lua/wrappers/game/lua_tile.cpp
/**
	 * Returns true if any assets are in use for the overlapping the given tile.
	 * If overlap_tile is nil then returns true if any assets are used to overlap tiles by default.
	 *
	 * @param am.tile [nil] overlap_tile The overlap tile to check.
	 * @returns boolean True if found.
	 */
Returns true if any assets are in use for the overlapping the given tile.
If overlap_tile is nil then returns true if any assets are used to overlap tiles by default.

@param am.tile [nil] overlap_tile The overlap tile to check.
@returns boolean True if found.
Returns true if any assets are in use for the overlapping the given tile . If overlap_tile is nil then returns true if any assets are used to overlap tiles by default . @param am . tile [ nil ] overlap_tile The overlap tile to check . @returns boolean True if found .
int Tile_has_transitional(lua_State *lua)
	{
		Tile *tile = castUData<Tile>(lua, 1);
		if (tile)
		{
			Tile *overlapTile = castUData<Tile>(lua, 3);
			if (lua_isstr(lua, 2))
			{
				lua_pushboolean(lua, tile->hasTransitionalAsset(lua_tostring(lua, 2), overlapTile));
				return 1;
			}
			Asset *asset = castUData<Asset>(lua, 2);
			if (asset)
			{
				lua_pushboolean(lua, tile->hasTransitionalAsset(asset, overlapTile));
				return 1;
			}
			overlapTile = castUData<Tile>(lua, 2);
			if (overlapTile)
			{
				lua_pushboolean(lua, tile->hasTransitionalAsset(overlapTile));
				return 1;
			}
			return LuaState::expectedArgs(lua, "has_transitional", 3, "string asset_name, am.tile [nil] overlap_tile", "am.asset asset, am.tile [nil] overlap_tile", "am.tile overlap_tile");
		}
		return LuaState::expectedContext(lua, "has_transitional", "am.tile");
	}
int Tile_has_transitional ( lua_State * lua ) { Tile * tile = castUData < Tile > ( lua , 1 ) ; if ( tile ) { Tile * overlapTile = castUData < Tile > ( lua , 3 ) ; if ( lua_isstr ( lua , 2 ) ) { lua_pushboolean ( lua , tile -> hasTransitionalAsset ( lua_tostring ( lua , 2 ) , overlapTile ) ) ; return 1 ; } Asset * asset = castUData < Asset > ( lua , 2 ) ; if ( asset ) { lua_pushboolean ( lua , tile -> hasTransitionalAsset ( asset , overlapTile ) ) ; return 1 ; } overlapTile = castUData < Tile > ( lua , 2 ) ; if ( overlapTile ) { lua_pushboolean ( lua , tile -> hasTransitionalAsset ( overlapTile ) ) ; return 1 ; } return LuaState :: expectedArgs ( lua , " " , 3 , " " , " " , " " ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Returns true if any assets are in use for the overlapping the given tile.
Returns true if any assets are in use for the overlapping the given tile .