lua/wrappers/game/lua_dialogue_component.cpp
/**
	 * Creates a new dialogue component.
	 * @param am.game_object [nil] attach_to Attaches this dialogue component to the given game object
	 *  if it is not null.
	 */
Creates a new dialogue component.
@param am.game_object [nil] attach_to Attaches this dialogue component to the given game object
if it is not null.
Creates a new dialogue component . @param am . game_object [ nil ] attach_to Attaches this dialogue component to the given game object if it is not null .
int DialogueComponent_ctor(lua_State *lua)
	{
		GameObject *obj = nullptr;
		if (lua_gettop(lua) == 1)
		{
			obj = getGameObject(lua, 1);
			if (!obj && !lua_isnil(lua, 1))
			{
				return LuaState::expectedArgs(lua, "@new", 2, "GameObject attach_to", "nil attach_to");
			}
		}
		DialogueComponent *comp = new DialogueComponent(obj);
		wrapRefObject<DialogueComponent>(lua, comp);
		return 1;
	}
int DialogueComponent_ctor ( lua_State * lua ) { GameObject * obj = nullptr ; if ( lua_gettop ( lua ) == 1 ) { obj = getGameObject ( lua , 1 ) ; if ( ! obj && ! lua_isnil ( lua , 1 ) ) { return LuaState :: expectedArgs ( lua , " " , 2 , " " , " " ) ; } } DialogueComponent * comp = new DialogueComponent ( obj ) ; wrapRefObject < DialogueComponent > ( lua , comp ) ; return 1 ; }
Creates a new dialogue component.
Creates a new dialogue component .