//this source code was auto-generated by tolua#, do not modify it using System; using LuaInterface; public class GameLogic_GameObjectPoolWrap { public static void Register(LuaState L) { L.BeginClass(typeof(GameLogic.GameObjectPool), typeof(System.Object)); L.RegFunction("NextAvailableObject", NextAvailableObject); L.RegFunction("ReturnObjectToPool", ReturnObjectToPool); L.RegFunction("ClearGameObjectPool", ClearGameObjectPool); L.RegFunction("New", _CreateGameLogic_GameObjectPool); L.RegFunction("__tostring", ToLua.op_ToString); L.EndClass(); } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int _CreateGameLogic_GameObjectPool(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 4) { string arg0 = ToLua.CheckString(L, 1); UnityEngine.GameObject arg1 = (UnityEngine.GameObject)ToLua.CheckObject(L, 2, typeof(UnityEngine.GameObject)); int arg2 = (int)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Transform arg3 = (UnityEngine.Transform)ToLua.CheckObject(L, 4); GameLogic.GameObjectPool obj = new GameLogic.GameObjectPool(arg0, arg1, arg2, arg3); ToLua.PushObject(L, obj); return 1; } else if (count == 5) { string arg0 = ToLua.CheckString(L, 1); UnityEngine.GameObject arg1 = (UnityEngine.GameObject)ToLua.CheckObject(L, 2, typeof(UnityEngine.GameObject)); int arg2 = (int)LuaDLL.luaL_checknumber(L, 3); UnityEngine.Transform arg3 = (UnityEngine.Transform)ToLua.CheckObject(L, 4); bool arg4 = LuaDLL.luaL_checkboolean(L, 5); GameLogic.GameObjectPool obj = new GameLogic.GameObjectPool(arg0, arg1, arg2, arg3, arg4); ToLua.PushObject(L, obj); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to ctor method: GameLogic.GameObjectPool.New"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int NextAvailableObject(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 1) { GameLogic.GameObjectPool obj = (GameLogic.GameObjectPool)ToLua.CheckObject(L, 1); UnityEngine.GameObject o = obj.NextAvailableObject(); ToLua.PushSealed(L, o); return 1; } else if (count == 2) { GameLogic.GameObjectPool obj = (GameLogic.GameObjectPool)ToLua.CheckObject(L, 1); bool arg0 = LuaDLL.luaL_checkboolean(L, 2); UnityEngine.GameObject o = obj.NextAvailableObject(arg0); ToLua.PushSealed(L, o); return 1; } else { return LuaDLL.luaL_throw(L, "invalid arguments to method: GameLogic.GameObjectPool.NextAvailableObject"); } } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int ReturnObjectToPool(IntPtr L) { try { ToLua.CheckArgsCount(L, 3); GameLogic.GameObjectPool obj = (GameLogic.GameObjectPool)ToLua.CheckObject(L, 1); string arg0 = ToLua.CheckString(L, 2); UnityEngine.GameObject arg1 = (UnityEngine.GameObject)ToLua.CheckObject(L, 3, typeof(UnityEngine.GameObject)); obj.ReturnObjectToPool(arg0, arg1); return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))] static int ClearGameObjectPool(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); GameLogic.GameObjectPool obj = (GameLogic.GameObjectPool)ToLua.CheckObject(L, 1); obj.ClearGameObjectPool(); return 0; } catch (Exception e) { return LuaDLL.toluaL_exception(L, e); } } }