477 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			477 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C#
		
	
//this source code was auto-generated by tolua#, do not modify it
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using System;
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using LuaInterface;
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public class GameLogic_ByteBufferWrap
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{
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	public static void Register(LuaState L)
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	{
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		L.BeginClass(typeof(GameLogic.ByteBuffer), typeof(System.Object));
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		L.RegFunction("Close", Close);
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		L.RegFunction("WriteByte", WriteByte);
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		L.RegFunction("WriteInt", WriteInt);
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		L.RegFunction("WriteIntToByte", WriteIntToByte);
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		L.RegFunction("WriteShort", WriteShort);
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		L.RegFunction("WriteLong", WriteLong);
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		L.RegFunction("WriteFloat", WriteFloat);
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		L.RegFunction("WriteDouble", WriteDouble);
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		L.RegFunction("WriteString", WriteString);
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		L.RegFunction("WriteBytes", WriteBytes);
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		L.RegFunction("WriteBuffer", WriteBuffer);
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		L.RegFunction("ReadByte", ReadByte);
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		L.RegFunction("ReadInt", ReadInt);
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		L.RegFunction("ReadIntToByte", ReadIntToByte);
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		L.RegFunction("ReadShort", ReadShort);
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		L.RegFunction("ReadLong", ReadLong);
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		L.RegFunction("ReadFloat", ReadFloat);
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		L.RegFunction("ReadDouble", ReadDouble);
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		L.RegFunction("ReadString", ReadString);
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		L.RegFunction("ReadBytes", ReadBytes);
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		L.RegFunction("ReadBuffer", ReadBuffer);
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		L.RegFunction("DataByte", DataByte);
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		L.RegFunction("ToBytes", ToBytes);
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		L.RegFunction("Flush", Flush);
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		L.RegFunction("New", _CreateGameLogic_ByteBuffer);
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		L.RegFunction("__tostring", ToLua.op_ToString);
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		L.EndClass();
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int _CreateGameLogic_ByteBuffer(IntPtr L)
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	{
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		try
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		{
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			int count = LuaDLL.lua_gettop(L);
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			if (count == 0)
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			{
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				GameLogic.ByteBuffer obj = new GameLogic.ByteBuffer();
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				ToLua.PushObject(L, obj);
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				return 1;
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			}
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			else if (count == 1)
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			{
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				byte[] arg0 = ToLua.CheckByteBuffer(L, 1);
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				GameLogic.ByteBuffer obj = new GameLogic.ByteBuffer(arg0);
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				ToLua.PushObject(L, obj);
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				return 1;
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			}
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			else
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			{
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				return LuaDLL.luaL_throw(L, "invalid arguments to ctor method: GameLogic.ByteBuffer.New");
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			}
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		}
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		catch (Exception e)
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		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int Close(IntPtr L)
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	{
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		try
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		{
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			ToLua.CheckArgsCount(L, 1);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			obj.Close();
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			return 0;
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		}
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		catch (Exception e)
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		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int WriteByte(IntPtr L)
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	{
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		try
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		{
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			ToLua.CheckArgsCount(L, 2);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			byte arg0 = (byte)LuaDLL.luaL_checknumber(L, 2);
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			obj.WriteByte(arg0);
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			return 0;
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		}
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		catch (Exception e)
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		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int WriteInt(IntPtr L)
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	{
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		try
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		{
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			ToLua.CheckArgsCount(L, 2);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			int arg0 = (int)LuaDLL.luaL_checknumber(L, 2);
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			obj.WriteInt(arg0);
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			return 0;
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		}
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		catch (Exception e)
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		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int WriteIntToByte(IntPtr L)
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	{
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		try
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		{
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			ToLua.CheckArgsCount(L, 2);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			int arg0 = (int)LuaDLL.luaL_checknumber(L, 2);
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			obj.WriteIntToByte(arg0);
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			return 0;
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		}
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		catch (Exception e)
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		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int WriteShort(IntPtr L)
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	{
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		try
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		{
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			ToLua.CheckArgsCount(L, 2);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			ushort arg0 = (ushort)LuaDLL.luaL_checknumber(L, 2);
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			obj.WriteShort(arg0);
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			return 0;
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		}
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		catch (Exception e)
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		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int WriteLong(IntPtr L)
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	{
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		try
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		{
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			ToLua.CheckArgsCount(L, 2);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			long arg0 = LuaDLL.tolua_checkint64(L, 2);
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			obj.WriteLong(arg0);
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			return 0;
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		}
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		catch (Exception e)
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		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int WriteFloat(IntPtr L)
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	{
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		try
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		{
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			ToLua.CheckArgsCount(L, 2);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			float arg0 = (float)LuaDLL.luaL_checknumber(L, 2);
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			obj.WriteFloat(arg0);
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			return 0;
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		}
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		catch (Exception e)
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		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int WriteDouble(IntPtr L)
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	{
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		try
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		{
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			ToLua.CheckArgsCount(L, 2);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			double arg0 = (double)LuaDLL.luaL_checknumber(L, 2);
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			obj.WriteDouble(arg0);
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			return 0;
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		}
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		catch (Exception e)
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		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int WriteString(IntPtr L)
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	{
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		try
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		{
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			ToLua.CheckArgsCount(L, 2);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			string arg0 = ToLua.CheckString(L, 2);
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			obj.WriteString(arg0);
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			return 0;
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		}
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		catch (Exception e)
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		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int WriteBytes(IntPtr L)
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	{
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		try
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		{
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			ToLua.CheckArgsCount(L, 2);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			byte[] arg0 = ToLua.CheckByteBuffer(L, 2);
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			obj.WriteBytes(arg0);
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			return 0;
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		}
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		catch (Exception e)
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		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int WriteBuffer(IntPtr L)
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	{
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		try
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		{
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			ToLua.CheckArgsCount(L, 2);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			LuaByteBuffer arg0 = new LuaByteBuffer(ToLua.CheckByteBuffer(L, 2));
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			obj.WriteBuffer(arg0);
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			return 0;
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		}
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		catch (Exception e)
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		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int ReadByte(IntPtr L)
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	{
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		try
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		{
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			ToLua.CheckArgsCount(L, 1);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			byte o = obj.ReadByte();
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			LuaDLL.lua_pushnumber(L, o);
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			return 1;
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		}
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		catch (Exception e)
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		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int ReadInt(IntPtr L)
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	{
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		try
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		{
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			ToLua.CheckArgsCount(L, 1);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			int o = obj.ReadInt();
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			LuaDLL.lua_pushinteger(L, o);
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			return 1;
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		}
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		catch (Exception e)
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		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int ReadIntToByte(IntPtr L)
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	{
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		try
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		{
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			ToLua.CheckArgsCount(L, 1);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			int o = obj.ReadIntToByte();
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			LuaDLL.lua_pushinteger(L, o);
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			return 1;
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		}
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		catch (Exception e)
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		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int ReadShort(IntPtr L)
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	{
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		try
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		{
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			ToLua.CheckArgsCount(L, 1);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			ushort o = obj.ReadShort();
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			LuaDLL.lua_pushnumber(L, o);
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			return 1;
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		}
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		catch (Exception e)
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		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int ReadLong(IntPtr L)
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	{
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		try
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		{
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			ToLua.CheckArgsCount(L, 1);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			long o = obj.ReadLong();
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			LuaDLL.tolua_pushint64(L, o);
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			return 1;
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		}
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		catch (Exception e)
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		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int ReadFloat(IntPtr L)
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	{
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		try
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		{
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			ToLua.CheckArgsCount(L, 1);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			float o = obj.ReadFloat();
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			LuaDLL.lua_pushnumber(L, o);
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			return 1;
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		}
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						|
		catch (Exception e)
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						|
		{
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			return LuaDLL.toluaL_exception(L, e);
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		}
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	}
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						|
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						|
	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
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	static int ReadDouble(IntPtr L)
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						|
	{
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						|
		try
 | 
						|
		{
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			ToLua.CheckArgsCount(L, 1);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			double o = obj.ReadDouble();
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			LuaDLL.lua_pushnumber(L, o);
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			return 1;
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		}
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						|
		catch (Exception e)
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						|
		{
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						|
			return LuaDLL.toluaL_exception(L, e);
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						|
		}
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						|
	}
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						|
 | 
						|
	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
 | 
						|
	static int ReadString(IntPtr L)
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						|
	{
 | 
						|
		try
 | 
						|
		{
 | 
						|
			ToLua.CheckArgsCount(L, 1);
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						|
			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			string o = obj.ReadString();
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			LuaDLL.lua_pushstring(L, o);
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			return 1;
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		}
 | 
						|
		catch (Exception e)
 | 
						|
		{
 | 
						|
			return LuaDLL.toluaL_exception(L, e);
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						|
		}
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						|
	}
 | 
						|
 | 
						|
	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
 | 
						|
	static int ReadBytes(IntPtr L)
 | 
						|
	{
 | 
						|
		try
 | 
						|
		{
 | 
						|
			ToLua.CheckArgsCount(L, 1);
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			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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						|
			byte[] o = obj.ReadBytes();
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			ToLua.Push(L, o);
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			return 1;
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		}
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						|
		catch (Exception e)
 | 
						|
		{
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						|
			return LuaDLL.toluaL_exception(L, e);
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						|
		}
 | 
						|
	}
 | 
						|
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						|
	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
 | 
						|
	static int ReadBuffer(IntPtr L)
 | 
						|
	{
 | 
						|
		try
 | 
						|
		{
 | 
						|
			ToLua.CheckArgsCount(L, 1);
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						|
			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
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			LuaInterface.LuaByteBuffer o = obj.ReadBuffer();
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			ToLua.Push(L, o);
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						|
			return 1;
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		}
 | 
						|
		catch (Exception e)
 | 
						|
		{
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						|
			return LuaDLL.toluaL_exception(L, e);
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						|
		}
 | 
						|
	}
 | 
						|
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						|
	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
 | 
						|
	static int DataByte(IntPtr L)
 | 
						|
	{
 | 
						|
		try
 | 
						|
		{
 | 
						|
			ToLua.CheckArgsCount(L, 1);
 | 
						|
			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
 | 
						|
			LuaInterface.LuaByteBuffer o = obj.DataByte();
 | 
						|
			ToLua.Push(L, o);
 | 
						|
			return 1;
 | 
						|
		}
 | 
						|
		catch (Exception e)
 | 
						|
		{
 | 
						|
			return LuaDLL.toluaL_exception(L, e);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
 | 
						|
	static int ToBytes(IntPtr L)
 | 
						|
	{
 | 
						|
		try
 | 
						|
		{
 | 
						|
			ToLua.CheckArgsCount(L, 1);
 | 
						|
			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
 | 
						|
			byte[] o = obj.ToBytes();
 | 
						|
			ToLua.Push(L, o);
 | 
						|
			return 1;
 | 
						|
		}
 | 
						|
		catch (Exception e)
 | 
						|
		{
 | 
						|
			return LuaDLL.toluaL_exception(L, e);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
 | 
						|
	static int Flush(IntPtr L)
 | 
						|
	{
 | 
						|
		try
 | 
						|
		{
 | 
						|
			ToLua.CheckArgsCount(L, 1);
 | 
						|
			GameLogic.ByteBuffer obj = (GameLogic.ByteBuffer)ToLua.CheckObject<GameLogic.ByteBuffer>(L, 1);
 | 
						|
			obj.Flush();
 | 
						|
			return 0;
 | 
						|
		}
 | 
						|
		catch (Exception e)
 | 
						|
		{
 | 
						|
			return LuaDLL.toluaL_exception(L, e);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 |