125 lines
3.7 KiB
C#
125 lines
3.7 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_GameObjectPoolWrap
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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.GameObjectPool), typeof(System.Object));
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L.RegFunction("NextAvailableObject", NextAvailableObject);
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L.RegFunction("ReturnObjectToPool", ReturnObjectToPool);
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L.RegFunction("ClearGameObjectPool", ClearGameObjectPool);
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L.RegFunction("New", _CreateGameLogic_GameObjectPool);
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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_GameObjectPool(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 == 4)
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{
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string arg0 = ToLua.CheckString(L, 1);
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UnityEngine.GameObject arg1 = (UnityEngine.GameObject)ToLua.CheckObject(L, 2, typeof(UnityEngine.GameObject));
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int arg2 = (int)LuaDLL.luaL_checknumber(L, 3);
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UnityEngine.Transform arg3 = (UnityEngine.Transform)ToLua.CheckObject<UnityEngine.Transform>(L, 4);
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GameLogic.GameObjectPool obj = new GameLogic.GameObjectPool(arg0, arg1, arg2, arg3);
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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 == 5)
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{
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string arg0 = ToLua.CheckString(L, 1);
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UnityEngine.GameObject arg1 = (UnityEngine.GameObject)ToLua.CheckObject(L, 2, typeof(UnityEngine.GameObject));
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int arg2 = (int)LuaDLL.luaL_checknumber(L, 3);
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UnityEngine.Transform arg3 = (UnityEngine.Transform)ToLua.CheckObject<UnityEngine.Transform>(L, 4);
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bool arg4 = LuaDLL.luaL_checkboolean(L, 5);
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GameLogic.GameObjectPool obj = new GameLogic.GameObjectPool(arg0, arg1, arg2, arg3, arg4);
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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.GameObjectPool.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 NextAvailableObject(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 == 1)
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{
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GameLogic.GameObjectPool obj = (GameLogic.GameObjectPool)ToLua.CheckObject<GameLogic.GameObjectPool>(L, 1);
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UnityEngine.GameObject o = obj.NextAvailableObject();
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ToLua.PushSealed(L, o);
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return 1;
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}
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else if (count == 2)
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{
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GameLogic.GameObjectPool obj = (GameLogic.GameObjectPool)ToLua.CheckObject<GameLogic.GameObjectPool>(L, 1);
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bool arg0 = LuaDLL.luaL_checkboolean(L, 2);
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UnityEngine.GameObject o = obj.NextAvailableObject(arg0);
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ToLua.PushSealed(L, o);
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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 method: GameLogic.GameObjectPool.NextAvailableObject");
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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 ReturnObjectToPool(IntPtr L)
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{
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try
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{
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ToLua.CheckArgsCount(L, 3);
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GameLogic.GameObjectPool obj = (GameLogic.GameObjectPool)ToLua.CheckObject<GameLogic.GameObjectPool>(L, 1);
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string arg0 = ToLua.CheckString(L, 2);
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UnityEngine.GameObject arg1 = (UnityEngine.GameObject)ToLua.CheckObject(L, 3, typeof(UnityEngine.GameObject));
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obj.ReturnObjectToPool(arg0, arg1);
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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 ClearGameObjectPool(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.GameObjectPool obj = (GameLogic.GameObjectPool)ToLua.CheckObject<GameLogic.GameObjectPool>(L, 1);
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obj.ClearGameObjectPool();
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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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}
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