本文整理汇总了C#中LuaState.RegFunction方法的典型用法代码示例。如果您正苦于以下问题:C# LuaState.RegFunction方法的具体用法?C# LuaState.RegFunction怎么用?C# LuaState.RegFunction使用的例子?那么, 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.RegFunction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.ParticleEmitter), typeof(UnityEngine.Component));
L.RegFunction("ClearParticles", ClearParticles);
L.RegFunction("Emit", Emit);
L.RegFunction("Simulate", Simulate);
L.RegFunction("__eq", op_Equality);
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("emit", get_emit, set_emit);
L.RegVar("minSize", get_minSize, set_minSize);
L.RegVar("maxSize", get_maxSize, set_maxSize);
L.RegVar("minEnergy", get_minEnergy, set_minEnergy);
L.RegVar("maxEnergy", get_maxEnergy, set_maxEnergy);
L.RegVar("minEmission", get_minEmission, set_minEmission);
L.RegVar("maxEmission", get_maxEmission, set_maxEmission);
L.RegVar("emitterVelocityScale", get_emitterVelocityScale, set_emitterVelocityScale);
L.RegVar("worldVelocity", get_worldVelocity, set_worldVelocity);
L.RegVar("localVelocity", get_localVelocity, set_localVelocity);
L.RegVar("rndVelocity", get_rndVelocity, set_rndVelocity);
L.RegVar("useWorldSpace", get_useWorldSpace, set_useWorldSpace);
L.RegVar("rndRotation", get_rndRotation, set_rndRotation);
L.RegVar("angularVelocity", get_angularVelocity, set_angularVelocity);
L.RegVar("rndAngularVelocity", get_rndAngularVelocity, set_rndAngularVelocity);
L.RegVar("particles", get_particles, set_particles);
L.RegVar("particleCount", get_particleCount, null);
L.RegVar("enabled", get_enabled, set_enabled);
L.EndClass();
}
示例2: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(Base), typeof(UnityEngine.MonoBehaviour));
L.RegFunction("__eq", op_Equality);
L.RegFunction("__tostring", ToLua.op_ToString);
L.EndClass();
}
示例3: 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4: 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5: 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6: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(Manager), typeof(Base));
L.RegFunction("__eq", op_Equality);
L.RegFunction("__tostring", Lua_ToString);
L.EndClass();
}
示例7: 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8: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.Light), typeof(UnityEngine.Behaviour));
L.RegFunction("GetLights", GetLights);
L.RegFunction("New", _CreateUnityEngine_Light);
L.RegFunction("__eq", op_Equality);
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("type", get_type, set_type);
L.RegVar("color", get_color, set_color);
L.RegVar("intensity", get_intensity, set_intensity);
L.RegVar("bounceIntensity", get_bounceIntensity, set_bounceIntensity);
L.RegVar("shadows", get_shadows, set_shadows);
L.RegVar("shadowStrength", get_shadowStrength, set_shadowStrength);
L.RegVar("shadowBias", get_shadowBias, set_shadowBias);
L.RegVar("shadowNormalBias", get_shadowNormalBias, set_shadowNormalBias);
L.RegVar("range", get_range, set_range);
L.RegVar("spotAngle", get_spotAngle, set_spotAngle);
L.RegVar("cookieSize", get_cookieSize, set_cookieSize);
L.RegVar("cookie", get_cookie, set_cookie);
L.RegVar("flare", get_flare, set_flare);
L.RegVar("renderMode", get_renderMode, set_renderMode);
L.RegVar("alreadyLightmapped", get_alreadyLightmapped, set_alreadyLightmapped);
L.RegVar("cullingMask", get_cullingMask, set_cullingMask);
L.EndClass();
}
示例9: 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10: Register
public static void Register(LuaState L)
{
L.BeginStaticLibs("QualitySettings");
L.RegFunction("GetQualityLevel", GetQualityLevel);
L.RegFunction("SetQualityLevel", SetQualityLevel);
L.RegFunction("IncreaseLevel", IncreaseLevel);
L.RegFunction("DecreaseLevel", DecreaseLevel);
L.RegFunction("__eq", op_Equality);
L.RegVar("names", get_names, null);
L.RegVar("pixelLightCount", get_pixelLightCount, set_pixelLightCount);
L.RegVar("shadowProjection", get_shadowProjection, set_shadowProjection);
L.RegVar("shadowCascades", get_shadowCascades, set_shadowCascades);
L.RegVar("shadowDistance", get_shadowDistance, set_shadowDistance);
L.RegVar("shadowCascade2Split", get_shadowCascade2Split, set_shadowCascade2Split);
L.RegVar("shadowCascade4Split", get_shadowCascade4Split, set_shadowCascade4Split);
L.RegVar("masterTextureLimit", get_masterTextureLimit, set_masterTextureLimit);
L.RegVar("anisotropicFiltering", get_anisotropicFiltering, set_anisotropicFiltering);
L.RegVar("lodBias", get_lodBias, set_lodBias);
L.RegVar("maximumLODLevel", get_maximumLODLevel, set_maximumLODLevel);
L.RegVar("particleRaycastBudget", get_particleRaycastBudget, set_particleRaycastBudget);
L.RegVar("softVegetation", get_softVegetation, set_softVegetation);
L.RegVar("realtimeReflectionProbes", get_realtimeReflectionProbes, set_realtimeReflectionProbes);
L.RegVar("billboardsFaceCameraPosition", get_billboardsFaceCameraPosition, set_billboardsFaceCameraPosition);
L.RegVar("maxQueuedFrames", get_maxQueuedFrames, set_maxQueuedFrames);
L.RegVar("vSyncCount", get_vSyncCount, set_vSyncCount);
L.RegVar("antiAliasing", get_antiAliasing, set_antiAliasing);
L.RegVar("desiredColorSpace", get_desiredColorSpace, null);
L.RegVar("activeColorSpace", get_activeColorSpace, null);
L.RegVar("blendWeights", get_blendWeights, set_blendWeights);
L.EndStaticLibs();
}
示例11: 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12: 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13: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(System.Collections.IEnumerator), null);
L.RegFunction("MoveNext", MoveNext);
L.RegFunction("Reset", Reset);
L.RegVar("Current", get_Current, null);
L.EndClass();
}
示例14: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(View), typeof(Base));
L.RegFunction("OnMessage", OnMessage);
L.RegFunction("__eq", op_Equality);
L.RegFunction("__tostring", ToLua.op_ToString);
L.EndClass();
}
示例15: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(LuaInterface.EventObject), typeof(System.Object));
L.RegFunction("__add", op_Addition);
L.RegFunction("__sub", op_Subtraction);
L.RegFunction("__tostring", Lua_ToString);
L.EndClass();
}