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288
Assets/CoolapeFrame/Scripts/Lua/CLBehaviour4Lua.cs
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288
Assets/CoolapeFrame/Scripts/Lua/CLBehaviour4Lua.cs
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/*
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********************************************************************************
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*Copyright(C),coolae.net
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*Author: chenbin
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*Version: 2.0
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*Date: 2017-01-09
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*Description: 把mobobehaviour的处理都转到lua层
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*Others:
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*History:
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*********************************************************************************
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*/
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using UnityEngine;
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using System.Collections;
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using System.IO;
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using System.Collections.Generic;
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using XLua;
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namespace Coolape
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{
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public class CLBehaviour4Lua : CLBaseLua
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{
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public override void setLua ()
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{
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base.setLua ();
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initGetLuaFunc ();
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}
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// 把lua方法存在起来
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public virtual void initGetLuaFunc ()
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{
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if (luaTable != null) {
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flStart = getLuaFunction ("Start");
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flAwake = getLuaFunction ("Awake");
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// flReset = getLuaFunction ("Reset");
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flOnTriggerEnter = getLuaFunction ("OnTriggerEnter");
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flOnTriggerExit = getLuaFunction ("OnTriggerExit");
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flOnTriggerStay = getLuaFunction ("OnTriggerStay");
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flOnCollisionEnter = getLuaFunction ("OnCollisionEnter");
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flOnCollisionExit = getLuaFunction ("OnCollisionExit");
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flOnApplicationPause = getLuaFunction ("OnApplicationPause");
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flOnApplicationFocus = getLuaFunction ("OnApplicationFocus");
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flOnBecameInvisible = getLuaFunction ("OnBecameInvisible");
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flOnBecameVisible = getLuaFunction ("OnBecameVisible");
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flOnControllerColliderHit = getLuaFunction ("OnControllerColliderHit");
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flOnDestroy = getLuaFunction ("OnDestroy");
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flOnDisable = getLuaFunction ("OnDisable");
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flOnEnable = getLuaFunction ("OnEnable");
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flOnWillRenderObject = getLuaFunction ("OnWillRenderObject");
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flOnPreRender = getLuaFunction ("OnPreRender");
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flOnPostRender = getLuaFunction ("OnPostRender");
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flOnClick = getLuaFunction ("OnClick");
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flOnPress = getLuaFunction ("OnPress");
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flOnDrag = getLuaFunction ("OnDrag");
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flUIEventDelegate = getLuaFunction ("uiEventDelegate");
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flclean = getLuaFunction ("clean");
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flApplicationQuit = getLuaFunction ("OnApplicationQuit");
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}
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}
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public LuaFunction flclean = null;
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public LuaFunction flApplicationQuit = null;
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bool isQuit = false;
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public virtual void OnApplicationQuit (){
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isQuit = true;
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if (flApplicationQuit != null) {
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call(flApplicationQuit);
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}
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}
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public virtual void clean ()
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{
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if (flclean != null) {
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call(flclean);
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}
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if (isQuit)
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return;
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cancelInvoke4Lua (null);
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CancelInvoke ();
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StopAllCoroutines ();
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}
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public LuaFunction flStart = null;
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public LuaFunction flAwake = null;
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// Use this for initialization
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public virtual void Start ()
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{
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if (flStart != null) {
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call(flStart, gameObject);
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}
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}
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public virtual void Awake ()
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{
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if (flAwake != null) {
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call(flAwake, gameObject);
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}
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}
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public LuaFunction flOnTriggerEnter = null;
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public virtual void OnTriggerEnter (Collider other)
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{
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if (flOnTriggerEnter != null) {
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call(flOnTriggerEnter, other);
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}
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}
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public LuaFunction flOnTriggerExit = null;
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public virtual void OnTriggerExit (Collider other)
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{
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if (flOnTriggerExit != null) {
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call(flOnTriggerExit, other);
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}
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}
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public LuaFunction flOnTriggerStay = null;
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public virtual void OnTriggerStay (Collider other)
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{
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if (flOnTriggerStay != null) {
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call(flOnTriggerStay, other);
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}
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}
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public LuaFunction flOnCollisionEnter = null;
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public virtual void OnCollisionEnter (Collision collision)
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{
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if (flOnCollisionEnter != null) {
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call(flOnCollisionEnter, collision);
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}
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}
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public LuaFunction flOnCollisionExit = null;
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public virtual void OnCollisionExit (Collision collisionInfo)
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{
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if (flOnCollisionExit != null) {
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call(flOnCollisionExit, collisionInfo);
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}
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}
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public LuaFunction flOnApplicationPause = null;
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public virtual void OnApplicationPause (bool pauseStatus)
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{
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if (flOnApplicationPause != null) {
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call(flOnApplicationPause, pauseStatus);
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}
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}
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public LuaFunction flOnApplicationFocus = null;
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public virtual void OnApplicationFocus (bool focusStatus)
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{
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if (flOnApplicationFocus != null) {
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call(flOnApplicationFocus, focusStatus);
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}
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}
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public LuaFunction flOnBecameInvisible = null;
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public virtual void OnBecameInvisible ()
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{
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if (isQuit)
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return;
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if (flOnBecameInvisible != null) {
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call(flOnBecameInvisible, gameObject);
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}
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}
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public LuaFunction flOnBecameVisible = null;
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public virtual void OnBecameVisible ()
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{
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if (flOnBecameVisible != null) {
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call(flOnBecameVisible, gameObject);
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}
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}
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public LuaFunction flOnControllerColliderHit = null;
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public virtual void OnControllerColliderHit (ControllerColliderHit hit)
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{
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if (flOnControllerColliderHit != null) {
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call(flOnControllerColliderHit, hit);
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}
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}
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public LuaFunction flOnDestroy = null;
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public override void OnDestroy ()
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{
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if (flOnDestroy != null) {
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call(flOnDestroy, gameObject);
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}
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base.OnDestroy ();
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}
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public LuaFunction flOnDisable = null;
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public virtual void OnDisable ()
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{
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if (flOnDisable != null) {
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call(flOnDisable, gameObject);
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}
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}
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public LuaFunction flOnEnable = null;
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public virtual void OnEnable ()
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{
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if (flOnEnable != null) {
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call(flOnEnable, gameObject);
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}
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}
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public LuaFunction flOnWillRenderObject = null;
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public virtual void OnWillRenderObject ()
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{
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if (flOnWillRenderObject != null) {
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call(flOnWillRenderObject, gameObject);
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}
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}
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public LuaFunction flOnPreRender = null;
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public virtual void OnPreRender ()
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{
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if (flOnPreRender != null) {
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call(flOnPreRender, gameObject);
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}
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}
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public LuaFunction flOnPostRender = null;
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public virtual void OnPostRender ()
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{
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if (flOnPostRender != null) {
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call(flOnPostRender, gameObject);
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}
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}
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public LuaFunction flOnClick = null;
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public virtual void OnClick ()
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{
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if (flOnClick != null) {
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call(flOnClick, gameObject);
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}
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}
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public LuaFunction flOnPress = null;
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public virtual void OnPress (bool isPressed)
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{
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if (flOnPress != null) {
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call(flOnPress, gameObject, isPressed);
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}
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}
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public LuaFunction flOnDrag = null;
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public virtual void OnDrag (Vector2 delta)
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{
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if (flOnDrag != null) {
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call(flOnDrag, gameObject, delta);
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}
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}
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public LuaFunction flUIEventDelegate = null;
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/// <summary>
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/// User interfaces the event delegate.
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/// </summary>
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/// <param name="go">Go.</param>
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public virtual void uiEventDelegate (GameObject go)
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{
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if (flUIEventDelegate != null) {
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call(flUIEventDelegate, go);
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}
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}
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}
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}
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