本文整理汇总了C#中ILuaState.PushNumber方法的典型用法代码示例。如果您正苦于以下问题:C# ILuaState.PushNumber方法的具体用法?C# ILuaState.PushNumber怎么用?C# ILuaState.PushNumber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ILuaState
的用法示例。
在下文中一共展示了ILuaState.PushNumber方法的15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: WidgetReadOper
protected override bool WidgetReadOper(ILuaState lua, string key)
{
switch (key)
{
case "speed":
lua.PushNumber(_speed);
return true;
case "dwMMethod":
lua.PushInteger(_dwMMethod);
return true;
case "bMoving":
lua.PushBoolean(_bMoving);
return true;
case "fUpdateInterval":
lua.PushNumber(_fUpdateInterval);
return true;
case "fAnimSpeed":
if (_animator)
{
lua.PushNumber(_animator.speed);
}
else
{
lua.PushNumber(0);
}
return true;
}
return base.WidgetReadOper(lua, key);
}
示例2: WidgetReadOper
protected override bool WidgetReadOper(ILuaState lua, string key)
{
switch (key)
{
case "name":
lua.PushString(gameObject.name);
break;
case "fDir":
lua.PushNumber(transform.localEulerAngles.y);
break;
case "position":
Vector3ToStack(lua, transform.position);
break;
case "localPosition":
Vector3ToStack(lua, transform.localPosition);
break;
case "localRotate":
Vector3ToStack(lua, transform.localEulerAngles);
break;
case "localScale":
Vector3ToStack(lua, transform.localScale);
break;
case "ambientLight":
ColorToStack(lua, RenderSettings.ambientLight);
break;
case "ambientIntensity":
#if UNITY_4_6
lua.PushNumber(1.0);
#else
lua.PushNumber(RenderSettings.ambientIntensity);
#endif
break;
case "fog":
lua.PushBoolean(RenderSettings.fog);
break;
case "fogColor":
ColorToStack(lua, RenderSettings.fogColor);
break;
case "fogDensity":
lua.PushNumber(RenderSettings.fogDensity);
break;
case "fogEndDistance":
lua.PushNumber(RenderSettings.fogEndDistance);
break;
case "fogMode":
lua.PushInteger((int)RenderSettings.fogMode);
break;
case "fogStartDistance":
lua.PushNumber(RenderSettings.fogStartDistance);
break;
default:
return false;
}
return true;
}
示例3: OpenLib
public static int OpenLib( ILuaState lua )
{
NameFuncPair[] define = new NameFuncPair[]
{
new NameFuncPair( "abs", Math_Abs ),
new NameFuncPair( "acos", Math_Acos ),
new NameFuncPair( "asin", Math_Asin ),
new NameFuncPair( "atan2", Math_Atan2 ),
new NameFuncPair( "atan", Math_Atan ),
new NameFuncPair( "ceil", Math_Ceil ),
new NameFuncPair( "cosh", Math_Cosh ),
new NameFuncPair( "cos", Math_Cos ),
new NameFuncPair( "deg", Math_Deg ),
new NameFuncPair( "exp", Math_Exp ),
new NameFuncPair( "floor", Math_Floor ),
new NameFuncPair( "fmod", Math_Fmod ),
new NameFuncPair( "frexp", Math_Frexp ),
new NameFuncPair( "ldexp", Math_Ldexp ),
new NameFuncPair( "log10", Math_Log10 ),
new NameFuncPair( "log", Math_Log ),
new NameFuncPair( "max", Math_Max ),
new NameFuncPair( "min", Math_Min ),
new NameFuncPair( "modf", Math_Modf ),
new NameFuncPair( "pow", Math_Pow ),
new NameFuncPair( "rad", Math_Rad ),
new NameFuncPair( "random", Math_Random ),
new NameFuncPair( "randomseed", Math_RandomSeed ),
new NameFuncPair( "sinh", Math_Sinh ),
new NameFuncPair( "sin", Math_Sin ),
new NameFuncPair( "sqrt", Math_Sqrt ),
new NameFuncPair( "tanh", Math_Tanh ),
new NameFuncPair( "tan", Math_Tan ),
};
lua.L_NewLib( define );
lua.PushNumber( Math.PI );
lua.SetField( -2, "pi" );
lua.PushNumber( Double.MaxValue );
lua.SetField( -2, "huge" );
RandObj = new Random();
return 1;
}
示例4: B_CollectGarbage
public static int B_CollectGarbage( ILuaState lua )
{
// not implement gc
string opt = lua.L_OptString( 1, "collect" );
switch( opt )
{
case "count":
lua.PushNumber( 0 );
lua.PushNumber( 0 );
return 2;
case "step":
case "isrunning":
lua.PushBoolean( true );
return 1;
default:
lua.PushInteger( 0 );
return 1;
}
}
示例5: TBL_MaxN
private static int TBL_MaxN( ILuaState lua )
{
double max = 0.0;
lua.L_CheckType( 1, LuaType.LUA_TTABLE );
lua.PushNil(); // first key
while( lua.Next(1) )
{
lua.Pop( 1 ); // remove value
if( lua.Type( -1 ) == LuaType.LUA_TNUMBER ) {
double v = lua.ToNumber( -1 );
if( v > max ) max = v;
}
}
lua.PushNumber( max );
return 1;
}
示例6: WidgetReadOper
protected override bool WidgetReadOper(ILuaState lua, string key)
{
switch (key)
{
case "onFinish":
if (m_pfnFinish != 0)
{
//lua.RawGetRegistry(m_pfnFinish);
}
return true;
case "bDestroyOnFinish":
lua.PushBoolean(m_bDestroyOnFinish);
return true;
case "finishTime":
lua.PushNumber(m_fEffectTime);
return true;
}
return base.WidgetReadOper(lua, key);
}
示例7: Math_Rad
private static int Math_Rad( ILuaState lua )
{
lua.PushNumber( lua.L_CheckNumber(1) * RADIANS_PER_DEGREE );
return 1;
}
示例8: Math_Modf
private static int Math_Modf( ILuaState lua )
{
double d = lua.L_CheckNumber(1);
double c = Math.Ceiling(d);
lua.PushNumber( c );
lua.PushNumber( d-c );
return 2;
}
示例9: Math_Pow
private static int Math_Pow( ILuaState lua )
{
lua.PushNumber( Math.Pow( lua.L_CheckNumber(1),
lua.L_CheckNumber(2)));
return 1;
}
示例10: Math_Log
private static int Math_Log( ILuaState lua )
{
double x = lua.L_CheckNumber(1);
double res;
if( lua.IsNoneOrNil(2) )
res = Math.Log(x);
else
{
double logBase = lua.L_CheckNumber(2);
if( logBase == 10.0 )
res = Math.Log10(x);
else
res = Math.Log(x, logBase);
}
lua.PushNumber(res);
return 1;
}
示例11: Math_Min
private static int Math_Min( ILuaState lua )
{
int n = lua.GetTop();
double dmin = lua.L_CheckNumber(1);
for( int i=2; i<=n; ++i )
{
double d = lua.L_CheckNumber(i);
if( d < dmin )
dmin = d;
}
lua.PushNumber(dmin);
return 1;
}
示例12: Math_Tanh
private static int Math_Tanh( ILuaState lua )
{
lua.PushNumber( Math.Tanh( lua.L_CheckNumber(1) ) );
return 1;
}
示例13: ImportProperty
public void ImportProperty(ILuaState lua, int dwIndex)
{
_listCtrl.Clear();
lua.PushValue(dwIndex);
int len = lua.L_Len(-1);
for (int i = 1; i <= len; i++)
{
lua.PushNumber(i);
lua.GetTable(-2);
lua.PushString("event");
lua.GetTable(-2);
string eventName = lua.L_CheckString(-1);
lua.Pop(1);
StoryBaseCtrl objCtrl = InstanceEventCtrl(eventName);
if (objCtrl != null)
{
objCtrl.ImportProperty(lua, -1);
objCtrl.ModInfo();
}
else
{
Debug.LogWarning("InstanceEventCtrl objCtrl is null " + eventName);
}
lua.Pop(1);
Add(objCtrl);
}
lua.Pop(1);
}
示例14: Math_Frexp
private static int Math_Frexp( ILuaState lua )
{
double d = lua.L_CheckNumber(1);
// Translate the double into sign, exponent and mantissa.
long bits = BitConverter.DoubleToInt64Bits(d);
// Note that the shift is sign-extended, hence the test against -1 not 1
bool negative = (bits < 0);
int exponent = (int) ((bits >> 52) & 0x7ffL);
long mantissa = bits & 0xfffffffffffffL;
// Subnormal numbers; exponent is effectively one higher,
// but there's no extra normalisation bit in the mantissa
if (exponent==0)
{
exponent++;
}
// Normal numbers; leave exponent as it is but add extra
// bit to the front of the mantissa
else
{
mantissa = mantissa | (1L<<52);
}
// Bias the exponent. It's actually biased by 1023, but we're
// treating the mantissa as m.0 rather than 0.m, so we need
// to subtract another 52 from it.
exponent -= 1075;
if (mantissa == 0)
{
lua.PushNumber( 0.0 );
lua.PushNumber( 0.0 );
return 2;
}
/* Normalize */
while((mantissa & 1) == 0)
{ /* i.e., Mantissa is even */
mantissa >>= 1;
exponent++;
}
double m = (double)mantissa;
double e = (double)exponent;
while( m >= 1 )
{
m /= 2.0;
e += 1.0;
}
if( negative ) m = -m;
lua.PushNumber( m );
lua.PushNumber( e );
return 2;
}
示例15: Math_Ceil
private static int Math_Ceil( ILuaState lua )
{
lua.PushNumber( Math.Ceiling( lua.L_CheckNumber(1) ) );
return 1;
}