayAddSceneLogicInfo(a1, a2); pushValue(l, true); pushValue(l, ret); return(2); } else if (matchType(l, argc, 2, typeof(int), typeof(int))) { GameFramework.SceneLogicInfoManager self = (GameFramework.SceneLogicInfoManager)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); var ret = self.DelayAddSceneLogicInfo(a1, a2); 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)); } }