void Awake() { LuaFileUtils file = new LuaFileUtils(); file.beZip = true; LoadBundles(); }
// Use this for initialization void Awake() { loader = new LuaFileUtils(); lua = new LuaState(); this.OpenLibs(); lua.LuaSetTop(0); KBEngine.KBELuaUtil.SetCallLuaFunction(this.CallFunction); Bind(); }
public void Close() { loop.Destroy(); loop = null; lua.Dispose(); lua = null; loader = null; KBEngine.KBELuaUtil.ClearCallLuaFunction(); }
void Awake() { #if UNITY_5 Application.logMessageReceived += ShowTips; #else Application.RegisterLogCallback(ShowTips); #endif LuaFileUtils file = new LuaFileUtils(); file.beZip = true; StartCoroutine(LoadBundles()); }
void Awake() { #if UNITY_5 Application.logMessageReceived += ShowTips; #else Application.RegisterLogCallback(ShowTips); #endif LuaFileUtils file = new LuaFileUtils(); file.beZip = true; StartCoroutine(LoadBundles()); }
void Awake() { LuaFileUtils file = new LuaFileUtils(); file.beZip = true; #if UNITY_ANDROID && UNITY_EDITOR if (IntPtr.Size == 8) { throw new Exception("can't run this in unity5.x process for 64 bits, switch to pc platform, or run it in android mobile"); } #endif StartCoroutine(LoadBundles()); }
private void Awake() { //初始化FileReader FileReader reader = FileReader.Instance; reader.InitPath(); reader.PreLoadAssetBundle(); //设置lua读取路径 LuaFileUtils fileutils = new LuaFileUtils(); fileutils.beZip = PackDefine.PACK_TEXT_FILE; if (PackDefine.PACK_TEXT_FILE) { var luaab = reader.GetAllPreLoadABByRoot("lua"); foreach (var ab in luaab) { string abname = ab.abname; if (abname.EndsWith(PackDefine.AB_EXT)) { abname = abname.Substring(0, abname.Length - PackDefine.AB_EXT.Length); } fileutils.AddSearchBundle(abname, ab.ab); } } else { var pathes = FileReader.TXT_FILES["lua"]; foreach (var path in pathes) { fileutils.AddSearchPath(path); } } //初始化AssetManager AssetManager assetMgr = AssetManager.Instance; //GameObject can = GameObject.Find("Canvas"); //GameObject uistart = assetMgr.LoadPrefab("ui_prefab", "PanelHelloWorld"); //GameObject.Instantiate<GameObject>(uistart, can.transform); //上面的设置完毕了,启动lua状态机 lua = new LuaState(); lua.Start(); LuaBinder.Bind(lua); //lua入口文件 lua.DoFile("Main.lua"); Debug.Log("After dofile main.lua"); }
public virtual void Dispose() { if (instance != null) { instance = null; searchPaths.Clear(); foreach (KeyValuePair<string, AssetBundle> iter in zipMap) { iter.Value.Unload(true); } zipMap.Clear(); } }
public virtual void Dispose() { if (instance != null) { instance = null; searchPaths.Clear(); foreach (KeyValuePair <string, AssetBundle> iter in zipMap) { iter.Value.Unload(true); } zipMap.Clear(); } }
private byte[] ReadDownLoadFile(string fileName) { string text = fileName; if (!Path.IsPathRooted(fileName)) { string text2 = Application.get_persistentDataPath().Replace('\\', '/'); text = string.Format("{0}/{1}/Lua/{2}", text2, LuaFileUtils.GetOSDir(), fileName); } if (File.Exists(text)) { return(File.ReadAllBytes(text)); } return(null); }
void Awake() { #if UNITY_5 || UNITY_2017_1_OR_NEWER Application.logMessageReceived += ShowTips; #else Application.RegisterLogCallback(ShowTips); #endif LuaFileUtils file = new LuaFileUtils(); file.beZip = true; #if UNITY_ANDROID && UNITY_EDITOR if (IntPtr.Size == 8) { throw new Exception("can't run this in unity5.x process for 64 bits, switch to pc platform, or run it in android mobile"); } #endif StartCoroutine(LoadBundles()); }
public LuaMultiState(LuaFileUtils luaFileUtils) { #if !MULTI_STATE CLog.LogError("not define symbols MULTI_STATE!"); #endif this.luaFileUtils = luaFileUtils; if (mainState == null) { mainState = this; } LuaException.Init(); L = LuaNewState(); stateMap.Add(L, this); OpenToLuaLibs(); ToLua.OpenLibs(L); OpenBaseLibs(); LuaSetTop(0); InitLuaPath(); }
public LuaFileUtils() { instance = this; }
public LuaFileUtils() { instance = this; }
void Awake() { LuaFileUtils file = new LuaFileUtils(); file.beZip = true; LoadBundles(); }