/// <summary> /// 检查运行环境 /// </summary> public static bool CheckLuaEnvironment() { #if UNITY_EDITOR int resultId = QLuaUtil.CheckRuntimeFile(); if (resultId == -1) { Debug.LogError("没有找到框架所需要的资源,单击Game菜单下Build xxx Resource生成!!"); EditorApplication.isPlaying = false; return(false); } else if (resultId == -2) { Debug.LogError("没有找到Wrap脚本缓存,单击Lua菜单下Gen Lua Wrap Files生成脚本!!"); EditorApplication.isPlaying = false; return(false); } if (Application.loadedLevelName == "Test" && !QAppConst.DebugMode) { Debug.LogError("测试场景,必须打开调试模式,AppConst.DebugMode = true!!"); EditorApplication.isPlaying = false; return(false); } #endif return(true); }
public static IEnumerator Init() { yield return(QMsgCenter.Instance.Init()); if (!QLuaUtil.CheckLuaEnvironment()) { yield return(null); } var a = QLuaMgr.Instance; var b = QTimerMgr.Instance; var c = QSoundMgr.Instance; var d = QResMgr.Instance; var e = QThreadMgr.Instance; var f = QPoolManager.Instance; var g = GameManager.Instance; // 如果已经初始化过了 就执行Lua文件 (一般是从其他场景切换过来的时候) TODO:这样太危险 if (QLuaMgr.Instance.Initialized) { QLuaMgr.Instance.ExecuteLuaFile(QLuaApp.Instance.luaFileName, "Main"); } }
protected void OnClickEvent(GameObject go) { QLuaUtil.CallMethod(name, "OnClick", go); }
protected void OnClick() { QLuaUtil.CallMethod(name, "OnClick"); }
protected void Start() { QLuaUtil.CallMethod(name, "Start"); }
protected void Awake() { QLuaUtil.CallMethod(name, "Awake", gameObject); }