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C# LuaState.RegConstant方法代码示例

本文整理汇总了C#中LuaState.RegConstant方法的典型用法代码示例。如果您正苦于以下问题:C# LuaState.RegConstant方法的具体用法?C# LuaState.RegConstant怎么用?C# LuaState.RegConstant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.RegConstant方法的4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.BeginStaticLibs("SleepTimeout");
		L.RegConstant("NeverSleep", -1);
		L.RegConstant("SystemSetting", -2);
		L.EndStaticLibs();
	}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:7,代码来源:UnityEngine_SleepTimeoutWrap.cs

示例2: Register

 public static void Register(LuaState L)
 {
     L.BeginStaticLibs("Physics");
     L.RegFunction("Raycast", Raycast);
     L.RegFunction("RaycastAll", RaycastAll);
     L.RegFunction("RaycastNonAlloc", RaycastNonAlloc);
     L.RegFunction("Linecast", Linecast);
     L.RegFunction("OverlapSphere", OverlapSphere);
     L.RegFunction("OverlapSphereNonAlloc", OverlapSphereNonAlloc);
     L.RegFunction("OverlapCapsule", OverlapCapsule);
     L.RegFunction("OverlapCapsuleNonAlloc", OverlapCapsuleNonAlloc);
     L.RegFunction("CapsuleCast", CapsuleCast);
     L.RegFunction("SphereCast", SphereCast);
     L.RegFunction("CapsuleCastAll", CapsuleCastAll);
     L.RegFunction("CapsuleCastNonAlloc", CapsuleCastNonAlloc);
     L.RegFunction("SphereCastAll", SphereCastAll);
     L.RegFunction("SphereCastNonAlloc", SphereCastNonAlloc);
     L.RegFunction("CheckSphere", CheckSphere);
     L.RegFunction("CheckCapsule", CheckCapsule);
     L.RegFunction("CheckBox", CheckBox);
     L.RegFunction("OverlapBox", OverlapBox);
     L.RegFunction("OverlapBoxNonAlloc", OverlapBoxNonAlloc);
     L.RegFunction("BoxCastAll", BoxCastAll);
     L.RegFunction("BoxCastNonAlloc", BoxCastNonAlloc);
     L.RegFunction("BoxCast", BoxCast);
     L.RegFunction("IgnoreCollision", IgnoreCollision);
     L.RegFunction("IgnoreLayerCollision", IgnoreLayerCollision);
     L.RegFunction("GetIgnoreLayerCollision", GetIgnoreLayerCollision);
     L.RegConstant("IgnoreRaycastLayer", 4);
     L.RegConstant("DefaultRaycastLayers", -5);
     L.RegConstant("AllLayers", -1);
     L.RegVar("gravity", get_gravity, set_gravity);
     L.RegVar("defaultContactOffset", get_defaultContactOffset, set_defaultContactOffset);
     L.RegVar("bounceThreshold", get_bounceThreshold, set_bounceThreshold);
     L.RegVar("defaultSolverIterations", get_defaultSolverIterations, set_defaultSolverIterations);
     L.RegVar("defaultSolverVelocityIterations", get_defaultSolverVelocityIterations, set_defaultSolverVelocityIterations);
     L.RegVar("sleepThreshold", get_sleepThreshold, set_sleepThreshold);
     L.RegVar("queriesHitTriggers", get_queriesHitTriggers, set_queriesHitTriggers);
     L.RegVar("queriesHitBackfaces", get_queriesHitBackfaces, set_queriesHitBackfaces);
     L.EndStaticLibs();
 }
开发者ID:yuisunn,项目名称:UnityCrazy,代码行数:41,代码来源:UnityEngine_PhysicsWrap.cs

示例3: Register

 public static void Register(LuaState L)
 {
     L.BeginStaticLibs("Physics");
     L.RegFunction("Raycast", Raycast);
     L.RegFunction("RaycastAll", RaycastAll);
     L.RegFunction("Linecast", Linecast);
     L.RegFunction("OverlapSphere", OverlapSphere);
     L.RegFunction("CapsuleCast", CapsuleCast);
     L.RegFunction("SphereCast", SphereCast);
     L.RegFunction("CapsuleCastAll", CapsuleCastAll);
     L.RegFunction("SphereCastAll", SphereCastAll);
     L.RegFunction("CheckSphere", CheckSphere);
     L.RegFunction("CheckCapsule", CheckCapsule);
     L.RegFunction("IgnoreCollision", IgnoreCollision);
     L.RegFunction("IgnoreLayerCollision", IgnoreLayerCollision);
     L.RegFunction("GetIgnoreLayerCollision", GetIgnoreLayerCollision);
     L.RegConstant("kIgnoreRaycastLayer", 4);
     L.RegConstant("kDefaultRaycastLayers", -5);
     L.RegConstant("kAllLayers", -1);
     L.RegConstant("IgnoreRaycastLayer", 4);
     L.RegConstant("DefaultRaycastLayers", -5);
     L.RegConstant("AllLayers", -1);
     L.RegVar("gravity", get_gravity, set_gravity);
     L.RegVar("defaultContactOffset", get_defaultContactOffset, set_defaultContactOffset);
     L.RegVar("bounceThreshold", get_bounceThreshold, set_bounceThreshold);
     L.RegVar("solverIterationCount", get_solverIterationCount, set_solverIterationCount);
     L.RegVar("sleepThreshold", get_sleepThreshold, set_sleepThreshold);
     L.EndStaticLibs();
 }
开发者ID:zhangxiangsong,项目名称:some_work,代码行数:29,代码来源:UnityEngine_PhysicsWrap.cs

示例4: Register

 public static void Register(LuaState L)
 {
     L.BeginClass(typeof(LuaFramework.AppConst), typeof(System.Object));
     L.RegFunction("New", _CreateLuaFramework_AppConst);
     L.RegFunction("__tostring", ToLua.op_ToString);
     L.RegConstant("DebugMode", 0);
     L.RegConstant("ExampleMode", 1);
     L.RegConstant("UpdateMode", 1);
     L.RegConstant("LuaByteMode", 0);
     L.RegConstant("LuaBundleMode", 1);
     L.RegConstant("TimerInterval", 1);
     L.RegConstant("GameFrameRate", 30);
     L.RegVar("AppName", get_AppName, null);
     L.RegVar("LuaTempDir", get_LuaTempDir, null);
     L.RegVar("AppPrefix", get_AppPrefix, null);
     L.RegVar("ExtName", get_ExtName, null);
     L.RegVar("AssetDir", get_AssetDir, null);
     L.RegVar("WebUrl", get_WebUrl, null);
     L.RegVar("UserId", get_UserId, set_UserId);
     L.RegVar("SocketPort", get_SocketPort, set_SocketPort);
     L.RegVar("SocketAddress", get_SocketAddress, set_SocketAddress);
     L.RegVar("FrameworkRoot", get_FrameworkRoot, null);
     L.EndClass();
 }
开发者ID:zhangxiangsong,项目名称:some_work,代码行数:24,代码来源:LuaFramework_AppConstWrap.cs


注:本文中的LuaState.RegConstant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。