当前位置: 首页>>代码示例>>C#>>正文


C# LuaState.EndClass方法代码示例

本文整理汇总了C#中LuaState.EndClass方法的典型用法代码示例。如果您正苦于以下问题:C# LuaState.EndClass方法的具体用法?C# LuaState.EndClass怎么用?C# LuaState.EndClass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LuaState的用法示例。


在下文中一共展示了LuaState.EndClass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();
 }
开发者ID:yuisunn,项目名称:UnityCrazy,代码行数:7,代码来源:UnityEngine_UI_Slider_SliderEventWrap.cs

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();
 }
开发者ID:youxibuhaowana,项目名称:01ulua,代码行数:32,代码来源:UnityEngine_AnimationWrap.cs

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();
 }
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();
	}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:28,代码来源:ByteBufferWrap.cs

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();
 }
开发者ID:yuisunn,项目名称:UnityCrazy,代码行数:34,代码来源:UnityEngine_RenderTextureWrap.cs

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();
 }
开发者ID:yuisunn,项目名称:UnityCrazy,代码行数:7,代码来源:UnityEngine_UI_Toggle_ToggleEventWrap.cs

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();
	}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:25,代码来源:UnityEngine_SpriteWrap.cs

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();
	}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:25,代码来源:UnityEngine_ShaderWrap.cs

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();
 }
开发者ID:Xiaogang310,项目名称:LuaFramework_NGUI,代码行数:35,代码来源:System_ArrayWrap.cs

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();
 }
开发者ID:yuisunn,项目名称:UnityCrazy,代码行数:7,代码来源:UnityEngine_UI_Button_ButtonClickedEventWrap.cs

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();
 }
开发者ID:yuisunn,项目名称:UnityCrazy,代码行数:31,代码来源:UnityEngine_EventSystems_PointerEventDataWrap.cs

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();
	}
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();
 }
开发者ID:yuisunn,项目名称:UnityCrazy,代码行数:35,代码来源:UnityEngine_UI_ImageWrap.cs

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();
	}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:30,代码来源:UnityEngine_RectWrap.cs


注:本文中的LuaState.EndClass方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。