//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; }
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 () { 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; }
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 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; }
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(); }
public void EndSnapShot() { if (snapShot0.Count == 0) { return; } L.DoString("collectgarbage('collect')"); foreach (var iter in L.translator.objectsBackMap) { if (iter.Key != null && !snapShot0.Contains(iter.Key) && L.translator.GetObject(iter.Value) != null) { snapShot1.Add(iter.Key); } } snapShot0.Clear(); foreach (var iter in snapShot1) { find.Call(iter); } snapShot1.Clear(); }
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 Start() { lua = new LuaState(); lua.LogGC = true; lua.Start(); LuaBinder.Bind(lua); lua.DoString(script); }
void Start() { lua = new LuaState(); lua.LogGC = true; lua.Start(); LuaBinder.Bind(lua); lua.DoString(script, "TestGameObject.cs"); }
void Start () { state = new LuaState(); state.Start(); LuaBinder.Bind(state); state.DoString(script); func = state.GetFunction("TestPick"); }
// Use this for initialization IEnumerator Start() { LuaState l = new LuaState(); string str = "print('hello world 世界')"; WWW www = new WWW(@"http://readpan.top/UlaTest.txt"); yield return www; print(www.text); l.DoString(www.text); }
void Start() { new LuaResLoader(); state = new LuaState(); state.Start(); LuaBinder.Bind(state); state.DoString(script, "TestOutArg.cs"); func = state.GetFunction("TestPick"); }
void OnBundleLoad() { LuaState state = new LuaState(); state.Start(); state.DoString("print('hello world')"); state.Dispose(); state = null; }
void Awake() { LuaState lua = new LuaState(); lua.Start(); string hello = @"print('hello tolua#')"; lua.DoString(hello, "HelloWorld.cs"); lua.CheckTop(); lua.Dispose(); lua = null; }
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."); }
void Start () { LuaState lua = new LuaState(); string hello = @" print('hello tolua, 广告招租') "; lua.DoString(hello, "hello"); lua.CheckTop(); lua.Dispose(); }
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; }
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(); }
// 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]); }
void Start () { LuaState lua = new LuaState(); lua["Objs2Spawn"] = 5; lua.DoString(script); Debugger.Log("Read var from lua: {0}", lua["var2read"]); Debugger.Log("Read table var from lua: {0}", lua["Layers.default"]); LuaFunction func = lua["TestFunc"] as LuaFunction; func.Call(); func.Dispose(); lua.CheckTop(); lua.Dispose(); }
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(); }
void Start() { LuaState lua = new LuaState(); lua.Start(); lua["Objs2Spawn"] = 5; lua.DoString(script); //通过LuaState访问 Debugger.Log("Read var from lua: {0}", lua["var2read"]); Debugger.Log("Read table var from lua: {0}", lua["varTable.default"]); LuaFunction func = lua["TestFunc"] as LuaFunction; func.Call(); func.Dispose(); //cache成LuaTable进行访问 LuaTable table = lua.GetTable("varTable"); Debugger.Log("Read varTable from lua, default: {0} name: {1}", table["default"], table["map.name"]); table["map.name"] = "new"; Debugger.Log("Modify varTable name: {0}", table["map.name"]); table.AddTable("newmap"); LuaTable table1 = (LuaTable)table["newmap"]; table1["name"] = "table1"; Debugger.Log("varTable.newmap name: {0}", table1["name"]); table1.Dispose(); table1 = table.GetMetaTable(); if (table1 != null) { Debugger.Log("varTable metatable name: {0}", table1["name"]); } object[] list = table.ToArray(); for (int i = 0; i < list.Length; i++) { Debugger.Log("varTable[{0}], is {1}", i, list[i]); } table.Dispose(); lua.CheckTop(); lua.Dispose(); }
// Use this for initialization void Start () { LuaState l = new LuaState(); // Assign to global scope variables as if they're keys in a dictionary (they are really) l["Objs2Spawn"] = 5; l.DoString(script); // Read from the global scope the same way print("Read from lua: " + l["var2read"].ToString()); // Get the lua table as LuaTable object LuaTable particles = (LuaTable)l["particles"]; // Typical foreach over values in table foreach( ParticleSystem ps in particles.Values ) { ps.Play(); } }
//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"); }
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(); }
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; }
//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; }
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(); }