本文整理汇总了C#中ILuaState.PushValue方法的典型用法代码示例。如果您正苦于以下问题:C# ILuaState.PushValue方法的具体用法?C# ILuaState.PushValue怎么用?C# ILuaState.PushValue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.PushValue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: CreateMetaTable
private static void CreateMetaTable( ILuaState lua )
{
lua.CreateTable(0, 1); // table to be metatable for strings
lua.PushString( "" ); // dummy string
lua.PushValue( -2 ); // copy table
lua.SetMetaTable( -2 ); // set table as metatable for strings
lua.Pop( 1 );
lua.PushValue( -2 ); // get string library
lua.SetField( -2, "__index" ); // metatable.__index = string
lua.Pop( 1 ); // pop metatable
}
示例2: WidgetWriteOper
protected override bool WidgetWriteOper(ILuaState lua, string key)
{
switch (key)
{
case "onFinish":
{
//lua.L_UnrefRegistry(ref m_pfnFinish);
if (lua.Type(3) != LuaType.LUA_TFUNCTION)
{
return true;
}
lua.PushValue(3);
m_pfnFinish = lua.L_Ref(LuaDef.LUA_REGISTRYINDEX);
}
return true;
case "bDestroyOnFinish":
m_bDestroyOnFinish = lua.ToBoolean(3);
return true;
case "finishTime":
m_fEffectTime = (float)lua.ToNumber(3);
return true;
}
return base.WidgetWriteOper(lua, key);
}
示例3: CO_Create
private static int CO_Create( ILuaState lua )
{
lua.L_CheckType( 1, LuaType.LUA_TFUNCTION );
ILuaState newLua = lua.NewThread();
lua.PushValue( 1 ); // move function to top
lua.XMove( newLua, 1 ); // move function from lua to newLua
return 1;
}
示例4: B_Error
public static int B_Error( ILuaState lua )
{
int level = lua.L_OptInt( 2, 1 );
lua.SetTop( 1 );
if( lua.IsString( 1 ) && level > 0 )
{
lua.L_Where( level );
lua.PushValue( 1 );
lua.Concat( 2 );
}
return lua.Error();
}
示例5: addreturn
/*
** Try to compile line on the stack as 'return <line>'; on return, stack
** has either compiled chunk or original line (if compilation failed).
*/
static LuaStatus addreturn(ILuaState L)
{
LuaStatus status;
int len; string line;
L.PushLiteral("return ");
L.PushValue(-2); /* duplicate line */
L.Concat(2); /* new line is "return ..." */
line = L.ToLString(-1, out len);
if ((status = L.LoadBuffer(line, len, "=stdin")) == LuaStatus.OK)
{
L.Remove(-3); /* remove original line */
//line += sizeof("return")/sizeof(char); /* remove 'return' for history */
line = line.Substring("return".Length);
if (!String.IsNullOrEmpty(line)) /* non empty? */
lua_saveline(L, line); /* keep history */
}
else
L.Pop(2); /* remove result from 'luaL_loadbuffer' and new line */
return status;
}
示例6: SerializeTable
/// <summary>
/// 将Table序列化成为字符串写入文件
/// </summary>
public string SerializeTable(ILuaState _fileLua, int index)
{
//获取LibCore中_SerializeTable函数,然后串行化table, 以后要重写,从而不依赖LibCore(因为有在非运行状态下获取内容)
if (_fileLua.Type(index) != LuaType.LUA_TTABLE)
{
Debug.LogWarning("LuaExport:SerializeTable param must a table.. please check");
return "";
}
int dwStackIndex = _fileLua.GetTop();
_fileLua.PushValue(index);
_fileLua.GetGlobal("_SerializeTable");
_fileLua.Insert(-2);
_fileLua.PushBoolean(false);
if (_fileLua.PCall(2, 1, 0) != 0)
{
Debug.LogWarning(_fileLua.ToString(-1) + " in SerializeTable");
_fileLua.Pop(-1);
return "";
}
string szResult = _fileLua.ToString(-1);
//Debug.Log(m_szResult);
_fileLua.Pop(1);
if (dwStackIndex != _fileLua.GetTop())
Debug.LogWarning("LuaExport:SerializeTable stack Exception:start=" + dwStackIndex + " end=" + _fileLua.GetTop());
return szResult;
}
示例7: GetVector2
/// <summary>
///
/// </summary>
public static Vector3 GetVector2(ILuaState lua, int dwIndex)
{
Vector2 v = Vector2.zero;
lua.PushValue(dwIndex);
lua.PushString("x");
lua.GetTable(-2);
v.x = (float)lua.ToNumber(-1);
lua.Pop(1);
lua.PushString("y");
lua.GetTable(-2);
v.y = (float)lua.ToNumber(-1);
lua.Pop(1);
lua.Pop(1);
return v;
}
示例8: AuxSort
private static void AuxSort( ILuaState lua, int l, int u )
{
while( l < u ) // for tail recursion
{
// sort elements a[l], a[(l+u)/2] and a[u]
lua.RawGetI( 1, l );
lua.RawGetI( 1, u );
if( SortComp( lua, -1, -2 ) ) // a[u] < a[l]?
Set2( lua, l, u );
else
lua.Pop( 2 );
if( u-l == 1 ) break; // only 2 elements
int i = (l+u) / 2;
lua.RawGetI( 1, i );
lua.RawGetI( 1, l );
if( SortComp( lua, -2, -1 ) ) // a[i] < a[l]?
Set2( lua, i, l );
else
{
lua.Pop( 1 ); // remove a[l]
lua.RawGetI( 1, u );
if( SortComp( lua, -1, -2 ) ) // a[u] < a[i]?
Set2( lua, i, u );
else
lua.Pop( 2 );
}
if( u-l == 2 ) break; // only 3 arguments
lua.RawGetI( 1, i ); // Pivot
lua.PushValue( -1 );
lua.RawGetI( 1, u-1 );
Set2(lua, i, u-1);
/* a[l] <= P == a[u-1] <= a[u], only need to sort from l+1 to u-2 */
i = l;
int j = u-1;
for (;;) { /* invariant: a[l..i] <= P <= a[j..u] */
/* repeat ++i until a[i] >= P */
lua.RawGetI( 1, ++i );
while( SortComp(lua, -1, -2) )
{
if (i>=u) lua.L_Error( "invalid order function for sorting" );
lua.Pop(1); /* remove a[i] */
lua.RawGetI( 1, ++i );
}
/* repeat --j until a[j] <= P */
lua.RawGetI( 1, --j );
while ( SortComp(lua, -3, -1) ) {
if (j<=l) lua.L_Error( "invalid order function for sorting" );
lua.Pop(1); /* remove a[j] */
lua.RawGetI( 1, --j );
}
if (j<i) {
lua.Pop(3); /* pop pivot, a[i], a[j] */
break;
}
Set2(lua, i, j);
}
lua.RawGetI( 1, u-1 );
lua.RawGetI( 1, i );
Set2(lua, u-1, i); /* swap pivot (a[u-1]) with a[i] */
/* a[l..i-1] <= a[i] == P <= a[i+1..u] */
/* adjust so that smaller half is in [j..i] and larger one in [l..u] */
if (i-l < u-i) {
j=l; i=i-1; l=i+2;
}
else {
j=i+1; i=u; u=j-2;
}
AuxSort(lua, j, i); /* call recursively the smaller one */
} /* repeat the routine for the larger one */
}
示例9: 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10: GetKeyframe
public static Keyframe GetKeyframe(ILuaState lua, int index)
{
Keyframe key = new Keyframe();
lua.PushValue(index);
lua.PushString("time");
lua.GetTable(-2);
key.time = (float)lua.ToNumber(-1);
lua.Pop(1);
lua.PushString("value");
lua.GetTable(-2);
key.value = (float)lua.ToNumber(-1);
lua.Pop(1);
lua.PushString("inTangent");
lua.GetTable(-2);
key.inTangent = (float)lua.ToNumber(-1);
lua.Pop(1);
lua.PushString("outTangent");
lua.GetTable(-2);
key.outTangent = (float)lua.ToNumber(-1);
lua.Pop(1);
lua.Pop(1);
return key;
}
示例11: MoveControllerAdaptHasHTable
// zsy add
private Hashtable MoveControllerAdaptHasHTable(ILuaState lua)
{
LuaObjWithCallFun callBackFun = new LuaObjWithCallFun();
//print("*********** state len" + lua.GetTop());
Hashtable hashTable = new Hashtable();
lua.PushValue(3);
lua.PushNil();
while (lua.Next(-2))
{
string key = lua.L_CheckString(-2);
switch (key)
{
case "animation":
{
Hashtable animation = new Hashtable();
lua.PushValue(-1);
lua.PushNil();
float value = 0;
string strtype = "ease";
bool blean = true;
while (lua.Next(-2))
{
string childkey = lua.L_CheckString(-2);
switch (childkey)
{
case "onstart":
{
if (lua.Type(-1) == LuaType.LUA_TFUNCTION)
{
lua.PushValue(-1);
callBackFun.dwStartFun = lua.L_Ref(LuaDef.LUA_REGISTRYINDEX);
animation.Add(childkey, childkey);
}
break;
}
case "onupdate":
{
if (lua.Type(-1) == LuaType.LUA_TFUNCTION)
{
lua.PushValue(-1);
callBackFun.dwUpdateFun = lua.L_Ref(LuaDef.LUA_REGISTRYINDEX);
animation.Add(childkey, childkey);
}
break;
}
case "oncomplete":
{
if (lua.Type(-1) == LuaType.LUA_TFUNCTION)
{
lua.PushValue(-1);
callBackFun.dwConpleteFun = lua.L_Ref(LuaDef.LUA_REGISTRYINDEX);
animation.Add(childkey, childkey);
}
break;
}
default:
switch (lua.Type(-1))
{
case LuaType.LUA_TNUMBER:
value = (float)lua.L_CheckNumber(-1);
animation.Add(childkey, value);
break;
case LuaType.LUA_TBOOLEAN:
blean = lua.ToBoolean(-1);
animation.Add(childkey, blean);
break;
case LuaType.LUA_TSTRING:
strtype = lua.L_CheckString(-1);
animation.Add(childkey, strtype);
break;
default:
break;
}
break;
}
lua.Pop(1);
}
lua.Pop(1);
if (callBackFun.dwConpleteFun != 0)
{
animation.Add("oncompleteparams", callBackFun);
}
if (callBackFun.dwStartFun != 0)
{
animation.Add("onstartparams", callBackFun);
}
if (callBackFun.dwUpdateFun != 0)
{
animation.Add("onupdateparams", callBackFun);
}
animation.Add("onstarttarget", gameObject);
//.........这里部分代码省略.........
示例12: B_LoadFile
public static int B_LoadFile( ILuaState lua )
{
string fname = lua.L_OptString( 1, null );
string mode = lua.L_OptString( 2, null );
bool env = ! lua.IsNone( 3 );
var status = lua.L_LoadFileX( fname, mode );
if( status != ThreadStatus.LUA_OK && env )
{
lua.PushValue( 3 );
lua.SetUpvalue( -2, 1 ); // put before error message
return 2;
}
return LoadAux( lua, status );
}
示例13: ImportProperty
public void ImportProperty(ILuaState lua, int index)
{
lua.PushValue(index);
lua.PushNil();
while(lua.Next(-2))
{
int key = lua.L_CheckInteger(-2);
StoryShotCtrl shotctrl = _shots[key-1];
shotctrl.ImportProperty(lua, -1);
lua.Pop(1);
}
lua.Pop(1);
}
示例14: ImportProperty
public virtual void ImportProperty(ILuaState lua, int index)
{
bool bFlag = false;
lua.PushValue(index);
lua.PushNil();
while (lua.Next(-2))
{
string key = lua.L_CheckString(-2);
bFlag = WidgetWriteOper(lua, key);
if (bFlag == false)
Debug.LogWarning(luaName + " can't write key:" + key + " please check....");
lua.Pop(1);
}
lua.Pop(1);
}
示例15: CreateSearchersTable
private static void CreateSearchersTable( ILuaState lua )
{
CSharpFunctionDelegate[] searchers = new CSharpFunctionDelegate[]
{
SearcherPreload,
SearcherLua,
};
lua.CreateTable( searchers.Length, 0 );
for( int i=0; i<searchers.Length; ++i )
{
lua.PushValue( -2 ); // set `package' as upvalue for all searchers
lua.PushCSharpClosure( searchers[i], 1 );
lua.RawSetI( -2, i+1 );
}
}