Example #1
0
        private void Start()
        {
            if (!RunInEditor)
            {
                return;
            }

            //设置默认UI
            _uiContext = new UIContextBase()
            {
                AssetPath = $"{_prefixPath}/{name}.prefab", Name = $"{name}", Multiple = false
            };
            //加载UIAdpterSystem
            GameFrameworkMode.GetModule <XLuaManager>().DoMainLua("UIAdpterSystem");
            //添加一些默认的全局变量
            GameFrameworkMode.GetModule <XLuaManager>().DoString(
                $"require \"class\"\n" +
                $"json = require \"json\"\n" +
                $"require \"UIView\"\n" +
                $"cs_coroutine = require \"cs_coroutine\"\n" +
                $"require \"SpineSystem\"\n" +
                $"Vector2 = CS.UnityEngine.Vector2\n" +
                $"Vector3 = CS.UnityEngine.Vector3\n" +
                $"Color = CS.UnityEngine.Color\n" +
                $"Input = CS.UnityEngine.Input\n" +
                $"RectTransform = CS.UnityEngine.RectTransform\n" +
                $"GameObject = CS.UnityEngine.GameObject\n" +
                $"Transform = CS.UnityEngine.Transform\n" +
                $"GE =  CS.UnityEngine\n" +
                $"UGUI =  CS.UnityEngine.UI\n" +
                $"GF = CS.Wanderer.GameFramework\n" +
                $"GameMode = GF.GameMode\n" +
                $"RectTransformUtility = CS.UnityEngine.RectTransformUtility\n" +
                $"require \"Resource\"\n" +
                $"Image = CS.UnityEngine.UI.Image\n" +
                $"require \"Utility\"\n" +
                $"require \"AudioSystem\"\n" +
                $"", "XLuaUIViewRunInUnityEditor_PreRequire");
            //UIView的生命周期回调
            _uiView.OnInit(_uiContext);
            _uiView.OnEnter(_uiContext, null, null);
        }
 private static void OnAwakeAfter()
 {
     Debug.Log($"GameMode OnAwakeAfter");
     XLua = GameFrameworkMode.GetModule <XLuaManager>();
     Ads  = GameFrameworkMode.GetModule <AdsManager>();
 }
        //获取所有的lua脚本的路径
        private void GetAllLuaAssetsPath()
        {
            string luaPathPrefix = _luaPathPrefix.ToLower();

            _allLuaAssetPaths = GameFrameworkMode.GetModule <ResourceManager>().Asset.AllAssetPaths.FindAll(x => x.StartsWith(luaPathPrefix));
        }