本文整理汇总了C++中LuaState::SetGlobal方法的典型用法代码示例。如果您正苦于以下问题:C++ LuaState::SetGlobal方法的具体用法?C++ LuaState::SetGlobal怎么用?C++ LuaState::SetGlobal使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LuaState
的用法示例。
在下文中一共展示了LuaState::SetGlobal方法的2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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: LoadGameLibrary
void LoadGameLibrary(LuaState &state) {
state.SetGlobal("ChunkWidth", ChunkWidth);
state.SetGlobal("ChunkHeight", ChunkHeight);
state.SetGlobal("ChunkLength", ChunkLength);
state.GetGlobalNamespace()
.beginClass<Dimension>("Dimension")
.addFunction("GetBlock", &Dimension::GetBlockByCoord)
.addFunction("IsSolidBlock", &Dimension::IsSolidBlock)
.endClass()
.beginClass<Chunk>("Chunk")
.addFunction("GetBlock", &Chunk::GetBlock)
.addFunction("IsSolidBlock", &Chunk::IsSolidBlock)
.addFunction("GetDimension", &Chunk::GetDimension)
.addFunction("GetX", &Chunk::GetX)
.addFunction("GetZ", &Chunk::GetZ)
.endClass()
.beginClass<Block>("Block")
.addFunction("GetX", &Block::GetX)
.addFunction("GetY", &Block::GetY)
.addFunction("GetZ", &Block::GetZ)
.addFunction("GetAbsX", &Block::GetAbsoluteX)
.addFunction("GetAbsZ", &Block::GetAbsoluteZ)
.addFunction("IsSolid", &Block::IsSolid)
.addFunction("GetChunk", &Block::GetChunk)
.endClass()
.beginClass<Entity>("Entity")
.addFunction("GetPosition", &Entity::GetPosition)
.addFunction("GetRotation", &Entity::GetRotation)
.addFunction("SetPosition", &Entity::SetPosition)
.addFunction("SetRotation", &Entity::SetRotation)
.endClass()
.beginClass<TextureAtlas<TEXTURE_ATLAS_BLOCK>>("BlockTexture")
.addStaticFunction("GetTexCoord", &TextureAtlas<TEXTURE_ATLAS_BLOCK>::GetTextureCoords)
;
}
示例2: LoadGameLibraries
/** Loads game libraries for a given state */
void shootergame::LoadGameLibraries(LuaState &state) {
// Add game folders
state["game_folder"] = Game::Current()->GetGameFolder().GetPath().c_str();
state["model_folder"] = Game::Current()->GetModelFolder().GetPath().c_str();
state["shader_folder"] = Game::Current()->GetShaderFolder().GetPath().c_str();
state["script_folder"] = Game::Current()->GetScriptFolder().GetPath().c_str();
state["texture_folder"] = Game::Current()->GetTextureFolder().GetPath().c_str();
// Add some other stuff
state.SetGlobal("display", Game::Current()->GetDevice()->GetDisplay());
state.SetGlobal("scene_manager", Game::Current()->GetDevice()->GetSceneManager());
// Register some stuff for Lua
LoadUtilLibrary(state);
LoadGameLibrary(state);
}