protected void StartLoader() { loader = gameObject.AddComponent <LuaLoader>(); if (LuaFileUtils.Instance.beZip) { loader.AddBundle("lua/tolua.ab"); loader.AddBundle("lua/lua.ab"); } }
public void Init() { _loader = new LuaLoader(); _lua = new LuaState(); OpenLibs(); lua.LuaSetTop(0); LuaBinder.Bind(_lua); DelegateFactory.Init(); LuaCoroutine.Register(_lua, this); // Lua读取路径 _loader.beZip = GameMain.Inst.ResourceMode != 0; // 如果是打包模式,读AB,否则读Lua目录 if (_loader.beZip) { if (IsEncode) { #if UNITY_ANDROID if (IntPtr.Size == 8) //64位 { cpuTypeStr = "64_"; } #elif UNITY_IOS cpuTypeStr = "64_"; #endif } _loader.AddBundle("lua_" + cpuTypeStr + "logic"); _loader.AddBundle("lua_" + cpuTypeStr + "module"); _loader.AddBundle("lua_" + cpuTypeStr + "tolua"); _loader.AddBundle("lua_" + cpuTypeStr + "ui"); _loader.AddBundle("lua_" + cpuTypeStr + "utils"); } else { _lua.AddSearchPath(LuaConst.luaDir); _lua.AddSearchPath(LuaConst.luaDir + "/ToLua"); } //启动LuaVM _lua.Start(); // Lua计时 gameObject.AddComponent <LuaLooper>().luaState = _lua; // 添加lua之间的引用关系 DoFile("logic/Main"); }
/// <summary> /// 初始化LuaBundle /// </summary> void InitLuaBundle() { if (loader.beZip) { loader.AddBundle(); } }
/// <summary> /// 初始化LuaBundle /// </summary> void InitLuaBundle() { if (loader.beZip) { loader.AddBundle("lua/lua.unity3d"); loader.AddBundle("lua/lua_system.unity3d"); loader.AddBundle("lua/lua_system_reflection.unity3d"); loader.AddBundle("lua/lua_system_injection.unity3d"); loader.AddBundle("lua/lua_unityengine.unity3d"); loader.AddBundle("lua/lua_misc.unity3d"); loader.AddBundle("lua/lua_protobuf.unity3d"); loader.AddBundle("lua/lua_protos.unity3d"); loader.AddBundle("lua/lua_tools_events.unity3d"); loader.AddBundle("lua/lua_windows.unity3d"); } }
public void Init() { _loader = new LuaLoader(); _lua = new LuaState(); OpenLibs(); LuaBinder.Bind(_lua); DelegateFactory.Register(); LuaCoroutine.Register(_lua, this); // Lua读取路径 LuaFileUtils.Instance.beZip = AppConst.resourceMode != 0; // 如果是打包模式,读AB,否则读Lua目录 if (LuaFileUtils.Instance.beZip) { _loader.AddBundle("lua_ui"); _loader.AddBundle("lua_logic"); _loader.AddBundle("lua_protobuf"); _loader.AddBundle("lua_protocols"); _loader.AddBundle("lua_tolua"); _loader.AddBundle("lua_fight"); _loader.AddBundle("lua_character"); _loader.AddBundle("lua_utils"); _loader.AddBundle("lua_skill"); _loader.AddBundle("lua_cache"); } else { _lua.AddSearchPath(LuaConst.luaDir); } //启动LuaVM _lua.Start(); // Lua计时 gameObject.AddComponent <LuaLooper>().luaState = _lua; // 添加lua之间的引用关系 DoFile("logic/Main"); }
/// <summary> /// 初始化LuaBundle /// </summary> void InitLuaBundle() { if (loader.beZip) { DirectoryInfo dir = new DirectoryInfo(Util.DataPath + "/lua"); FileInfo[] unity3dFiles = dir.GetFiles("*.unity3d"); for (int i = 0; i < unity3dFiles.Length; i++) { FileInfo fi = unity3dFiles[i]; loader.AddBundle("lua/" + fi.Name); } } }
/// <summary> /// 初始化LuaBundle /// </summary> void InitLuaBundle() { string streamDir = AppConst.DataPath + "lua"; //Debug.Log("文件路径" + streamDir); string[] files = Directory.GetFiles(streamDir, "*.unity3d", SearchOption.AllDirectories); //Debug.Log("得到的文件长度" + files.Length); for (int i = 0; i < files.Length; i++) { files[i] = files[i].Replace("\\", "/"); //Debug.Log("文件名字" + files[i]); string [] file = files[i].Split('/'); //Debug.Log("文件长度" + file.Length); loader.AddBundle("lua/" + file[file.Length - 1]); } }
/// <summary> /// 初始化LuaBundle /// </summary> void InitLuaBundle() { Util.LogError("InitLuaBundle"); if (loader.beZip) { //查找所有的unity3d string[] filesNames = System.IO.Directory.GetFiles(Util.DataPath + "lua/", "*.unity3d"); foreach (string filename in filesNames) { string luaName = filename.Replace('\\', '/'); luaName = luaName.Substring(luaName.LastIndexOf('/') + 1); loader.AddBundle("lua/" + luaName); } //loader.AddBundle("lua/lua.unity3d"); //loader.AddBundle("lua/lua_logic_base.unity3d"); } }
/// <summary> /// 初始化LuaBundle /// </summary> private void InitLuaBundle() { if (m_LuaLoader.beZip) { List <string> filesList = new List <string>(); string[] names = Directory.GetFiles(FrameworkUtil.DataPath + FrameworkDefine.LUA_DIR); string addbundelname = ""; foreach (string filename in names) { string name = Path.GetFileName(filename.Replace('\\', '/')); if (name.EndsWith(FrameworkDefine.EXT_NAME)) { addbundelname = FrameworkDefine.LUA_DIR + "/" + name; filesList.Add(addbundelname); m_LuaLoader.AddBundle(addbundelname); } } } }
/// <summary> /// 初始化LuaBundle /// </summary> void InitLuaBundle() { if (loader.beZip) { loader.AddBundle("lua/lua.unity3d"); loader.AddBundle("lua/lua_system.unity3d"); loader.AddBundle("lua/lua_system_reflection.unity3d"); loader.AddBundle("lua/lua_unityengine.unity3d"); loader.AddBundle("lua/lua_common.unity3d"); loader.AddBundle("lua/lua_cs-common.unity3d"); loader.AddBundle("lua/lua_misc.unity3d"); loader.AddBundle("lua/lua_protobuf.unity3d"); loader.AddBundle("lua/lua_3rd_cjson.unity3d"); loader.AddBundle("lua/lua_3rd_luabitop.unity3d"); loader.AddBundle("lua/lua_3rd_pbc.unity3d"); loader.AddBundle("lua/lua_3rd_pblua.unity3d"); loader.AddBundle("lua/lua_3rd_sproto.unity3d"); //for game loader.AddBundle("lua/lua_modules_ccmj_control.unity3d"); loader.AddBundle("lua/lua_modules_ccmj_view.unity3d"); loader.AddBundle("lua/lua_modules_ddz_controller.unity3d"); loader.AddBundle("lua/lua_modules_ddz_view.unity3d"); loader.AddBundle("lua/lua_modules_main_control.unity3d"); loader.AddBundle("lua/lua_modules_main_view.unity3d"); loader.AddBundle("lua/lua_modules_main_view_item.unity3d"); } }
/// <summary> /// 初始化LuaBundle /// </summary> void InitLuaBundle() { if (loader.beZip) { loader.AddBundle("lua/lua.unity3d"); loader.AddBundle("lua/lua_cjson.unity3d"); loader.AddBundle("lua/lua_controller.unity3d"); loader.AddBundle("lua/lua_lpeg.unity3d"); loader.AddBundle("lua/lua_misc.unity3d"); loader.AddBundle("lua/lua_protobuf.unity3d"); loader.AddBundle("lua/lua_socket.unity3d"); loader.AddBundle("lua/lua_system.unity3d"); loader.AddBundle("lua/lua_system_reflection.unity3d"); loader.AddBundle("lua/lua_unityengine.unity3d"); loader.AddBundle("lua/lua_view.unity3d"); } }
/// <summary> /// 初始化LuaBundle /// </summary> void InitLuaBundle() { if (loader.beZip) { loader.AddBundle("lua/lua.unity3d"); loader.AddBundle("lua/lua_math.unity3d"); loader.AddBundle("lua/lua_system.unity3d"); loader.AddBundle("lua/lua_system_reflection.unity3d"); loader.AddBundle("lua/lua_unityengine.unity3d"); loader.AddBundle("lua/lua_common.unity3d"); loader.AddBundle("lua/lua_logic.unity3d"); loader.AddBundle("lua/lua_view.unity3d"); loader.AddBundle("lua/lua_controller.unity3d"); loader.AddBundle("lua/lua_misc.unity3d"); loader.AddBundle("lua/lua_protobuf.unity3d"); loader.AddBundle("lua/lua_3rd_cjson.unity3d"); loader.AddBundle("lua/lua_3rd_luabitop.unity3d"); loader.AddBundle("lua/lua_3rd_pbc.unity3d"); loader.AddBundle("lua/lua_3rd_pblua.unity3d"); loader.AddBundle("lua/lua_3rd_sproto.unity3d"); } }