本文整理汇总了Golang中github.com/xenith-studios/golua.State.PushBoolean方法的典型用法代码示例。如果您正苦于以下问题:Golang State.PushBoolean方法的具体用法?Golang State.PushBoolean怎么用?Golang State.PushBoolean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类github.com/xenith-studios/golua.State
的用法示例。
在下文中一共展示了State.PushBoolean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Golang代码示例。
示例1: Push
func (a *SummonAction) Push(L *lua.State) {
L.NewTable()
L.PushString("Type")
L.PushString("Summon")
L.SetTable(-3)
L.PushString("Name")
L.PushString(a.Name)
L.SetTable(-3)
L.PushString("Ap")
L.PushInteger(a.Ap)
L.SetTable(-3)
L.PushString("Entity")
L.PushString(a.Ent_name)
L.SetTable(-3)
L.PushString("Los")
L.PushBoolean(a.Personal_los)
L.SetTable(-3)
L.PushString("Range")
L.PushInteger(a.Range)
L.SetTable(-3)
L.PushString("Ammo")
if a.Current_ammo == -1 {
L.PushInteger(1000)
} else {
L.PushInteger(a.Current_ammo)
}
L.SetTable(-3)
}
示例2: LuaDecodeValue
// Decodes a value from the reader and pushes it onto the stack
func LuaDecodeValue(r io.Reader, L *lua.State, g *Game) error {
var le luaEncodable
err := binary.Read(r, binary.LittleEndian, &le)
if err != nil {
return err
}
switch le {
case luaEncBool:
var v byte
err = binary.Read(r, binary.LittleEndian, &v)
L.PushBoolean(v == 1)
case luaEncNumber:
var f float64
err = binary.Read(r, binary.LittleEndian, &f)
L.PushNumber(f)
case luaEncNil:
L.PushNil()
case luaEncEntity:
var id uint64
err = binary.Read(r, binary.LittleEndian, &id)
ent := g.EntityById(EntityId(id))
LuaPushEntity(L, ent)
if ent != nil {
base.Log().Printf("LUA: Push Ent %s", ent.Name)
} else {
base.Log().Printf("LUA: Push Ent NIL")
}
case luaEncTable:
err = LuaDecodeTable(r, L, g)
case luaEncString:
var length uint32
err = binary.Read(r, binary.LittleEndian, &length)
if err != nil {
return err
}
sb := make([]byte, length)
err = binary.Read(r, binary.LittleEndian, &sb)
L.PushString(string(sb))
default:
return errors.New(fmt.Sprintf("Unknown lua value id == %d.", le))
}
if err != nil {
return err
}
return nil
}
示例3: Push
func (exec interactExec) Push(L *lua.State, g *game.Game) {
exec.BasicActionExec.Push(L, g)
if L.IsNil(-1) {
return
}
L.PushString("Toggle Door")
L.PushBoolean(exec.Toggle_door)
L.SetTable(-3)
if exec.Toggle_door {
L.PushString("Door")
game.LuaPushDoor(L, g, exec.getDoor(g))
} else {
L.PushString("Target")
game.LuaPushEntity(L, g.EntityById(exec.Target))
}
L.SetTable(-3)
}
示例4: LuaPushEntity
// Pushes an entity onto the stack, it is a table containing the following:
// e.id -> EntityId of this entity
// e.name -> Name as displayed to the user
// e.gear_options -> Table mapping gear to icon for all available gear
// e.gear -> Name of the selected gear, nil if none is selected
// e.actions -> Array of actions this entity has available
func LuaPushEntity(L *lua.State, ent *Entity) {
if ent == nil {
L.PushNil()
return
}
// id and Name can be added to the ent table as static data since they
// never change.
L.NewTable()
L.PushString("Name")
L.PushString(ent.Name)
L.SetTable(-3)
L.PushString("id")
L.PushInteger(int(ent.Id))
L.SetTable(-3)
L.PushString("type")
L.PushString("Entity")
L.SetTable(-3)
// Meta table for the Entity so that any dynamic data is generated
// on-the-fly
LuaPushSmartFunctionTable(L, FunctionTable{
"Conditions": func() {
L.NewTable()
for _, condition := range ent.Stats.ConditionNames() {
L.PushString(condition)
L.PushBoolean(true)
L.SetTable(-3)
}
},
"Side": func() {
L.NewTable()
sides := map[string]Side{
"Denizen": SideHaunt,
"Intruder": SideExplorers,
"Npc": SideNpc,
"Object": SideObject,
}
for str, side := range sides {
L.PushString(str)
L.PushBoolean(ent.Side() == side)
L.SetTable(-3)
}
},
"State": func() {
L.PushString(ent.Sprite().State())
},
"Master": func() {
L.NewTable()
for key, val := range ent.Ai_data {
L.PushString(key)
L.PushString(val)
L.SetTable(-3)
}
},
"GearOptions": func() {
L.NewTable()
if ent.ExplorerEnt != nil {
for _, gear_name := range ent.ExplorerEnt.Gear_names {
var g Gear
g.Defname = gear_name
base.GetObject("gear", &g)
L.PushString(gear_name)
L.PushString(g.Large_icon.Path.String())
L.SetTable(-3)
}
}
},
"Gear": func() {
if ent.ExplorerEnt != nil && ent.ExplorerEnt.Gear != nil {
L.PushString(ent.ExplorerEnt.Gear.Name)
} else {
L.PushNil()
}
},
"Actions": func() {
L.NewTable()
for _, action := range ent.Actions {
L.PushString(action.String())
action.Push(L)
L.SetTable(-3)
}
},
"Pos": func() {
x, y := ent.Pos()
LuaPushPoint(L, x, y)
},
"Corpus": func() {
L.PushInteger(ent.Stats.Corpus())
},
"Ego": func() {
L.PushInteger(ent.Stats.Ego())
},
"HpCur": func() {
L.PushInteger(ent.Stats.HpCur())
//.........这里部分代码省略.........