本文整理汇总了C#中LuaState.RegVar方法的典型用法代码示例。如果您正苦于以下问题:C# LuaState.RegVar方法的具体用法?C# LuaState.RegVar怎么用?C# LuaState.RegVar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.RegVar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.Selectable), typeof(UnityEngine.EventSystems.UIBehaviour));
L.RegFunction("IsInteractable", IsInteractable);
L.RegFunction("FindSelectable", FindSelectable);
L.RegFunction("FindSelectableOnLeft", FindSelectableOnLeft);
L.RegFunction("FindSelectableOnRight", FindSelectableOnRight);
L.RegFunction("FindSelectableOnUp", FindSelectableOnUp);
L.RegFunction("FindSelectableOnDown", FindSelectableOnDown);
L.RegFunction("OnMove", OnMove);
L.RegFunction("OnPointerDown", OnPointerDown);
L.RegFunction("OnPointerUp", OnPointerUp);
L.RegFunction("OnPointerEnter", OnPointerEnter);
L.RegFunction("OnPointerExit", OnPointerExit);
L.RegFunction("OnSelect", OnSelect);
L.RegFunction("OnDeselect", OnDeselect);
L.RegFunction("Select", Select);
L.RegFunction("__eq", op_Equality);
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("allSelectables", get_allSelectables, null);
L.RegVar("navigation", get_navigation, set_navigation);
L.RegVar("transition", get_transition, set_transition);
L.RegVar("colors", get_colors, set_colors);
L.RegVar("spriteState", get_spriteState, set_spriteState);
L.RegVar("animationTriggers", get_animationTriggers, set_animationTriggers);
L.RegVar("targetGraphic", get_targetGraphic, set_targetGraphic);
L.RegVar("interactable", get_interactable, set_interactable);
L.RegVar("image", get_image, set_image);
L.RegVar("animator", get_animator, null);
L.EndClass();
}
示例2: 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();
}
示例3: 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4: 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5: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(LuaFramework.Util), typeof(System.Object));
L.RegFunction("Int", Int);
L.RegFunction("Float", Float);
L.RegFunction("Long", Long);
L.RegFunction("Random", Random);
L.RegFunction("Uid", Uid);
L.RegFunction("GetTime", GetTime);
L.RegFunction("Child", Child);
L.RegFunction("Peer", Peer);
L.RegFunction("md5", md5);
L.RegFunction("md5file", md5file);
L.RegFunction("ClearChild", ClearChild);
L.RegFunction("ClearMemory", ClearMemory);
L.RegFunction("GetRelativePath", GetRelativePath);
L.RegFunction("GetFileText", GetFileText);
L.RegFunction("AppContentPath", AppContentPath);
L.RegFunction("Log", Log);
L.RegFunction("LogWarning", LogWarning);
L.RegFunction("LogError", LogError);
L.RegFunction("CheckRuntimeFile", CheckRuntimeFile);
L.RegFunction("CallMethod", CallMethod);
L.RegFunction("CheckEnvironment", CheckEnvironment);
L.RegFunction("New", _CreateLuaFramework_Util);
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("DataPath", get_DataPath, null);
L.RegVar("NetAvailable", get_NetAvailable, null);
L.RegVar("IsWifi", get_IsWifi, null);
L.EndClass();
}
示例6: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.UI.Graphic), typeof(UnityEngine.EventSystems.UIBehaviour));
L.RegFunction("SetAllDirty", SetAllDirty);
L.RegFunction("SetLayoutDirty", SetLayoutDirty);
L.RegFunction("SetVerticesDirty", SetVerticesDirty);
L.RegFunction("SetMaterialDirty", SetMaterialDirty);
L.RegFunction("Rebuild", Rebuild);
L.RegFunction("SetNativeSize", SetNativeSize);
L.RegFunction("Raycast", Raycast);
L.RegFunction("PixelAdjustPoint", PixelAdjustPoint);
L.RegFunction("GetPixelAdjustedRect", GetPixelAdjustedRect);
L.RegFunction("CrossFadeColor", CrossFadeColor);
L.RegFunction("CrossFadeAlpha", CrossFadeAlpha);
L.RegFunction("RegisterDirtyLayoutCallback", RegisterDirtyLayoutCallback);
L.RegFunction("UnregisterDirtyLayoutCallback", UnregisterDirtyLayoutCallback);
L.RegFunction("RegisterDirtyVerticesCallback", RegisterDirtyVerticesCallback);
L.RegFunction("UnregisterDirtyVerticesCallback", UnregisterDirtyVerticesCallback);
L.RegFunction("RegisterDirtyMaterialCallback", RegisterDirtyMaterialCallback);
L.RegFunction("UnregisterDirtyMaterialCallback", UnregisterDirtyMaterialCallback);
L.RegFunction("__eq", op_Equality);
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("defaultGraphicMaterial", get_defaultGraphicMaterial, null);
L.RegVar("color", get_color, set_color);
L.RegVar("depth", get_depth, null);
L.RegVar("rectTransform", get_rectTransform, null);
L.RegVar("canvas", get_canvas, null);
L.RegVar("canvasRenderer", get_canvasRenderer, null);
L.RegVar("defaultMaterial", get_defaultMaterial, null);
L.RegVar("material", get_material, set_material);
L.RegVar("materialForRendering", get_materialForRendering, null);
L.RegVar("mainTexture", get_mainTexture, null);
L.EndClass();
}
示例7: Register
public static void Register(LuaState L)
{
L.BeginEnum(typeof(UnityEngine.Space));
L.RegVar("World", get_World, null);
L.RegVar("Self", get_Self, null);
L.RegFunction("IntToEnum", IntToEnum);
L.EndEnum();
}
示例8: Register
public static void Register(LuaState L)
{
L.BeginEnum(typeof(UnityEngine.PlayMode));
L.RegVar("StopSameLayer", get_StopSameLayer, null);
L.RegVar("StopAll", get_StopAll, null);
L.RegFunction("IntToEnum", IntToEnum);
L.EndEnum();
}
示例9: Register
public static void Register(LuaState L)
{
L.BeginEnum(typeof(UnityEngine.QueueMode));
L.RegVar("CompleteOthers", get_CompleteOthers, null);
L.RegVar("PlayNow", get_PlayNow, null);
L.RegFunction("IntToEnum", IntToEnum);
L.EndEnum();
}
示例10: Register
public static void Register(LuaState L)
{
L.BeginEnum(typeof(UnityEngine.AnimationBlendMode));
L.RegVar("Blend", get_Blend, null);
L.RegVar("Additive", get_Additive, null);
L.RegFunction("IntToEnum", IntToEnum);
L.EndEnum();
}
示例11: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(KeyValuePair<,>), null, "KeyValuePair");
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("Key", get_Key, null);
L.RegVar("Value", get_Value, null);
L.EndClass();
}
示例12: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(LTEvent), typeof(System.Object));
L.RegFunction("New", _CreateLTEvent);
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("id", get_id, set_id);
L.RegVar("data", get_data, set_data);
L.EndClass();
}
示例13: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(TestAccount), typeof(System.Object));
L.RegFunction("New", _CreateTestAccount);
L.RegVar("id", get_id, set_id);
L.RegVar("name", get_name, set_name);
L.RegVar("sex", get_sex, set_sex);
L.EndClass();
}
示例14: Register
public static void Register(LuaState L)
{
L.BeginEnum(typeof(UnityEngine.BlendWeights));
L.RegVar("OneBone", get_OneBone, null);
L.RegVar("TwoBones", get_TwoBones, null);
L.RegVar("FourBones", get_FourBones, null);
L.RegFunction("IntToEnum", IntToEnum);
L.EndEnum();
}
示例15: Register
public static void Register(LuaState L)
{
L.BeginClass(typeof(UnityEngine.EventSystems.BaseEventData), typeof(UnityEngine.EventSystems.AbstractEventData));
L.RegFunction("New", _CreateUnityEngine_EventSystems_BaseEventData);
L.RegFunction("__tostring", ToLua.op_ToString);
L.RegVar("currentInputModule", get_currentInputModule, null);
L.RegVar("selectedObject", get_selectedObject, set_selectedObject);
L.EndClass();
}