private void Init(int param) { bool ok = ServerCoreLoader.InitSocketProServer(param); m_sps = this; m_onAccept = new DOnAccept(OnAccept); ServerCoreLoader.SetOnAccept(m_onAccept); m_onClose = new DOnClose(OnClose); ServerCoreLoader.SetOnClose(m_onClose); m_onIdle = new DOnIdle(OnIdle); ServerCoreLoader.SetOnIdle(m_onIdle); m_onIsPermitted = new DOnIsPermitted(IsPermitted); ServerCoreLoader.SetOnIsPermitted(m_onIsPermitted); m_shc = new DOnSSLHandShakeCompleted(OnSSLShakeCompleted); ServerCoreLoader.SetOnSSLHandShakeCompleted(m_shc); }
public void luaInit() { LuaEnv luaEnv = GameEntry.Lua.GetLuaEnv(); LuaTable scriptEnv = luaEnv.NewTable(); LuaTable meta = luaEnv.NewTable(); meta.Set("__index", luaEnv.Global); scriptEnv.SetMetaTable(meta); meta.Dispose(); scriptEnv.Set("self", this); // 防止误操作 改良一下做法 string gameObjectName = this.transform.name; if (gameObjectName.Contains("(Clone)")) { gameObjectName = gameObjectName.Split(new string[] { "(Clone)" }, StringSplitOptions.RemoveEmptyEntries)[0]; } //string contents = "require(\"" + nluas[0] + "\")"; byte[] contents = File.ReadAllBytes(Application.dataPath + "/LuaScripts/" + gameObjectName + ".lua"); luaEnv.DoString(contents, gameObjectName, scriptEnv); Debug.Log("gameObjectName : " + gameObjectName); LuaOnInit = scriptEnv.GetInPath <DOnInit>(gameObjectName + ".OnInit"); LuaOnRecycle = scriptEnv.GetInPath <Action>(gameObjectName + ".OnRecycle"); LuaOnOpen = scriptEnv.GetInPath <Action <object> >(gameObjectName + ".OnOpen"); dOnClose = scriptEnv.GetInPath <DOnClose>(gameObjectName + ".OnClose"); LuaOnPause = scriptEnv.GetInPath <Action>(gameObjectName + ".OnPause"); LuaOnResume = scriptEnv.GetInPath <Action>(gameObjectName + ".OnResume"); LuaOnCover = scriptEnv.GetInPath <Action>(gameObjectName + ".OnCover"); LuaOnReveal = scriptEnv.GetInPath <Action>(gameObjectName + ".OnReveal"); LuaOnRefocus = scriptEnv.GetInPath <Action <object> >(gameObjectName + ".OnRefocus"); towNumbers = scriptEnv.GetInPath <TowFNumbers>(gameObjectName + ".OnUpdate"); LuaOnDepthChanged = scriptEnv.GetInPath <Action>(gameObjectName + ".OnDepthChanged"); LuaInternalSetVisible = scriptEnv.GetInPath <Action>(gameObjectName + ".InternalSetVisible"); }
internal static extern void SetOnClose(DOnClose p);