void Awake() { DontDestroyOnLoad(this.gameObject); luacache = new Dictionary <string, TextAsset>(); lua = new Lua(); LoadScript(); }
void OnDestroy() { if (onDestroyFn != null) { onDestroyFn.call(); } updateFn = null; if (lua != null) { lua.luaState.Close(); } lua = null; _instance = null; if (net != null) { net.Dispose(); } net = null; if (ChatNet != null) { ChatNet.Dispose(); } ChatNet = null; luacache.Clear(); }
void Start() { l = new LuaSvr(); l.init(null, () =>{ LuaTests t = new LuaTests(); t.lua = l.luaState; t.lua.doString ("TestClass=NLuaTest.Mock.TestClass"); MethodInfo[] methods = t.GetType().GetMethods(BindingFlags.Instance | BindingFlags.Public | BindingFlags.DeclaredOnly); int pass = 0; int failed = 0; int i = 0; foreach(MethodInfo m in methods) { ++i; try{ Debug.Log("start test: " + m.Name); m.Invoke(t, null); ++pass; }catch(Exception e) { ++failed; Debug.LogError("[" + i + "] test failed: " + m.Name + ", e: " + e); } } Debug.Log("test done. pass: "******", failed: " + failed); }); }
// Use this for initialization void Start () { l = new LuaSvr(); l.init(null, () => { l.start("valuetype"); }); }
// Use this for initialization void Start() { l = new LuaSvr(); l.init(null,()=>{ l.start("delegate"); }); }
public LuaSvr() { LuaState luaState = new LuaState(); this.luaState = luaState; main = this; }
void Start() { lua = new LuaSvr(); self = (LuaTable)lua.start("LuaFiles/building_txt"); //self = (LuaTable)lua.luaState.getObject("data"); //object o = lua.luaState.getFunction("GetData").call(); Debug.Log("table " + ((LuaTable)self[1])["name"]); LuaFunction dataFunction = ((LuaFunction)self["GetData"]); LuaTable dataTable = (LuaTable)dataFunction.call(); LuaFunction callFunction = (LuaFunction)self["CallBack"]; callFunction.call(222); //lua.luaState.getFunction("CallBack").call(); lua.luaState.getFunction("Call").call(2); Debug.Log("table " + ((LuaTable)dataTable[1])["use_money"] + " is Null " + (callFunction == null)); LuaTable d = (LuaTable)((LuaFunction)self["GetData1"]).call(); Debug.Log("---------------- : " + ((LuaTable)d[1])["use_money"]); LuaTable table2 = (LuaTable)lua.start("LuaFiles/building_txt1"); test2 = (LuaFunction)self["test"]; object o = test2.call(self,9,1); Debug.Log("add function :"+o); SetTransform = (LuaFunction)self["SetTransform"]; SetTransform.call(self, tr); //tr.localPosition = new Vector3(2, 2, 2); }
void Awake() { DontDestroyOnLoad(this.gameObject); luacache = new Dictionary <string, byte[]>(); lua = new Lua(); _instance = this; LoadScript(); }
void Awake() { _instance = this; svr = new LuaSvr(); self = (LuaTable)svr.start("LuaFiles/LuaCallCsAPI"); self["event"] = DataEventSource.Instance; self["name"] = "API"; }
void Awake() { DontDestroyOnLoad(this.gameObject); luacache = new Dictionary<string, TextAsset>(); lua = new Lua(); _instance = this; LoadScript(); }
private LuaModule() { #if UNITY_EDITOR UnityEngine.Debug.Log("Consturct LuaModule..."); #endif _luaSvr = new LuaSvr(); _luaSvr.init(progress => { }, () => { }); }
// Use this for initialization void Start() { l = new LuaSvr(); l.init(null, () => { l.start("varobj"); }); }
void OnDestroy() { if (onDestroyFn != null) onDestroyFn.call(); updateFn = null; lua = null; _instance = null; luacache.Clear(); }
public static void DestoryLua() { if (lua != null && lua.luaState != null) { lua.luaState.Close(); } lua = null; }
void Start () { svr = new LuaSvr(); svr.init(null, () => { self = (LuaTable)svr.start("circle/circle"); update = (LuaFunction)self["update"]; }); }
public static LuaSvr getInstance() { if (_inst == null) { _inst = new LuaSvr(); _inst.init(null, () => { }); } return(_inst); }
void Start() { c = this; l = new LuaSvr(); l.init(null, () => { l.start("custom"); }); }
void Start() { #if UNITY_5 Application.logMessageReceived += this.log; #else Application.RegisterLogCallback(this.log); #endif _l = new LuaSvr(); _l.init(tick, complete, LuaSvrFlag.LSF_BASIC); }
public void bindUnity() { if (!openedSluaLib) { openSluaLib(); } LuaSvr.doBind(L); LuaValueType.reg(L); }
public void Close() { if (!inited) { return; } inited = false; main = null; luaState.Close(); luaState = null; }
public IEnumerator bindUnity(Action <int> _tick, Action complete) { if (!openedSluaLib) { openSluaLib(); } yield return(LuaSvr.doBind(L, _tick, complete)); LuaValueType.reg(L); }
// Use this for initialization void Start() { #if UNITY_5 Application.logMessageReceived += this.log; #else Application.RegisterLogCallback(this.log); #endif l = new LuaSvr(); l.init(tick,complete,true); }
void OnDestroy() { if (onDestroyFn != null) { onDestroyFn.call(); } updateFn = null; lua = null; _instance = null; luacache.Clear(); }
/// <summary> /// Pre Init Lua. /// </summary> /// <param name="sconds">Sconds.</param> public void PreInitLua () { #if !HUGULA_RELEASE Debug.LogFormat ("ManagedThreadId = {0},frame={1}", System.Threading.Thread.CurrentThread.ManagedThreadId, Time.frameCount); #endif if (lua == null) lua = new Lua (); Debug.LogFormat ("PreInitLua {0}", lua); CUtils.DebugCastTime (""); lua.init (null, () => { CUtils.DebugCastTime ("Slua binded"); isLuaInitFinished = true; }, LuaSvrFlag.LSF_3RDDLL); }
private void doInit() { luacache = new Dictionary <string, byte[]>(); lua = new Lua(); Lua.mainState.loaderDelegate = Loader; lua.init(this.progress, () => { LoadBundle(); this.m_tick = null; }, LuaSvrFlag.LSF_BASIC | LuaSvrFlag.LSF_EXTLIB | LuaSvrFlag.LSF_3RDDLL); }
public LuaSvr() { if (Instance != null) { throw new Exception("LuaSvr had created"); } LuaState luaState = new LuaState(); this.luaState = luaState; Instance = this; }
/// <summary> /// Pre Init Lua. /// </summary> /// <param name="sconds">Sconds.</param> public static void PreInitLua() { if (lua == null) { lua = new Lua(); } CUtils.DebugCastTime(""); lua.init(null, () => { CUtils.DebugCastTime("Slua binded"); isLuaInitFinished = true; }, LuaSvrFlag.LSF_3RDDLL); }
void OnDestroy() { RemoveAllEvents(); if (onDestroyFn != null) { onDestroyFn.call(); } updateFn = null; lua = null; if (_instance == this) { _instance = null; } }
// Use this for initialization void Start() { #if UNITY_5 Application.logMessageReceived += this.log; #else Application.RegisterLogCallback(this.log); #endif l = new LuaSvr(); l.start("main"); object o = l.luaState.getFunction("foo").call(1, 2, 3); object[] array = (object[])o; for (int n = 0; n < array.Length; n++) Debug.Log(array[n]); string s = (string)l.luaState.getFunction("str").call(new object[0]); Debug.Log(s); }
// Use this for initialization void Start() { var startMem = System.GC.GetTotalMemory (true); var start = Time.realtimeSinceStartup; l = new LuaSvr(); l.init(null, () => { Debug.Log ("start cost: " + (Time.realtimeSinceStartup - start)); var endMem = System.GC.GetTotalMemory (true); Debug.Log ("startMem: " + startMem + ", endMem: " + endMem + ", " + "cost mem: " + (endMem - startMem)); l.start("perf"); }); #if UNITY_5 Application.logMessageReceived += this.log; #else Application.RegisterLogCallback(this.log); #endif }
public override IEnumerator SetupAsync () { Debug.Log ("~~~ setup Lua Service"); yield return base.SetupAsync (); l = new LuaSvr(); bool _isLoaded = false; LuaState.loaderDelegate = LoadLuaFile; l.init (null, () => { _isLoaded = true; }); while (!_isLoaded) yield return null; //TODO:在这里调用lua环境初始化脚本有一点问题,线上的版本assetbundle可能存在于两个地方:StreammingAssets or PersistentDataPath //在UpdateService执行完更新逻辑之前,任何调用可热更资源都可能造成读脏数据 //Init lua libs RunString("require \"core/Init\""); //net msg callback var luaNetMgr = (LuaTable)RunString("return NetMgr"); var func = luaNetMgr["OnReceiveMessage"] as LuaFunction; OnEvent<Packet>().ObserveOnMainThread().Subscribe((packet) => { //Debug.Log("call lua networkService:OnReceivePacket"); func.call(luaNetMgr, packet); }); Debug.Log ("Lua Service setup completed."); }
public static void DestoryLua() { //if (lua != null && lua.MainState != null) nulllua.MainState.d; lua = null; }
// Use this for initialization void Start() { SLua.LuaState.loaderDelegate = Loader; lua = new SLua.LuaSvr(); lua.init(tick,complete,true); }
public StaticDataLua() { lua = new LuaSvr(); }
void OnDestroy() { if (onDestroyFn != null) onDestroyFn.call(); updateFn = null; if (lua != null) lua.luaState.Close(); lua = null; _instance = null; if(net!=null)net.Dispose(); net = null; if(ChatNet!=null)ChatNet.Dispose(); ChatNet = null; luacache.Clear(); }
void Start() { svr = new LuaSvr(); self=(LuaTable)svr.start("circle/circle"); //update = (LuaFunction)self["update"]; }
public IEnumerator BindUnity(Action <int> tickAction, Action onComplete) { yield return(LuaSvr.DoBind(StatePointer, tickAction, onComplete)); LuaValueType.Register(StatePointer); }
public void BindUnity() { LuaSvr.DoBind(StatePointer); LuaValueType.Register(StatePointer); }
void Start() { svr = new LuaSvr(); self=(LuaTable)svr.start("test/test"); //update = (LuaFunction)self["update"]; }
void Awake() { if (null != sInstance) return; sInstance = this; // keep alive on change scene DontDestroyOnLoad(this.gameObject); // if exist gameobject called "UIRoot". Destory it. // this maybe we add to desing ui temply GameObject gameObjectUIRoot = GameObject.Find("UIRoot"); if (null != gameObjectUIRoot) GameObject.Destroy (gameObjectUIRoot); GameObject uiPageMain = GameObject.Find("UIPageMain"); if (null != uiPageMain) GameObject.Destroy (uiPageMain); mAssetsMgr = AssetsManager.GetInstance (); mUIMgr = UIManager.GetInstance (); // asset manager update path string updatePath = Application.persistentDataPath + "Update"; if (!Directory.Exists(updatePath)) Directory.CreateDirectory(updatePath); mAssetsMgr.AddUpdatePath (updatePath); // ui manager _Load(0, () => { // lua LuaState.loaderDelegate = LuaLoadFunction; luaSvr_GM = new LuaSvr(); luaSelf_GM =(LuaTable)luaSvr_GM.start("Lua/GameManager"); luaUpdate_GM = (LuaFunction)luaSelf_GM["update"]; }); }
public void bindUnity() { LuaSvr.doBind(L); LuaValueType.reg(L); }
void Start() { l = new LuaSvr(); l.init(null,()=>{l.start("lua_socket_test");}); }
void Awake() { DontDestroyOnLoad(this.gameObject); lua = new Lua(); LoadScript(); }
void Start() { l = new LuaSvr(); l.init(null,()=>{l.start("sqliteTest");}); }
// Use this for initialization void Start() { l = new LuaSvr(); l.start("delegate"); }
void Start() { l = new LuaSvr(); l.start("protoTest"); }
// Use this for initialization void Start() { l = new LuaSvr(); l.start("valuetype"); }
public IEnumerator bindUnity(Action <int> _tick, Action complete) { yield return(LuaSvr.doBind(L, _tick, complete)); LuaValueType.reg(L); }
private IEnumerator _Setup() { LuaState.loaderDelegate = LoadFile; _svr = new LuaSvr(); _svr.init(delegate(int obj) { },delegate() { _isInited = true; },LuaSvrFlag.LSF_3RDDLL); while(!isInited){ yield return null; } }
void Start() { c = this; l = new LuaSvr(); l.start("custom"); }
void Start() { l = new LuaSvr(); l.init(null,()=>{l.start("sproto_test");}); }