SceneEntityInstanceLayer.lua 1.8 KB

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  1. class "SceneEntityInstanceLayer"
  2. function SceneEntityInstanceLayer:__getvar(name)
  3. if name == "name" then
  4. return Polycode.SceneEntityInstanceLayer_get_name(self.__ptr)
  5. elseif name == "layerID" then
  6. local retVal = Polycode.SceneEntityInstanceLayer_get_layerID(self.__ptr)
  7. if retVal == nil then return nil end
  8. local __c = _G["char"]("__skip_ptr__")
  9. __c.__ptr = retVal
  10. return __c
  11. elseif name == "visible" then
  12. return Polycode.SceneEntityInstanceLayer_get_visible(self.__ptr)
  13. elseif name == "instance" then
  14. local retVal = Polycode.SceneEntityInstanceLayer_get_instance(self.__ptr)
  15. if retVal == nil then return nil end
  16. local __c = _G["SceneEntityInstance"]("__skip_ptr__")
  17. __c.__ptr = retVal
  18. return __c
  19. end
  20. end
  21. function SceneEntityInstanceLayer:__setvar(name,value)
  22. if name == "name" then
  23. Polycode.SceneEntityInstanceLayer_set_name(self.__ptr, value)
  24. return true
  25. elseif name == "layerID" then
  26. Polycode.SceneEntityInstanceLayer_set_layerID(self.__ptr, value.__ptr)
  27. return true
  28. elseif name == "visible" then
  29. Polycode.SceneEntityInstanceLayer_set_visible(self.__ptr, value)
  30. return true
  31. elseif name == "instance" then
  32. Polycode.SceneEntityInstanceLayer_set_instance(self.__ptr, value.__ptr)
  33. return true
  34. end
  35. return false
  36. end
  37. function SceneEntityInstanceLayer:SceneEntityInstanceLayer(...)
  38. local arg = {...}
  39. for k,v in pairs(arg) do
  40. if type(v) == "table" then
  41. if v.__ptr ~= nil then
  42. arg[k] = v.__ptr
  43. end
  44. end
  45. end
  46. if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then
  47. self.__ptr = Polycode.SceneEntityInstanceLayer(unpack(arg))
  48. end
  49. end
  50. function SceneEntityInstanceLayer:setLayerVisibility(val)
  51. local retVal = Polycode.SceneEntityInstanceLayer_setLayerVisibility(self.__ptr, val)
  52. end
  53. function SceneEntityInstanceLayer:__delete()
  54. if self then Polycode.delete_SceneEntityInstanceLayer(self.__ptr) end
  55. end