C# 클래스 UnityEngine_GameObjectWrap, UnityHello

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공개 메소드들

메소드 설명
Register ( LuaState L ) : void

비공개 메소드들

메소드 설명
AddComponent ( IntPtr L ) : int
BroadcastMessage ( IntPtr L ) : int
CompareTag ( IntPtr L ) : int
CreatePrimitive ( IntPtr L ) : int
Find ( IntPtr L ) : int
FindGameObjectWithTag ( IntPtr L ) : int
FindGameObjectsWithTag ( IntPtr L ) : int
FindWithTag ( IntPtr L ) : int
GetComponent ( IntPtr L ) : int
GetComponentInChildren ( IntPtr L ) : int
GetComponentInParent ( IntPtr L ) : int
GetComponents ( IntPtr L ) : int
GetComponentsInChildren ( IntPtr L ) : int
GetComponentsInParent ( IntPtr L ) : int
SendMessage ( IntPtr L ) : int
SendMessageUpwards ( IntPtr L ) : int
SetActive ( IntPtr L ) : int
_CreateUnityEngine_GameObject ( IntPtr L ) : int
get_activeInHierarchy ( IntPtr L ) : int
get_activeSelf ( IntPtr L ) : int
get_gameObject ( IntPtr L ) : int
get_isStatic ( IntPtr L ) : int
get_layer ( IntPtr L ) : int
get_scene ( IntPtr L ) : int
get_tag ( IntPtr L ) : int
get_transform ( IntPtr L ) : int
op_Equality ( IntPtr L ) : int
set_isStatic ( IntPtr L ) : int
set_layer ( IntPtr L ) : int
set_tag ( IntPtr L ) : int

메소드 상세

Register() 공개 정적인 메소드

public static Register ( LuaState L ) : void
L LuaState
리턴 void