miduo_client/Assets/Source/Generate/GameLogic_GameObjectPoolWra...

125 lines
3.7 KiB
C#

//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<UnityEngine.Transform>(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<UnityEngine.Transform>(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<GameLogic.GameObjectPool>(L, 1);
UnityEngine.GameObject o = obj.NextAvailableObject();
ToLua.PushSealed(L, o);
return 1;
}
else if (count == 2)
{
GameLogic.GameObjectPool obj = (GameLogic.GameObjectPool)ToLua.CheckObject<GameLogic.GameObjectPool>(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<GameLogic.GameObjectPool>(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<GameLogic.GameObjectPool>(L, 1);
obj.ClearGameObjectPool();
return 0;
}
catch (Exception e)
{
return LuaDLL.toluaL_exception(L, e);
}
}
}