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C# LuaState.RegVar方法代码示例

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.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();
	}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:31,代码来源:UnityEngine_UI_SelectableWrap.cs

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

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();
 }
开发者ID:zhangxiangsong,项目名称:some_work,代码行数:31,代码来源:LuaFramework_UtilWrap.cs

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();
 }
开发者ID:zhangxiangsong,项目名称:some_work,代码行数:34,代码来源:UnityEngine_UI_GraphicWrap.cs

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();
 }
开发者ID:youxibuhaowana,项目名称:01ulua,代码行数:8,代码来源:UnityEngine_SpaceWrap.cs

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();
	}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:8,代码来源:UnityEngine_PlayModeWrap.cs

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();
	}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:8,代码来源:UnityEngine_QueueModeWrap.cs

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();
 }
开发者ID:youxibuhaowana,项目名称:01ulua,代码行数:8,代码来源:UnityEngine_AnimationBlendModeWrap.cs

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();
	}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:8,代码来源:System_Collections_Generic_KeyValuePairWrap.cs

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();
	}
开发者ID:woshihuo12,项目名称:UnityHello,代码行数:9,代码来源:LTEventWrap.cs

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();
	}
开发者ID:benbon,项目名称:tolua,代码行数:9,代码来源:TestAccountWrap.cs

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();
 }
开发者ID:youxibuhaowana,项目名称:01ulua,代码行数:9,代码来源:UnityEngine_BlendWeightsWrap.cs

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();
 }
开发者ID:yuisunn,项目名称:UnityCrazy,代码行数:9,代码来源:UnityEngine_EventSystems_BaseEventDataWrap.cs


注:本文中的LuaState.RegVar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。