Polyphase Game Engine
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DataAsset_Lua.h
Go to the documentation of this file.
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#pragma once
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#include "
EngineTypes.h
"
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#include "
Log.h
"
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#include "
Assets/DataAsset.h
"
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#include "
LuaBindings/Asset_Lua.h
"
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#include "
LuaBindings/LuaUtils.h
"
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#if LUA_ENABLED
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#define DATA_ASSET_LUA_NAME "DataAsset"
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#define DATA_ASSET_LUA_FLAG "cfDataAsset"
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#define CHECK_DATA_ASSET(L, arg) CheckAssetLuaType<DataAsset>(L, arg, DATA_ASSET_LUA_NAME, DATA_ASSET_LUA_FLAG)
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struct
DataAsset_Lua
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{
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static
int
Get
(lua_State* L);
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static
int
Set(lua_State* L);
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static
int
GetScriptFile(lua_State* L);
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static
int
SetScriptFile(lua_State* L);
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static
int
ReloadProperties(lua_State* L);
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static
void
Bind();
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};
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#endif
Asset_Lua.h
DataAsset.h
EngineTypes.h
HttpVerb::Get
@ Get
Log.h
LuaUtils.h
Engine
Source
LuaBindings
DataAsset_Lua.h
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