GameFramework.EntityManager.DelayAddEntity C# (CSharp) Method

DelayAddEntity() public method

public DelayAddEntity ( int unitId, int camp, TableConfig cfg, int ai ) : EntityInfo
unitId int
camp int
cfg TableConfig
ai int
return EntityInfo
        public EntityInfo DelayAddEntity(int unitId, int camp, TableConfig.Actor cfg, int ai, params string[] aiParams)
        {
            EntityInfo entity = NewEntityInfo();
            entity.SceneContext = m_SceneContext;
            entity.LoadData(unitId, camp, cfg, ai, aiParams);
            entity.IsBorning = true;
            entity.BornTime = 0;
            entity.SetAIEnable(false);
            entity.SetStateFlag(Operate_Type.OT_AddBit, CharacterState_Type.CST_Invincible);
            m_DelayAdd.Add(entity);
            return entity;
        }

Same methods

EntityManager::DelayAddEntity ( int id, int unitId, int camp, TableConfig cfg, int ai ) : EntityInfo

Usage Example

Exemplo n.º 1
0
 static public int DelayAddEntity(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 6)
         {
             GameFramework.EntityManager self = (GameFramework.EntityManager)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             TableConfig.Actor a3;
             checkType(l, 4, out a3);
             System.String a4;
             checkType(l, 5, out a4);
             System.String[] a5;
             checkParams(l, 6, out a5);
             var ret = self.DelayAddEntity(a1, a2, a3, a4, a5);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 7)
         {
             GameFramework.EntityManager self = (GameFramework.EntityManager)checkSelf(l);
             System.Int32 a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             TableConfig.Actor a4;
             checkType(l, 5, out a4);
             System.String a5;
             checkType(l, 6, out a5);
             System.String[] a6;
             checkParams(l, 7, out a6);
             var ret = self.DelayAddEntity(a1, a2, a3, a4, a5, a6);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }