Beispiel #1
0
        public override void OnEnter()
        {
            luaEnv = LuaManager.luaEnv; //此处要从LuaManager上获取 全局只有一个
            if (luaEnv == null)
            {
                return;
            }
            onEnter  = luaEnv.Global.GetInPath <OnEnterHandler>(this.GetType().Name + ".OnEnter");
            onUpdate = LuaManager.luaEnv.Global.GetInPath <OnUpdateHandler>(this.GetType().Name + ".OnUpdate");
            onLeave  = LuaManager.luaEnv.Global.GetInPath <OnLeaveHandler>(this.GetType().Name + ".OnLeave");
            onDestry = LuaManager.luaEnv.Global.GetInPath <OnDestryHandler>(this.GetType().Name + ".OnDestry");

            if (onEnter != null)
            {
                onEnter();
            }
        }
Beispiel #2
0
    // Start is called before the first frame update
    void Start()
    {
        luaEnv = LuaManager.luaEnv; //此处要从LuaManager上获取 全局只有一个
        if (luaEnv == null)
        {
            return;
        }
        onStart   = luaEnv.Global.GetInPath <OnStartHandler>(this.GetType().Name + ".OnStart");
        onUpdate  = luaEnv.Global.GetInPath <OnUpdateHandler>(this.GetType().Name + ".OnUpdate");
        onDestroy = luaEnv.Global.GetInPath <OnDestroyHandler>(this.GetType().Name + ".OnDestroy");
        if (onStart != null)
        {
            onStart(this.transform);
        }


        GameEntry.Pool.GameObjectSpawn(6, (Transform trans) =>
        {
            PointUI = trans;
        });
    }
Beispiel #3
0
 private void OnDestroy()
 {
     onInit   = null;
     onUpdate = null;
 }
Beispiel #4
0
 // Update is called once per frame
 void Update()
 {
     onUpdate = luaEnv.Global.GetInPath <OnUpdateHandler>(prefabName + "onUpdate");
 }