本文整理汇总了C#中LuaState.BeginClass方法的典型用法代码示例。如果您正苦于以下问题:C# LuaState.BeginClass方法的具体用法?C# LuaState.BeginClass怎么用?C# LuaState.BeginClass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.BeginClass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: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.UI.Slider.SliderEvent), typeof(UnityEngine.Events.UnityEvent<float>));
L.RegFunction("New", _CreateUnityEngine_UI_Slider_SliderEvent);
L.RegFunction("__tostring", ToLua.op_ToString);
L.EndClass();
}
示例2: 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();
}
示例3: 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();
}
示例4: 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();
}
示例5: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.RenderTexture), typeof(UnityEngine.Texture));
L.RegFunction("GetTemporary", GetTemporary);
L.RegFunction("ReleaseTemporary", ReleaseTemporary);
L.RegFunction("Create", Create);
L.RegFunction("Release", Release);
L.RegFunction("IsCreated", IsCreated);
L.RegFunction("DiscardContents", DiscardContents);
L.RegFunction("MarkRestoreExpected", MarkRestoreExpected);
L.RegFunction("GenerateMips", GenerateMips);
L.RegFunction("GetNativeDepthBufferPtr", GetNativeDepthBufferPtr);
L.RegFunction("SetGlobalShaderProperty", SetGlobalShaderProperty);
L.RegFunction("SupportsStencil", SupportsStencil);
L.RegFunction("New", _CreateUnityEngine_RenderTexture);
L.RegFunction("__eq", op_Equality);
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("width", get_width, set_width);
L.RegVar("height", get_height, set_height);
L.RegVar("depth", get_depth, set_depth);
L.RegVar("isPowerOfTwo", get_isPowerOfTwo, set_isPowerOfTwo);
L.RegVar("sRGB", get_sRGB, null);
L.RegVar("format", get_format, set_format);
L.RegVar("useMipMap", get_useMipMap, set_useMipMap);
L.RegVar("autoGenerateMips", get_autoGenerateMips, set_autoGenerateMips);
L.RegVar("dimension", get_dimension, set_dimension);
L.RegVar("volumeDepth", get_volumeDepth, set_volumeDepth);
L.RegVar("antiAliasing", get_antiAliasing, set_antiAliasing);
L.RegVar("enableRandomWrite", get_enableRandomWrite, set_enableRandomWrite);
L.RegVar("colorBuffer", get_colorBuffer, null);
L.RegVar("depthBuffer", get_depthBuffer, null);
L.RegVar("active", get_active, set_active);
L.EndClass();
}
示例6: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.UI.Toggle.ToggleEvent), typeof(UnityEngine.Events.UnityEvent<bool>));
L.RegFunction("New", _CreateUnityEngine_UI_Toggle_ToggleEvent);
L.RegFunction("__tostring", ToLua.op_ToString);
L.EndClass();
}
示例7: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.Sprite), typeof(UnityEngine.Object));
L.RegFunction("Create", Create);
L.RegFunction("OverrideGeometry", OverrideGeometry);
L.RegFunction("New", _CreateUnityEngine_Sprite);
L.RegFunction("__eq", op_Equality);
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("bounds", get_bounds, null);
L.RegVar("rect", get_rect, null);
L.RegVar("pixelsPerUnit", get_pixelsPerUnit, null);
L.RegVar("texture", get_texture, null);
L.RegVar("associatedAlphaSplitTexture", get_associatedAlphaSplitTexture, null);
L.RegVar("textureRect", get_textureRect, null);
L.RegVar("textureRectOffset", get_textureRectOffset, null);
L.RegVar("packed", get_packed, null);
L.RegVar("packingMode", get_packingMode, null);
L.RegVar("packingRotation", get_packingRotation, null);
L.RegVar("pivot", get_pivot, null);
L.RegVar("border", get_border, null);
L.RegVar("vertices", get_vertices, null);
L.RegVar("triangles", get_triangles, null);
L.RegVar("uv", get_uv, null);
L.EndClass();
}
示例8: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.Shader), typeof(UnityEngine.Object));
L.RegFunction("Find", Find);
L.RegFunction("EnableKeyword", EnableKeyword);
L.RegFunction("DisableKeyword", DisableKeyword);
L.RegFunction("IsKeywordEnabled", IsKeywordEnabled);
L.RegFunction("SetGlobalColor", SetGlobalColor);
L.RegFunction("SetGlobalVector", SetGlobalVector);
L.RegFunction("SetGlobalFloat", SetGlobalFloat);
L.RegFunction("SetGlobalInt", SetGlobalInt);
L.RegFunction("SetGlobalTexture", SetGlobalTexture);
L.RegFunction("SetGlobalMatrix", SetGlobalMatrix);
L.RegFunction("SetGlobalBuffer", SetGlobalBuffer);
L.RegFunction("PropertyToID", PropertyToID);
L.RegFunction("WarmupAllShaders", WarmupAllShaders);
L.RegFunction("New", _CreateUnityEngine_Shader);
L.RegFunction("__eq", op_Equality);
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("isSupported", get_isSupported, null);
L.RegVar("maximumLOD", get_maximumLOD, set_maximumLOD);
L.RegVar("globalMaximumLOD", get_globalMaximumLOD, set_globalMaximumLOD);
L.RegVar("renderQueue", get_renderQueue, null);
L.EndClass();
}
示例9: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(Array), typeof(System.Object));
L.RegFunction(".geti", get_Item);
L.RegFunction(".seti", set_Item);
L.RegFunction("ToTable", ToTable);
L.RegFunction("GetLength", GetLength);
L.RegFunction("GetLongLength", GetLongLength);
L.RegFunction("GetLowerBound", GetLowerBound);
L.RegFunction("GetValue", GetValue);
L.RegFunction("SetValue", SetValue);
L.RegFunction("GetEnumerator", GetEnumerator);
L.RegFunction("GetUpperBound", GetUpperBound);
L.RegFunction("CreateInstance", CreateInstance);
L.RegFunction("BinarySearch", BinarySearch);
L.RegFunction("Clear", Clear);
L.RegFunction("Clone", Clone);
L.RegFunction("Copy", Copy);
L.RegFunction("IndexOf", IndexOf);
L.RegFunction("Initialize", Initialize);
L.RegFunction("LastIndexOf", LastIndexOf);
L.RegFunction("Reverse", Reverse);
L.RegFunction("Sort", Sort);
L.RegFunction("CopyTo", CopyTo);
L.RegFunction("ConstrainedCopy", ConstrainedCopy);
L.RegFunction("__tostring", Lua_ToString);
L.RegVar("Length", get_Length, null);
L.RegVar("LongLength", get_LongLength, null);
L.RegVar("Rank", get_Rank, null);
L.RegVar("IsSynchronized", get_IsSynchronized, null);
L.RegVar("SyncRoot", get_SyncRoot, null);
L.RegVar("IsFixedSize", get_IsFixedSize, null);
L.RegVar("IsReadOnly", get_IsReadOnly, null);
L.EndClass();
}
示例10: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.UI.Button.ButtonClickedEvent), typeof(UnityEngine.Events.UnityEvent));
L.RegFunction("New", _CreateUnityEngine_UI_Button_ButtonClickedEvent);
L.RegFunction("__tostring", ToLua.op_ToString);
L.EndClass();
}
示例11: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.EventSystems.PointerEventData), typeof(UnityEngine.EventSystems.BaseEventData));
L.RegFunction("IsPointerMoving", IsPointerMoving);
L.RegFunction("IsScrolling", IsScrolling);
L.RegFunction("ToString", ToString);
L.RegFunction("New", _CreateUnityEngine_EventSystems_PointerEventData);
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("hovered", get_hovered, set_hovered);
L.RegVar("pointerEnter", get_pointerEnter, set_pointerEnter);
L.RegVar("lastPress", get_lastPress, null);
L.RegVar("rawPointerPress", get_rawPointerPress, set_rawPointerPress);
L.RegVar("pointerDrag", get_pointerDrag, set_pointerDrag);
L.RegVar("pointerCurrentRaycast", get_pointerCurrentRaycast, set_pointerCurrentRaycast);
L.RegVar("pointerPressRaycast", get_pointerPressRaycast, set_pointerPressRaycast);
L.RegVar("eligibleForClick", get_eligibleForClick, set_eligibleForClick);
L.RegVar("pointerId", get_pointerId, set_pointerId);
L.RegVar("position", get_position, set_position);
L.RegVar("delta", get_delta, set_delta);
L.RegVar("pressPosition", get_pressPosition, set_pressPosition);
L.RegVar("clickTime", get_clickTime, set_clickTime);
L.RegVar("clickCount", get_clickCount, set_clickCount);
L.RegVar("scrollDelta", get_scrollDelta, set_scrollDelta);
L.RegVar("useDragThreshold", get_useDragThreshold, set_useDragThreshold);
L.RegVar("dragging", get_dragging, set_dragging);
L.RegVar("button", get_button, set_button);
L.RegVar("enterEventCamera", get_enterEventCamera, null);
L.RegVar("pressEventCamera", get_pressEventCamera, null);
L.RegVar("pointerPress", get_pointerPress, set_pointerPress);
L.EndClass();
}
示例12: 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();
}
示例13: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.UI.Image), typeof(UnityEngine.UI.MaskableGraphic));
L.RegFunction("OnBeforeSerialize", OnBeforeSerialize);
L.RegFunction("OnAfterDeserialize", OnAfterDeserialize);
L.RegFunction("SetNativeSize", SetNativeSize);
L.RegFunction("CalculateLayoutInputHorizontal", CalculateLayoutInputHorizontal);
L.RegFunction("CalculateLayoutInputVertical", CalculateLayoutInputVertical);
L.RegFunction("IsRaycastLocationValid", IsRaycastLocationValid);
L.RegFunction("__eq", op_Equality);
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("sprite", get_sprite, set_sprite);
L.RegVar("overrideSprite", get_overrideSprite, set_overrideSprite);
L.RegVar("type", get_type, set_type);
L.RegVar("preserveAspect", get_preserveAspect, set_preserveAspect);
L.RegVar("fillCenter", get_fillCenter, set_fillCenter);
L.RegVar("fillMethod", get_fillMethod, set_fillMethod);
L.RegVar("fillAmount", get_fillAmount, set_fillAmount);
L.RegVar("fillClockwise", get_fillClockwise, set_fillClockwise);
L.RegVar("fillOrigin", get_fillOrigin, set_fillOrigin);
L.RegVar("alphaHitTestMinimumThreshold", get_alphaHitTestMinimumThreshold, set_alphaHitTestMinimumThreshold);
L.RegVar("defaultETC1GraphicMaterial", get_defaultETC1GraphicMaterial, null);
L.RegVar("mainTexture", get_mainTexture, null);
L.RegVar("hasBorder", get_hasBorder, null);
L.RegVar("pixelsPerUnit", get_pixelsPerUnit, null);
L.RegVar("material", get_material, set_material);
L.RegVar("minWidth", get_minWidth, null);
L.RegVar("preferredWidth", get_preferredWidth, null);
L.RegVar("flexibleWidth", get_flexibleWidth, null);
L.RegVar("minHeight", get_minHeight, null);
L.RegVar("preferredHeight", get_preferredHeight, null);
L.RegVar("flexibleHeight", get_flexibleHeight, null);
L.RegVar("layoutPriority", get_layoutPriority, null);
L.EndClass();
}
示例14: 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15: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.Rect), null);
L.RegFunction("MinMaxRect", MinMaxRect);
L.RegFunction("Set", Set);
L.RegFunction("ToString", ToString);
L.RegFunction("Contains", Contains);
L.RegFunction("Overlaps", Overlaps);
L.RegFunction("NormalizedToPoint", NormalizedToPoint);
L.RegFunction("PointToNormalized", PointToNormalized);
L.RegFunction("GetHashCode", GetHashCode);
L.RegFunction("Equals", Equals);
L.RegFunction("New", _CreateUnityEngine_Rect);
L.RegFunction("__eq", op_Equality);
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("x", get_x, set_x);
L.RegVar("y", get_y, set_y);
L.RegVar("position", get_position, set_position);
L.RegVar("center", get_center, set_center);
L.RegVar("min", get_min, set_min);
L.RegVar("max", get_max, set_max);
L.RegVar("width", get_width, set_width);
L.RegVar("height", get_height, set_height);
L.RegVar("size", get_size, set_size);
L.RegVar("xMin", get_xMin, set_xMin);
L.RegVar("yMin", get_yMin, set_yMin);
L.RegVar("xMax", get_xMax, set_xMax);
L.RegVar("yMax", get_yMax, set_yMax);
L.EndClass();
}