Esempio n. 1
0
        public void init(Action <int> tick, Action complete, LuaSvrFlag flag = LuaSvrFlag.LSF_BASIC | LuaSvrFlag.LSF_EXTLIB)
        {
            IntPtr L = mainState.L;

            LuaObject.init(L);

                        #if SLUA_STANDALONE
            doBind(L);
            doinit(mainState, flag);
            complete();
            mainState.checkTop();
                        #else
                        #if UNITY_EDITOR
            if (!UnityEditor.EditorApplication.isPlaying)
            {
                doBind(L);
                doinit(mainState, flag);
                complete();
                mainState.checkTop();
            }
            else
            {
                        #endif
            mainState.lgo.StartCoroutine(doBind(L, tick, () =>
            {
                doinit(mainState, flag);
                complete();
                mainState.checkTop();
            }));
                        #if UNITY_EDITOR
        }
                        #endif
                        #endif
        }
Esempio n. 2
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        public LuaSvr(string main)
        {
            luaState = new LuaState();

            LuaObject.init(luaState.handle);
            bind("BindUnity");
            bind("BindUnityUI");
            bind("BindCustom");

            if (LuaDLL.lua_gettop(luaState.handle) != 0)
            {
                Debug.LogError("Some function not remove temp value from lua stack.");
            }

            GameObject       go  = new GameObject("LuaSvrProxy");
            LuaSvrGameObject lgo = go.AddComponent <LuaSvrGameObject>();

            GameObject.DontDestroyOnLoad(go);
            lgo.state = luaState;


            luaState.doFile(main);

            LuaFunction func = (LuaFunction)luaState["main"];

            func.call();
        }
Esempio n. 3
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        public LuaSvr(string main)
        {
            luaState = new LuaState();

            LuaObject.init(luaState.L);
            bindAll(luaState.L);

            GameObject go = new GameObject("LuaSvrProxy");

            lgo = go.AddComponent <LuaSvrGameObject>();
            GameObject.DontDestroyOnLoad(go);
            lgo.state    = luaState;
            lgo.onUpdate = this.tick;

            LuaTimer.reg(luaState.L);
            LuaCoroutine.reg(luaState.L, lgo);
            Helper.reg(luaState.L);

            try
            {
                LuaDLL.luaS_openextlibs(luaState.L);
            }
            catch (Exception)
            {
                // do nothing
            }

            start(main);

            if (LuaDLL.lua_gettop(luaState.L) != errorReported)
            {
                Debug.LogError("Some function not remove temp value from lua stack. You should fix it.");
                errorReported = LuaDLL.lua_gettop(luaState.L);
            }
        }
Esempio n. 4
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        public LuaSvr(string main)
        {
            luaState = new LuaState();

            LuaObject.init(luaState.L);
            bind("BindUnity");
            bind("BindUnityUI");
            bind("BindCustom");
            bind("BindExtend"); // if you want to extend slua, can implemented BindExtend function like BindCustom etc.

            GameObject go = new GameObject("LuaSvrProxy");

            lgo = go.AddComponent <LuaSvrGameObject>();
            GameObject.DontDestroyOnLoad(go);
            lgo.state    = luaState;
            lgo.onUpdate = this.tick;

            LuaTimer.reg(luaState.L);
            LuaCoroutine.reg(luaState.L, lgo);
            Helper.reg(luaState.L);

            start(main);

            if (LuaDLL.lua_gettop(luaState.L) != errorReported)
            {
                Debug.LogError("Some function not remove temp value from lua stack. You should fix it.");
                errorReported = LuaDLL.lua_gettop(luaState.L);
            }
        }
Esempio n. 5
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        public void init(Action <int> tick, Action complete, LuaSvrFlag flag = LuaSvrFlag.LSF_BASIC)
        {
            LuaState luaState = new LuaState();

            IntPtr L = luaState.L;

            LuaObject.init(L);

#if SLUA_STANDALONE
            doBind(L);
            this.luaState = luaState;
            doinit(L, flag);
            complete();
            checkTop(L);
#else
            // be caurefull here, doBind Run in another thread
            // any code access unity interface will cause deadlock.
            // if you want to debug bind code using unity interface, need call doBind directly, like:
            // doBind(L);
            ThreadPool.QueueUserWorkItem(doBind, L);

            lgo.StartCoroutine(waitForBind(tick, () =>
            {
                this.luaState = luaState;
                doinit(L, flag);
                complete();
                checkTop(L);
            }));
#endif
        }
Esempio n. 6
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        public void init(Action <int> tick, Action complete, bool debug = false)
        {
            LuaState luaState = new LuaState();

            IntPtr L = luaState.L;

            LuaObject.init(L);

            ThreadPool.QueueUserWorkItem(doBind, L);

            lgo.StartCoroutine(waitForBind(tick, () =>
            {
                this.luaState = luaState;
                doinit(L);
                if (debug)
                {
                    lgo.StartCoroutine(waitForDebugConnection(() =>
                    {
                        complete();
                        checkTop(L);
                    }));
                }
                else
                {
                    complete();
                    checkTop(L);
                }
            }));
        }
Esempio n. 7
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        public void init( )
        {
                        #if !SLUA_STANDALONE
            if (lgo == null
                        #if UNITY_EDITOR
                && UnityEditor.EditorApplication.isPlaying
                        #endif
                )
            {
                GameObject go = new GameObject("LuaSvrProxy");
                lgo = go.AddComponent <LuaSvrGameObject>();
                GameObject.DontDestroyOnLoad(go);
            }
                        #endif
            IntPtr L = luaState.L;
            LuaObject.init(L);

#if SLUA_STANDALONE
            doBind(L);
#else
            // be caurefull here, doBind Run in another thread
            // any code access unity interface will cause deadlock.
            // if you want to debug bind code using unity interface, need call doBind directly, like:
            // doBind(L);
            ThreadPool.QueueUserWorkItem(doBind, L);
#endif
        }
Esempio n. 8
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 static int init(IntPtr L)
 {
     LuaObject.init(L);
     bindAll(L);
     LuaTimer.reg(L);
     LuaCoroutine.reg(L, lgo);
     Helper.reg(L);
     LuaValueType.reg(L);
     SLuaDebug.reg(L);
     LuaDLL.luaS_openextlibs(L);
     return(0);
 }
Esempio n. 9
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        public void init(Action <int> tick, Action complete, LuaSvrFlag flag = LuaSvrFlag.LSF_BASIC | LuaSvrFlag.LSF_EXTLIB)
        {
            IntPtr L = luaState.L;

            LuaObject.init(L);
            luaState.lgo.StartCoroutine(doBind(L, tick, () =>
            {
                doinit(luaState, flag);
                complete();
                luaState.checkTop();
            }));
        }
Esempio n. 10
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        public void init(Action <int> tick, Action complete, LuaSvrFlag flag = LuaSvrFlag.LSF_BASIC)
        {
#if !SLUA_STANDALONE
            if (lgo == null
#if UNITY_EDITOR
                && UnityEditor.EditorApplication.isPlaying
#endif
                )
            {
                GameObject go = new GameObject("LuaSvrProxy");
                lgo = go.AddComponent <LuaSvrGameObject>();
                GameObject.DontDestroyOnLoad(go);
            }
#endif
            IntPtr L = luaState.L;
            LuaObject.init(L);

#if SLUA_STANDALONE
            doBind(L);
            doinit(L, flag);
            complete();
            checkTop(L);
#else
            // be caurefull here, doBind Run in another thread
            // any code access unity interface will cause deadlock.
            // if you want to debug bind code using unity interface, need call doBind directly, like:
            // doBind(L);
#if UNITY_EDITOR
            if (!UnityEditor.EditorApplication.isPlaying)
            {
                doBind(L);
                doinit(L, flag);
                complete();
                checkTop(L);
            }
            else
            {
#endif
            ThreadPool.QueueUserWorkItem(doBind, L);
            lgo.StartCoroutine(waitForBind(tick, () =>
            {
                doinit(L, flag);
                complete();
                checkTop(L);
            }));
#if UNITY_EDITOR
        }
#endif
#endif
        }
Esempio n. 11
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        public void init(Action <int> tick, Action complete, LuaSvrFlag flag = LuaSvrFlag.LSF_BASIC)
        {
                        #if !SLUA_STANDALONE
            if (lgo == null
                        #if UNITY_EDITOR
                && UnityEditor.EditorApplication.isPlaying
                        #endif
                )
            {
                GameObject go = new GameObject("LuaSvrProxy");
                lgo = go.AddComponent <LuaSvrGameObject>();
                GameObject.DontDestroyOnLoad(go);
            }
                        #endif
            IntPtr L = luaState.L;
            LuaObject.init(L);

                        #if SLUA_STANDALONE
            doBind(L);
            doinit(L, flag);
            complete();
            checkTop(L);
                        #else
                        #if UNITY_EDITOR
            if (!UnityEditor.EditorApplication.isPlaying)
            {
                doBind(L);
                doinit(L, flag);
                complete();
                checkTop(L);
            }
            else
            {
                        #endif
            lgo.StartCoroutine(doBind(L, tick, () =>
            {
                doinit(L, flag);
                complete();
                checkTop(L);
            }));
                        #if UNITY_EDITOR
        }
                        #endif
                        #endif
        }
Esempio n. 12
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        public void init(Action <int> tick, Action complete, LuaSvrFlag flag = LuaSvrFlag.LSF_BASIC)
        {
#if !SLUA_STANDALONE
            if (lgo == null && (!SLuaSetting.IsEditor || SLuaSetting.IsPlaying))
            {
                GameObject go = new GameObject("LuaSvrProxy");
                lgo = go.AddComponent <LuaSvrGameObject>();
                GameObject.DontDestroyOnLoad(go);
            }
#endif
            IntPtr L = luaState.L;
            LuaObject.init(L);

#if SLUA_STANDALONE
            doBind(L);
            doinit(L, flag);
            complete();
            checkTop(L);
#else
            // be caurefull here, doBind Run in another thread
            // any code access unity interface will cause deadlock.
            // if you want to debug bind code using unity interface, need call doBind directly, like:
            // doBind(L);
            if (SLuaSetting.IsEditor && !SLuaSetting.IsPlaying)
            {
                doBind(L);
                doinit(L, flag);
                complete();
                checkTop(L);
            }
            else
            {
                lgo.StartCoroutine(doBind(L, tick, () => {
                    doinit(L, flag);
                    complete();
                    checkTop(L);
                }));
            }
#endif
        }
Esempio n. 13
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        public void init(Action <int> tick, Action complete, LuaSvrFlag flag = LuaSvrFlag.LSF_BASIC | LuaSvrFlag.LSF_EXTLIB)
        {
            IntPtr L = mainState.L;

            LuaObject.init(L);

            if (SLuaSetting.IsEditor && !SLuaSetting.IsPlaying)
            {
                doBind(L);
                doinit(mainState, flag);
                complete();
                mainState.checkTop();
            }
            else
            {
                mainState.lgo.StartCoroutine(doBind(L, tick, () =>
                {
                    doinit(mainState, flag);
                    complete();
                    mainState.checkTop();
                }));
            }
        }
Esempio n. 14
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        public void init(Action <int> tick, Action complete, LuaSvrFlag flag = LuaSvrFlag.LSF_BASIC, bool useTick = true)
        {
            LuaState luaState = new LuaState();

            IntPtr L = luaState.L;

            LuaObject.init(L);

//#if SLUA_STANDALONE
            doBind(L);
            //LuaDLL.init_profiler(L);
            this.luaState = luaState;
            doinit(L, flag, useTick);
            if (complete != null)
            {
                complete();
            }
            checkTop(L);
//#else


            // be caurefull here, doBind Run in another thread
            // any code access unity interface will cause deadlock.
            // if you want to debug bind code using unity interface, need call doBind directly, like:
            //doBind(L);
//			ThreadPool.QueueUserWorkItem(doBind, L);

//			lgo.StartCoroutine(waitForBind(tick, () =>
//			{
//				this.luaState = luaState;
//				doinit(L,flag);
//				complete();
//				checkTop(L);
//			}));
//#endif
        }