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SceneEntityInstanceLayer.lua 1.5 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. end
  14. end
  15. function SceneEntityInstanceLayer:__setvar(name,value)
  16. if name == "name" then
  17. Polycode.SceneEntityInstanceLayer_set_name(self.__ptr, value)
  18. return true
  19. elseif name == "layerID" then
  20. Polycode.SceneEntityInstanceLayer_set_layerID(self.__ptr, value.__ptr)
  21. return true
  22. elseif name == "visible" then
  23. Polycode.SceneEntityInstanceLayer_set_visible(self.__ptr, value)
  24. return true
  25. end
  26. return false
  27. end
  28. function SceneEntityInstanceLayer:SceneEntityInstanceLayer(...)
  29. local arg = {...}
  30. for k,v in pairs(arg) do
  31. if type(v) == "table" then
  32. if v.__ptr ~= nil then
  33. arg[k] = v.__ptr
  34. end
  35. end
  36. end
  37. if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then
  38. self.__ptr = Polycode.SceneEntityInstanceLayer(unpack(arg))
  39. end
  40. end
  41. function SceneEntityInstanceLayer:setLayerVisibility(val)
  42. local retVal = Polycode.SceneEntityInstanceLayer_setLayerVisibility(self.__ptr, val)
  43. end
  44. function SceneEntityInstanceLayer:__delete()
  45. if self then Polycode.delete_SceneEntityInstanceLayer(self.__ptr) end
  46. end