本文整理汇总了C#中LuaState类的典型用法代码示例。如果您正苦于以下问题:C# LuaState类的具体用法?C# LuaState怎么用?C# LuaState使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
LuaState类属于命名空间,在下文中一共展示了LuaState类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.UI.Selectable), typeof(UnityEngine.EventSystems.UIBehaviour));
L.RegFunction("IsInteractable", IsInteractable);
L.RegFunction("FindSelectable", FindSelectable);
L.RegFunction("FindSelectableOnLeft", FindSelectableOnLeft);
L.RegFunction("FindSelectableOnRight", FindSelectableOnRight);
L.RegFunction("FindSelectableOnUp", FindSelectableOnUp);
L.RegFunction("FindSelectableOnDown", FindSelectableOnDown);
L.RegFunction("OnMove", OnMove);
L.RegFunction("OnPointerDown", OnPointerDown);
L.RegFunction("OnPointerUp", OnPointerUp);
L.RegFunction("OnPointerEnter", OnPointerEnter);
L.RegFunction("OnPointerExit", OnPointerExit);
L.RegFunction("OnSelect", OnSelect);
L.RegFunction("OnDeselect", OnDeselect);
L.RegFunction("Select", Select);
L.RegFunction("__eq", op_Equality);
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("allSelectables", get_allSelectables, null);
L.RegVar("navigation", get_navigation, set_navigation);
L.RegVar("transition", get_transition, set_transition);
L.RegVar("colors", get_colors, set_colors);
L.RegVar("spriteState", get_spriteState, set_spriteState);
L.RegVar("animationTriggers", get_animationTriggers, set_animationTriggers);
L.RegVar("targetGraphic", get_targetGraphic, set_targetGraphic);
L.RegVar("interactable", get_interactable, set_interactable);
L.RegVar("image", get_image, set_image);
L.RegVar("animator", get_animator, null);
L.EndClass();
}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:31,代码来源:UnityEngine_UI_SelectableWrap.cs
示例2: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.UI.Dropdown.DropdownEvent), typeof(UnityEngine.Events.UnityEvent<int>));
L.RegFunction("New", _CreateUnityEngine_UI_Dropdown_DropdownEvent);
L.RegFunction("__tostring", ToLua.op_ToString);
L.EndClass();
}
开发者ID:yuisunn,项目名称:UnityCrazy,代码行数:7,代码来源:UnityEngine_UI_Dropdown_DropdownEventWrap.cs
示例3: lock
/// <summary>Returns the given string's characters in their numeric ASCII representation.</summary>
/// <param name="luaState">Pointer to lua_State struct.</param>
/// <param name="inputString">The string to get the chars from.</param>
/// <param name="startPos">The first character of the string to get the byte of.</param>
/// <param name="endPos">The last character of the string to get the byte of.</param>
/// <returns>Numerical bytes.</returns>
public static byte[] @byte(LuaState luaState, string inputString, uint startPos = 1U, uint endPos = 1U)
{
lock (SyncRoot)
{
if (startPos > inputString.Length)
{
return null;
}
if (startPos < 1U)
{
startPos = 1U;
}
if (endPos < startPos)
{
endPos = startPos;
}
lua_getglobal(luaState, nameof(@string));
lua_getfield(luaState, -1, nameof(@byte));
lua_pushstring(luaState, inputString);
lua_pushnumber(luaState, startPos);
lua_pushnumber(luaState, endPos);
int length = (int)(1 + (endPos - startPos));
lua_pcall(luaState, 3, length);
byte[] numericalBytes = new byte[length];
for (int i = 0; i < length; ++i)
{
numericalBytes[i] = (byte)lua_tointeger(luaState, -1 - i);
}
return numericalBytes;
}
}
开发者ID:OmegaExtern,项目名称:gmod-csharp-binary-module,代码行数:37,代码来源:string.cs
示例4: Register
public static void Register(LuaState L)
{
L.BeginStaticLibs("QualitySettings");
L.RegFunction("GetQualityLevel", GetQualityLevel);
L.RegFunction("SetQualityLevel", SetQualityLevel);
L.RegFunction("IncreaseLevel", IncreaseLevel);
L.RegFunction("DecreaseLevel", DecreaseLevel);
L.RegFunction("__eq", op_Equality);
L.RegVar("names", get_names, null);
L.RegVar("pixelLightCount", get_pixelLightCount, set_pixelLightCount);
L.RegVar("shadowProjection", get_shadowProjection, set_shadowProjection);
L.RegVar("shadowCascades", get_shadowCascades, set_shadowCascades);
L.RegVar("shadowDistance", get_shadowDistance, set_shadowDistance);
L.RegVar("shadowCascade2Split", get_shadowCascade2Split, set_shadowCascade2Split);
L.RegVar("shadowCascade4Split", get_shadowCascade4Split, set_shadowCascade4Split);
L.RegVar("masterTextureLimit", get_masterTextureLimit, set_masterTextureLimit);
L.RegVar("anisotropicFiltering", get_anisotropicFiltering, set_anisotropicFiltering);
L.RegVar("lodBias", get_lodBias, set_lodBias);
L.RegVar("maximumLODLevel", get_maximumLODLevel, set_maximumLODLevel);
L.RegVar("particleRaycastBudget", get_particleRaycastBudget, set_particleRaycastBudget);
L.RegVar("softVegetation", get_softVegetation, set_softVegetation);
L.RegVar("realtimeReflectionProbes", get_realtimeReflectionProbes, set_realtimeReflectionProbes);
L.RegVar("billboardsFaceCameraPosition", get_billboardsFaceCameraPosition, set_billboardsFaceCameraPosition);
L.RegVar("maxQueuedFrames", get_maxQueuedFrames, set_maxQueuedFrames);
L.RegVar("vSyncCount", get_vSyncCount, set_vSyncCount);
L.RegVar("antiAliasing", get_antiAliasing, set_antiAliasing);
L.RegVar("desiredColorSpace", get_desiredColorSpace, null);
L.RegVar("activeColorSpace", get_activeColorSpace, null);
L.RegVar("blendWeights", get_blendWeights, set_blendWeights);
L.EndStaticLibs();
}
开发者ID:zhangxiangsong,项目名称:some_work,代码行数:31,代码来源:UnityEngine_QualitySettingsWrap.cs
示例5: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.Animation), typeof(UnityEngine.Behaviour));
L.RegFunction("Stop", Stop);
L.RegFunction("Rewind", Rewind);
L.RegFunction("Sample", Sample);
L.RegFunction("IsPlaying", IsPlaying);
L.RegFunction("get_Item", get_Item);
L.RegFunction("Play", Play);
L.RegFunction("CrossFade", CrossFade);
L.RegFunction("Blend", Blend);
L.RegFunction("CrossFadeQueued", CrossFadeQueued);
L.RegFunction("PlayQueued", PlayQueued);
L.RegFunction("AddClip", AddClip);
L.RegFunction("RemoveClip", RemoveClip);
L.RegFunction("GetClipCount", GetClipCount);
L.RegFunction("SyncLayer", SyncLayer);
L.RegFunction("GetEnumerator", GetEnumerator);
L.RegFunction("GetClip", GetClip);
L.RegFunction("New", _CreateUnityEngine_Animation);
L.RegVar("this", _this, null);
L.RegFunction("__eq", op_Equality);
L.RegFunction("__tostring", Lua_ToString);
L.RegVar("clip", get_clip, set_clip);
L.RegVar("playAutomatically", get_playAutomatically, set_playAutomatically);
L.RegVar("wrapMode", get_wrapMode, set_wrapMode);
L.RegVar("isPlaying", get_isPlaying, null);
L.RegVar("animatePhysics", get_animatePhysics, set_animatePhysics);
L.RegVar("cullingType", get_cullingType, set_cullingType);
L.RegVar("localBounds", get_localBounds, set_localBounds);
L.EndClass();
}
开发者ID:youxibuhaowana,项目名称:01ulua,代码行数:32,代码来源:UnityEngine_AnimationWrap.cs
示例6: luaF_findupval
public static UpVal luaF_findupval (LuaState L, StkId level) {
GlobalState g = G(L);
GCObjectRef pp = new OpenValRef(L);
UpVal p;
UpVal uv;
while (pp.get() != null && (p = ngcotouv(pp.get())).v >= level) {
lua_assert(p.v != p.u.value);
if (p.v == level) { /* found a corresponding upvalue? */
if (isdead(g, obj2gco(p))) /* is it dead? */
changewhite(obj2gco(p)); /* ressurect it */
return p;
}
pp = new NextRef(p);
}
uv = luaM_new<UpVal>(L); /* not found: create a new one */
uv.tt = LUA_TUPVAL;
uv.marked = luaC_white(g);
uv.v = level; /* current value lives in the stack */
uv.next = pp.get(); /* chain it in the proper position */
pp.set( obj2gco(uv) );
uv.u.l.prev = g.uvhead; /* double link it in `uvhead' list */
uv.u.l.next = g.uvhead.u.l.next;
uv.u.l.next.u.l.prev = uv;
g.uvhead.u.l.next = uv;
lua_assert(uv.u.l.next.u.l.prev == uv && uv.u.l.prev.u.l.next == uv);
return uv;
}
开发者ID:chenzuo,项目名称:SharpLua,代码行数:27,代码来源:lfunc.cs
示例7: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(System.Collections.Generic.Dictionary<int,TestAccount>), typeof(System.Object), "AccountMap");
L.RegFunction(".geti", get_Item);
L.RegFunction("get_Item", get_Item);
L.RegFunction(".seti", set_Item);
L.RegFunction("set_Item", set_Item);
L.RegFunction("Add", Add);
L.RegFunction("Clear", Clear);
L.RegFunction("ContainsKey", ContainsKey);
L.RegFunction("ContainsValue", ContainsValue);
L.RegFunction("GetObjectData", GetObjectData);
L.RegFunction("OnDeserialization", OnDeserialization);
L.RegFunction("Remove", Remove);
L.RegFunction("TryGetValue", TryGetValue);
L.RegFunction("GetEnumerator", GetEnumerator);
L.RegFunction("New", _CreateSystem_Collections_Generic_Dictionary_int_TestAccount);
L.RegVar("this", _this, null);
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("Count", get_Count, null);
L.RegVar("Comparer", get_Comparer, null);
L.RegVar("Keys", get_Keys, null);
L.RegVar("Values", get_Values, null);
L.EndClass();
}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:25,代码来源:System_Collections_Generic_Dictionary_int_TestAccountWrap.cs
示例8: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(ByteBuffer), typeof(System.Object));
L.RegFunction("Close", Close);
L.RegFunction("WriteByte", WriteByte);
L.RegFunction("WriteInt", WriteInt);
L.RegFunction("WriteShort", WriteShort);
L.RegFunction("WriteLong", WriteLong);
L.RegFunction("WriteFloat", WriteFloat);
L.RegFunction("WriteDouble", WriteDouble);
L.RegFunction("WriteString", WriteString);
L.RegFunction("WriteBytes", WriteBytes);
L.RegFunction("WriteBuffer", WriteBuffer);
L.RegFunction("ReadByte", ReadByte);
L.RegFunction("ReadInt", ReadInt);
L.RegFunction("ReadShort", ReadShort);
L.RegFunction("ReadLong", ReadLong);
L.RegFunction("ReadFloat", ReadFloat);
L.RegFunction("ReadDouble", ReadDouble);
L.RegFunction("ReadString", ReadString);
L.RegFunction("ReadBytes", ReadBytes);
L.RegFunction("ReadBuffer", ReadBuffer);
L.RegFunction("ToBytes", ToBytes);
L.RegFunction("Flush", Flush);
L.RegFunction("New", _CreateByteBuffer);
L.RegFunction("__tostring", ToLua.op_ToString);
L.EndClass();
}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:28,代码来源:ByteBufferWrap.cs
示例9: luaS_resize
public static void luaS_resize (LuaState L, int newsize) {
GCObject[] newhash;
stringtable tb;
int i;
if (G(L).gcstate == GCSsweepstring)
return; /* cannot resize during GC traverse */
newhash = new GCObject[newsize];
AddTotalBytes(L, newsize * GetUnmanagedSize(typeof(GCObjectRef)));
tb = G(L).strt;
for (i=0; i<newsize; i++) newhash[i] = null;
/* rehash */
for (i=0; i<tb.size; i++) {
GCObject p = tb.hash[i];
while (p != null) { /* for each node in the list */
GCObject next = p.gch.next; /* save next */
uint h = gco2ts(p).hash;
int h1 = (int)lmod(h, newsize); /* new position */
lua_assert((int)(h%newsize) == lmod(h, newsize));
p.gch.next = newhash[h1]; /* chain it */
newhash[h1] = p;
p = next;
}
}
//luaM_freearray(L, tb.hash);
if (tb.hash != null)
SubtractTotalBytes(L, tb.hash.Length * GetUnmanagedSize(typeof(GCObjectRef)));
tb.size = newsize;
tb.hash = newhash;
}
开发者ID:chenzuo,项目名称:SharpLua,代码行数:30,代码来源:lstring.cs
示例10: newlstr
public static TString newlstr (LuaState L, CharPtr str, uint l,
uint h) {
TString ts;
stringtable tb;
if (l+1 > MAX_SIZET /GetUnmanagedSize(typeof(char)))
luaM_toobig(L);
ts = new TString(new char[l+1]);
AddTotalBytes(L, (int)(l + 1) * GetUnmanagedSize(typeof(char)) + GetUnmanagedSize(typeof(TString)));
ts.tsv.len = l;
ts.tsv.hash = h;
ts.tsv.marked = luaC_white(G(L));
ts.tsv.tt = LUA_TSTRING;
ts.tsv.reserved = 0;
//memcpy(ts+1, str, l*GetUnmanagedSize(typeof(char)));
memcpy(ts.str.chars, str.chars, str.index, (int)l);
ts.str[l] = '\0'; /* ending 0 */
tb = G(L).strt;
h = (uint)lmod(h, tb.size);
ts.tsv.next = tb.hash[h]; /* chain new entry */
tb.hash[h] = obj2gco(ts);
tb.nuse++;
if ((tb.nuse > (int)tb.size) && (tb.size <= MAX_INT/2))
luaS_resize(L, tb.size*2); /* too crowded */
return ts;
}
开发者ID:chenzuo,项目名称:SharpLua,代码行数:25,代码来源:lstring.cs
示例11: Remove
public void Remove (LuaState luaState)
{
if (!translators.ContainsKey (luaState))
return;
translators.Remove (luaState);
}
开发者ID:wilcomega,项目名称:Unity3D-NLua,代码行数:7,代码来源:ObjectTranslatorPool.cs
示例12: Register
public static void Register(LuaState L)
{
L.BeginStaticLibs("RenderSettings");
L.RegFunction("__eq", op_Equality);
L.RegVar("fog", get_fog, set_fog);
L.RegVar("fogMode", get_fogMode, set_fogMode);
L.RegVar("fogColor", get_fogColor, set_fogColor);
L.RegVar("fogDensity", get_fogDensity, set_fogDensity);
L.RegVar("fogStartDistance", get_fogStartDistance, set_fogStartDistance);
L.RegVar("fogEndDistance", get_fogEndDistance, set_fogEndDistance);
L.RegVar("ambientMode", get_ambientMode, set_ambientMode);
L.RegVar("ambientSkyColor", get_ambientSkyColor, set_ambientSkyColor);
L.RegVar("ambientEquatorColor", get_ambientEquatorColor, set_ambientEquatorColor);
L.RegVar("ambientGroundColor", get_ambientGroundColor, set_ambientGroundColor);
L.RegVar("ambientLight", get_ambientLight, set_ambientLight);
L.RegVar("ambientIntensity", get_ambientIntensity, set_ambientIntensity);
L.RegVar("ambientProbe", get_ambientProbe, set_ambientProbe);
L.RegVar("reflectionIntensity", get_reflectionIntensity, set_reflectionIntensity);
L.RegVar("reflectionBounces", get_reflectionBounces, set_reflectionBounces);
L.RegVar("haloStrength", get_haloStrength, set_haloStrength);
L.RegVar("flareStrength", get_flareStrength, set_flareStrength);
L.RegVar("flareFadeSpeed", get_flareFadeSpeed, set_flareFadeSpeed);
L.RegVar("skybox", get_skybox, set_skybox);
L.RegVar("sun", get_sun, set_sun);
L.RegVar("defaultReflectionMode", get_defaultReflectionMode, set_defaultReflectionMode);
L.RegVar("defaultReflectionResolution", get_defaultReflectionResolution, set_defaultReflectionResolution);
L.RegVar("customReflection", get_customReflection, set_customReflection);
L.EndStaticLibs();
}
开发者ID:yuisunn,项目名称:UnityCrazy,代码行数:29,代码来源:UnityEngine_RenderSettingsWrap.cs
示例13: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.UI.LoopVerticalScrollRect), typeof(UnityEngine.UI.LoopScrollRect));
L.RegFunction("__eq", op_Equality);
L.RegFunction("__tostring", ToLua.op_ToString);
L.EndClass();
}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:7,代码来源:UnityEngine_UI_LoopVerticalScrollRectWrap.cs
示例14: Start
// Use this for initialization
void Start()
{
//只是展示如何加载文件。不是推荐这么做
LuaState l = new LuaState();
string path = Application.dataPath + "/uLua/Examples/04_ScriptsFromFile/ScriptsFromFile02.lua";
l.DoFile(path);
}
开发者ID:ZeroToken,项目名称:MyTools,代码行数:8,代码来源:ScriptsFromFile_02.cs
示例15: luaF_newupval
public static UpVal luaF_newupval (LuaState L) {
UpVal uv = luaM_new<UpVal>(L);
luaC_link(L, obj2gco(uv), LUA_TUPVAL);
uv.v = uv.u.value;
setnilvalue(uv.v);
return uv;
}
开发者ID:chenzuo,项目名称:SharpLua,代码行数:7,代码来源:lfunc.cs
示例16: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.Light), typeof(UnityEngine.Behaviour));
L.RegFunction("AddCommandBuffer", AddCommandBuffer);
L.RegFunction("RemoveCommandBuffer", RemoveCommandBuffer);
L.RegFunction("RemoveCommandBuffers", RemoveCommandBuffers);
L.RegFunction("RemoveAllCommandBuffers", RemoveAllCommandBuffers);
L.RegFunction("GetCommandBuffers", GetCommandBuffers);
L.RegFunction("GetLights", GetLights);
L.RegFunction("New", _CreateUnityEngine_Light);
L.RegFunction("__eq", op_Equality);
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("type", get_type, set_type);
L.RegVar("color", get_color, set_color);
L.RegVar("intensity", get_intensity, set_intensity);
L.RegVar("bounceIntensity", get_bounceIntensity, set_bounceIntensity);
L.RegVar("shadows", get_shadows, set_shadows);
L.RegVar("shadowStrength", get_shadowStrength, set_shadowStrength);
L.RegVar("shadowBias", get_shadowBias, set_shadowBias);
L.RegVar("shadowNormalBias", get_shadowNormalBias, set_shadowNormalBias);
L.RegVar("shadowNearPlane", get_shadowNearPlane, set_shadowNearPlane);
L.RegVar("range", get_range, set_range);
L.RegVar("spotAngle", get_spotAngle, set_spotAngle);
L.RegVar("cookieSize", get_cookieSize, set_cookieSize);
L.RegVar("cookie", get_cookie, set_cookie);
L.RegVar("flare", get_flare, set_flare);
L.RegVar("renderMode", get_renderMode, set_renderMode);
L.RegVar("alreadyLightmapped", get_alreadyLightmapped, set_alreadyLightmapped);
L.RegVar("cullingMask", get_cullingMask, set_cullingMask);
L.RegVar("commandBufferCount", get_commandBufferCount, null);
L.EndClass();
}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:32,代码来源:UnityEngine_LightWrap.cs
示例17: Start
void Start()
{
lua = new LuaState();
lua.Start();
LuaBinder.Bind(lua);
lua.DoString(script, "TestInherit.cs");
float time = Time.realtimeSinceStartup;
for (int i = 0; i < 200000; i++)
{
Vector3 v = transform.position;
transform.position = v;
}
time = Time.realtimeSinceStartup - time;
Debugger.Log("c# Transform get set cost time: " + time);
LuaFunction func = lua.GetFunction("Test");
func.BeginPCall();
func.Push(transform);
func.PCall();
func.EndPCall();
lua.CheckTop();
lua.Dispose();
lua = null;
}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:28,代码来源:TestInherit.cs
示例18: Start
void Start ()
{
#if UNITY_5
Application.logMessageReceived += ShowTips;
#else
Application.RegisterLogCallback(ShowTips);
#endif
new LuaResLoader();
LuaState lua = new LuaState();
lua.Start();
lua.DoString(script);
LuaFunction func = lua.GetFunction("TestInt64");
func.BeginPCall();
func.PushInt64(9223372036854775807 - 789);
func.PCall();
LuaInteger64 n64 = func.CheckInteger64();
Debugger.Log("int64 return from lua is: {0}", n64);
func.EndPCall();
func.Dispose();
func = null;
lua.CheckTop();
lua.Dispose();
lua = null;
}
开发者ID:zlanr,项目名称:tolua,代码行数:26,代码来源:TestInt64.cs
示例19: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.Renderer), typeof(UnityEngine.Component));
L.RegFunction("SetPropertyBlock", SetPropertyBlock);
L.RegFunction("GetPropertyBlock", GetPropertyBlock);
L.RegFunction("GetClosestReflectionProbes", GetClosestReflectionProbes);
L.RegFunction("New", _CreateUnityEngine_Renderer);
L.RegFunction("__eq", op_Equality);
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("isPartOfStaticBatch", get_isPartOfStaticBatch, null);
L.RegVar("worldToLocalMatrix", get_worldToLocalMatrix, null);
L.RegVar("localToWorldMatrix", get_localToWorldMatrix, null);
L.RegVar("enabled", get_enabled, set_enabled);
L.RegVar("shadowCastingMode", get_shadowCastingMode, set_shadowCastingMode);
L.RegVar("receiveShadows", get_receiveShadows, set_receiveShadows);
L.RegVar("material", get_material, set_material);
L.RegVar("sharedMaterial", get_sharedMaterial, set_sharedMaterial);
L.RegVar("materials", get_materials, set_materials);
L.RegVar("sharedMaterials", get_sharedMaterials, set_sharedMaterials);
L.RegVar("bounds", get_bounds, null);
L.RegVar("lightmapIndex", get_lightmapIndex, set_lightmapIndex);
L.RegVar("realtimeLightmapIndex", get_realtimeLightmapIndex, set_realtimeLightmapIndex);
L.RegVar("lightmapScaleOffset", get_lightmapScaleOffset, set_lightmapScaleOffset);
L.RegVar("motionVectorGenerationMode", get_motionVectorGenerationMode, set_motionVectorGenerationMode);
L.RegVar("realtimeLightmapScaleOffset", get_realtimeLightmapScaleOffset, set_realtimeLightmapScaleOffset);
L.RegVar("isVisible", get_isVisible, null);
L.RegVar("lightProbeUsage", get_lightProbeUsage, set_lightProbeUsage);
L.RegVar("lightProbeProxyVolumeOverride", get_lightProbeProxyVolumeOverride, set_lightProbeProxyVolumeOverride);
L.RegVar("probeAnchor", get_probeAnchor, set_probeAnchor);
L.RegVar("reflectionProbeUsage", get_reflectionProbeUsage, set_reflectionProbeUsage);
L.RegVar("sortingLayerName", get_sortingLayerName, set_sortingLayerName);
L.RegVar("sortingLayerID", get_sortingLayerID, set_sortingLayerID);
L.RegVar("sortingOrder", get_sortingOrder, set_sortingOrder);
L.EndClass();
}
开发者ID:yuisunn,项目名称:UnityCrazy,代码行数:35,代码来源:UnityEngine_RendererWrap.cs
示例20: Lua
public Lua()
{
LuaState.loaderDelegate += luaLoader;
luaState = new LuaState();
// LuaDLL.lua_pushstdcallcfunction(luaState.L, import);
//LuaDLL.lua_setglobal(luaState.L, "using");
LuaObject.init(luaState.L);
bindAll(luaState.L);
GameObject go = new GameObject("LuaSvrProxy");
lgo = go.AddComponent<LuaSvrGameObject>();
GameObject.DontDestroyOnLoad(go);
lgo.state = luaState;
lgo.onUpdate = this.tick;
LuaTimer.reg(luaState.L);
LuaCoroutine.reg(luaState.L, lgo);
Helper.reg(luaState.L);
LuaValueType.reg(luaState.L);
LuaDLL.luaS_openextlibs(luaState.L);
/*
if (LuaDLL.lua_gettop(luaState.L) != errorReported)
{
Debug.LogError("Some function not remove temp value from lua stack. You should fix it.");
errorReported = LuaDLL.lua_gettop(luaState.L);
}
* */
}
开发者ID:hxingchh,项目名称:ME_SLua,代码行数:30,代码来源:Lua.cs
注:本文中的LuaState类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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