GetFunction() public méthode

public GetFunction ( string funcName ) : LuaFunction
funcName string
Résultat LuaFunction
	void Start () 
    {
        LuaState state = new LuaState();
        state.Start();
        LuaBinder.Bind(state);

        state.DoString(script);
        state["space"] = Space.World;

        LuaFunction func = state.GetFunction("TestEnum");
        func.BeginPCall();
        func.Push(Space.World);
        func.PCall();
        func.EndPCall();
        func.Dispose();
        func = null;

        GameObject go = GameObject.Find("/Light");
        Light light = go.GetComponent<Light>();
        func = state.GetFunction("ChangeLightType");
        func.BeginPCall();
        func.Push(light);
        func.Push(LightType.Directional);
        func.PCall();
        func.EndPCall();
        func.Dispose();
        func = null;
 
        state.CheckTop();
        state.Dispose();
        state = null;
	}
Exemple #2
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    //实际应用如Socket.Send(LuaStringBuffer buffer)函数发送协议, 在lua中调用Socket.Send(pb_data)
    //读取协议 Socket.PeekMsgPacket() {return MsgPacket}; lua 中,取协议字节流 MsgPack.data 为 LuaStringBuffer类型
    //msg = Socket.PeekMsgPacket() 
    //pb_data = msg.data    
    void Start()
    {
#if UNITY_5		
		Application.logMessageReceived += ShowTips;
#else
        Application.RegisterLogCallback(ShowTips);
#endif  
        new LuaResLoader();        
        LuaState state = new LuaState();
        state.Start();
        Bind(state);
        state.OpenLibs(LuaDLL.luaopen_pb);                   

        state.DoString(script);
        LuaFunction func = state.GetFunction("Encoder");
        func.Call();
        func.Dispose();
        func = null;

        func = state.GetFunction("Decoder");
        func.Call();
        func.Dispose();
        func = null;

        state.CheckTop();
        state.Dispose();
        state = null;
    }
Exemple #3
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	void Awake () 
    {        
        lua  = new LuaState();
        lua.Start();
        LuaBinder.Bind(lua);

        lua.DoString(luaFile.text, "LuaCoroutine.lua");
        update = lua.GetFunction("Update");
        lateupdate = lua.GetFunction("LateUpdate");
        fixedupdate = lua.GetFunction("FixedUpdate");                
        LuaFunction f = lua.GetFunction("TestCortinue");
        f.Call();
        f.Dispose();
	}
    void Start()
    {
        LuaState lua = new LuaState();
        lua.Start();
        lua.DoString(script);

        string[] strs = { "aaa", "bbb", "ccc" };
        LuaFunction func = lua.GetFunction("TestArray");

        func.BeginPCall();
        func.Push(strs);
        func.PCall();
        double arg1 = func.CheckNumber();
        string arg2 = func.CheckString();
        bool arg3 = func.CheckBoolean();
        Debugger.Log("return is {0} {1} {2}", arg1, arg2, arg3);
        func.EndPCall();

        //转换一下类型,避免可变参数拆成多个参数传递
        object[] objs = func.Call((object)strs);

        if (objs != null)
        {
            Debugger.Log("return is {0} {1} {2}", objs[0], objs[1], objs[2]);
        }

        lua.CheckTop();
        func.Dispose();
        lua.Dispose();
    }
    void Start()
    {
        lua = new LuaState();
        lua.Start();
        lua.DoString(script, "AccessingArray.cs");

        int[] array = { 1, 2, 3, 4, 5};
        func = lua.GetFunction("TestArray");

        func.BeginPCall();
        func.Push(array);
        func.PCall();
        double arg1 = func.CheckNumber();
        string arg2 = func.CheckString();
        bool arg3 = func.CheckBoolean();
        Debugger.Log("return is {0} {1} {2}", arg1, arg2, arg3);
        func.EndPCall();

        //转换一下类型,避免可变参数拆成多个参数传递
        object[] objs = func.Call((object)array);

        if (objs != null)
        {
            Debugger.Log("return is {0} {1} {2}", objs[0], objs[1], objs[2]);
        }

        lua.CheckTop();
    }
    void Start()
    {
        #if !TEST_GC
        #if UNITY_5
        Application.logMessageReceived += ShowTips;
        #else
        Application.RegisterLogCallback(ShowTips);
        #endif
        #endif
        lua = new LuaState();
        lua.Start();
        lua.DoString(script);

        //Get the function object
        func = lua.GetFunction("test.luaFunc");

        if (func != null)
        {
            //有gc alloc
            object[] r = func.Call(123456);
            Debugger.Log("generic call return: {0}", r[0]);

            // no gc alloc
            int num = CallFunc();
            Debugger.Log("expansion call return: {0}", num);
        }

        lua.CheckTop();
    }
Exemple #7
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	void Start () 
    {
		#if UNITY_5		
		Application.logMessageReceived += ShowTips;
		#else
		Application.RegisterLogCallback(ShowTips);           
		#endif
		new LuaResLoader();
        LuaState lua = new LuaState();
        lua.Start();
        lua.DoString(script);				                   

        LuaFunction func = lua.GetFunction("TestInt64");
        func.BeginPCall();
		func.PushInt64(9223372036854775807 - 789);
        func.PCall();
        LuaInteger64 n64 = func.CheckInteger64();
        Debugger.Log("int64 return from lua is: {0}", n64);
        func.EndPCall();
        func.Dispose();
        func = null;

        lua.CheckTop();    
		lua.Dispose();  
		lua = null;
	}	
Exemple #8
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    // UniLua.ILuaState uniLua = LuaAPI.NewState();
    // NLua.Lua nlua = new NLua.Lua();

    // Use this for initialization
    void Start()
    {
        // GameObject labelas = GameObject.Find ("Label1");
        GameObject label1 = this.transform.FindChild("Label1").gameObject;

        label1.AddComponent <TestClick>();

        UIEventListener com = this.transform.FindChild("Label4").GetComponent <UIEventListener> ();

        com.onClick = OnClick;

        uLua.RegisterLuaDelegateType(typeof(UIEventListener.VoidDelegate), typeof(LuaEventArgsHandler));


        object[] aa = uLua.DoFile("TestLua");

        LuaInterface.LuaFunction fun = uLua.GetFunction("TB.TB1.Start");
        uLua.callFunction(fun, new object[] { this.gameObject });

        // uniLua.L_OpenLibs();

        // var status = uniLua.L_DoFile("TestUniLua.lua");
        // if( status != ThreadStatus.LUA_OK )
        // {
        //  Debug.Log(uniLua.ToString(-1));
        // }


        // TextAsset file = Resources.Load<TextAsset>("TestNLua");
        // object[] aa1 = nlua.DoString(file.text, "TestNLua");
        // NLua.LuaFunction fun1 = nlua.GetFunction ("TB.TB1.Start");
        // nlua.CallFunction (fun1, new object[]{this.gameObject});
    }
Exemple #9
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	void Start () 
    {
        state = new LuaState();
        state.Start();
        LuaBinder.Bind(state);
        state.DoString(script);

        func = state.GetFunction("TestPick");
	}
    void Start()
    {
        new LuaResLoader();
        state = new LuaState();
        state.Start();
        LuaBinder.Bind(state);
        state.DoString(script, "TestOutArg.cs");

        func = state.GetFunction("TestPick");
    }
Exemple #11
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    void Awake () {
        LuaState l = new LuaState();

        l.DoString(script);

        LuaFunction f = l.GetFunction("luaFunc");

        object[] r = f.Call("I called a lua function!");

        print(r[0]);
        Debug.Log("Test script 1 AWAKE.");	
	}
Exemple #12
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	void Awake () 
    {
        luaState = new LuaState();
        luaState.Start();
        LuaBinder.Bind(luaState);
        LuaCoroutine.Register(luaState, this);

        luaState.DoString(script);
        LuaFunction func = luaState.GetFunction("TestCo");
        func.Call();
        func.Dispose();
	}
    void Awake()
    {
        lua  = new LuaState();
        lua.Start();
        LuaBinder.Bind(lua);
        looper = gameObject.AddComponent<LuaLooper>();
        looper.luaState = lua;

        lua.DoString(luaFile.text, "TestCoroutine.cs");
        LuaFunction f = lua.GetFunction("TestCortinue");
        f.Call();
        f.Dispose();
        f = null;
    }
Exemple #14
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	void Start () 
    {        
        Application.RegisterLogCallback(Logger);
        new LuaResLoader();        
        LuaState state = new LuaState();
        state.Start();

        state.DoFile("TestLoader.lua");

        LuaFunction func = state.GetFunction("Test");        
        func.Call();
        Application.RegisterLogCallback(null);
        func.Dispose();
        state.Dispose();
	}
	// Use this for initialization
	void Start () {
        LuaState l = new LuaState();

        // First run the script so the function is created
        l.DoString(script);

        // Get the function object
        LuaFunction f = l.GetFunction("luaFunc");

        // Call it, takes a variable number of object parameters and attempts to interpet them appropriately
        object[] r = f.Call("I called a lua function!");

        // Lua functions can have variable returns, so we again store those as a C# object array, and in this case print the first one
        print(r[0]);
	}
Exemple #16
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    //实际应用如Socket.Send(LuaStringBuffer buffer)函数发送协议, 在lua中调用Socket.Send(pb_data)
    //读取协议 Socket.PeekMsgPacket() {return MsgPacket}; lua 中,取协议字节流 MsgPack.data 为 LuaStringBuffer类型
    //msg = Socket.PeekMsgPacket() 
    //pb_data = msg.data    
    void Start()
    {
        Application.RegisterLogCallback(ShowTips);  
        new LuaResLoader();        
        LuaState state = new LuaState();
        state.Start();
        Bind(state);
        state.OpenLibs(LuaDLL.luaopen_pb);                   

        state.DoString(script);
        LuaFunction func = state.GetFunction("Encoder");
        func.Call();
        func.Dispose();
        func = null;

        func = state.GetFunction("Decoder");
        func.Call();
        func.Dispose();
        func = null;

        state.CheckTop();
        state.Dispose();
        state = null;
    }
Exemple #17
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	void Start () 
    {
        state = new LuaState();
        state.Start();
        state.DoString(script);

        LuaFunction func = state.GetFunction("Test");
        func.BeginPCall();
        func.PCall();
        thread = func.CheckLuaThread();
        func.EndPCall();
        func.Dispose();
        func = null;

        thread.Resume(10);
	}
    // Use this for initialization
    void Start()
    {
        LuaState l = new LuaState();
        LuaScriptMgr._translator = l.GetTranslator();

        // First run the script so the function is created
        l.DoString(script);

        // Get the function object
        LuaFunction f = l.GetFunction("myFunc");

        // Create a paused lua coroutine object from the parent state and a function
        co = new LuaThread(l, f);

        // The coroutine needs to be resumed each frame, since it is yielding each frame, alternatively you could only resume it on conditions in C# instead
        co.Start();
    }
Exemple #19
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	void Start () 
    {
        lua = new LuaState();
        lua.Start();
        lua.DoString(script);

        //Get the function object
        func = lua.GetFunction("test.luaFunc");

        if (func != null)
        {
            //有gc alloc
            object[] r = func.Call(123456);
            Debugger.Log(r[0]);

            // no gc alloc
            int num = CallFunc();
            Debugger.Log(num);
        }

        lua.CheckTop();
	}
Exemple #20
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	void Start () 
    {
#if UNITY_5
        Application.logMessageReceived += Logger;
#else
        Application.RegisterLogCallback(Logger);
#endif    
        new LuaResLoader();        
        LuaState state = new LuaState();
        state.Start();

        state.DoFile("TestLoader.lua");

        LuaFunction func = state.GetFunction("Test");        
        func.Call();        
        func.Dispose();
        state.Dispose();
#if UNITY_5
        Application.logMessageReceived -= Logger;
#else
        Application.RegisterLogCallback(null);
#endif    
	}
    void Awake()
    {
        map.Add(1, new TestAccount(2, "水水", 0));
        map.Add(2, new TestAccount(1, "王伟", 1));
        map.Add(3, new TestAccount(2, "王芳", 0));

        LuaState luaState = new LuaState();
        luaState.Start();
        BindMap(luaState);

        luaState.DoString(script);
        LuaFunction func = luaState.GetFunction("TestDict");
        func.BeginPCall();
        func.Push(map);
        func.PCall();
        func.EndPCall();

        func.Dispose();
        func = null;
        luaState.CheckTop();
        luaState.Dispose();
        luaState = null;
    }
Exemple #22
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	void Start () 
    {
        LuaState lua = new LuaState();
        lua.Start();
        lua.DoString(script);

        long x  = 123456789123456789;
        double low = (double)(x & 0xFFFFFFFF);
        double high = (double)(x >> 32);
        Debugger.Log("number x low is {0}, high is {1}", low, high);

        LuaFunction func = lua.GetFunction("TestInt64");
        func.BeginPCall();
        func.PushInt64(123456789123456000);
        func.PCall();
        LuaInteger64 n64 = func.CheckInteger64();
        Debugger.Log("int64 return from lua is: {0}", n64);
        func.EndPCall();
        func.Dispose();
        func = null;

        lua.CheckTop();
        lua.Dispose();        
	}	
Exemple #23
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    void Awake()
    {
        LuaState state = new LuaState();
        state.Start();

        Bind(state);
        state.DoString(script, "TestOverride.cs");

        TestExport to = new TestExport();
        LuaFunction func = state.GetFunction("Test");
        func.Call(to);
    }
Exemple #24
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        public static LuaFunction GetFunction(IntPtr L, int reference)
        {
            LuaState state = LuaState.Get(L);

            return(state.GetFunction(reference));
        }
Exemple #25
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 public LuaSnapShot(LuaState state)
 {
     L    = state;
     find = state.GetFunction("FindObjectInGlobal");
 }
    void Awake()
    {
        #if UNITY_5
        Application.logMessageReceived += ShowTips;
        #else
        Application.RegisterLogCallback(ShowTips);
        #endif
        Instance = this;
        new LuaResLoader();
        testGo = gameObject;
        state = new LuaState();
        state.Start();
        LuaBinder.Bind(state);

        state.BeginModule(null);
        state.RegFunction("TestArgError", TestArgError);
        state.RegFunction("TestTableInCo", TestTableInCo);
        state.RegFunction("TestCycle", TestCycle);
        state.RegFunction("TestNull", TestNull);
        state.RegFunction("TestAddComponent", TestAddComponent);
        state.RegFunction("TestOutOfBound", TestOutOfBound);
        state.RegFunction("TestMulStack", TestMulStack);
        state.BeginStaticLibs("TestStack");
        state.RegFunction("Test1", Test1);
        state.RegFunction("PushLuaError", PushLuaError);
        state.RegFunction("Test3", Test3);
        state.RegFunction("Test4", Test4);
        state.RegFunction("Test5", Test5);
        state.RegFunction("Test6", Test6);
        state.EndStaticLibs();
        state.EndModule();

        //state.DoFile("TestErrorStack.lua");
        state.Require("TestErrorStack");
        show = state.GetFunction("Show");
        testRay = state.GetFunction("TestRay");

        showStack = state.GetFunction("ShowStack");
        test4 = state.GetFunction("Test4");

        TestDelegate += TestD1;
        TestDelegate += TestD2;
    }
Exemple #27
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    void Start()
    {
        lua = new LuaState();
        lua.Start();
        LuaBinder.Bind(lua);
        lua.DoString(script, "TestInherit.cs");

        float time = Time.realtimeSinceStartup;

        for (int i = 0; i < 200000; i++)
        {
            Vector3 v = transform.position;
            transform.position = v;
        }

        time = Time.realtimeSinceStartup - time;
        Debugger.Log("c# Transform get set cost time: " + time);

        LuaFunction func = lua.GetFunction("Test");
        func.BeginPCall();
        func.Push(transform);
        func.PCall();
        func.EndPCall();

        lua.CheckTop();
        lua.Dispose();
        lua = null;
    }
 void OnBundleLoad()
 {
     LuaState state = new LuaState();
     state.Start();
     state.DoString("print('hello tolua#:'..tostring(Vector3.zero))");
     state.DoFile("Main.lua");
     LuaFunction func = state.GetFunction("Main");
     func.Call();
     func.Dispose();
     state.Dispose();
     state = null;
 }
Exemple #29
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    //需要删除的转LuaFunction为委托,不需要删除的直接加或者等于即可
    void Awake()
    {
        state = new LuaState();
        state.Start();
        LuaBinder.Bind(state);
        Bind(state);

        state.LogGC = true;
        state.DoString(script);
        GameObject go = new GameObject("TestGo");
        listener = (TestEventListener)go.AddComponent(typeof(TestEventListener));

        SetClick1 = state.GetFunction("SetClick1");
        AddClick1 = state.GetFunction("AddClick1");
        AddClick2 = state.GetFunction("AddClick2");
        RemoveClick1 = state.GetFunction("RemoveClick1");
        RemoveClick2 = state.GetFunction("RemoveClick2");
        TestOverride = state.GetFunction("TestOverride");
        AddEvent = state.GetFunction("AddEvent");
        RemoveEvent = state.GetFunction("RemoveEvent");

        AddSelfClick = state.GetFunction("AddSelfClick");
        RemoveSelfClick = state.GetFunction("RemoveSelfClick");
    }
Exemple #30
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    void Awake()
    {
        state = new LuaState();
        state.Start();
        LuaBinder.Bind(state);

        state.BeginModule(null);
        state.BeginStaticLibs("TestStack");
        state.RegFunction("Test1", Test1);
        state.RegFunction("Test2", Test2);
        state.RegFunction("Test3", Test3);
        state.EndStaticLibs();
        state.EndModule();

        state.DoString(script, "script");
        show = state.GetFunction("Show");
        testRay = state.GetFunction("TestRay");
    }