DoFile() 공개 메소드

public DoFile ( string filename ) : object[]
filename string
리턴 object[]
예제 #1
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        public void RegisterHandlers()
        {
            string handlePath = "";

            if (AppConst.LuaBundleMode)
            {
                handlePath = Util.DataPath + "lua/protocol/handlers.txt";
            }
            else
            {
                handlePath = AppConst.FrameworkRoot + "/Lua/protocol/handlers.txt";
            }
            string text = File.ReadAllText(handlePath);

            string[] handlers = text.Split(';');
            for (int i = 0; i < handlers.Length; ++i)
            {
                if (string.IsNullOrEmpty(handlers[i]))
                {
                    continue;
                }
                string fileName = string.Format("protocol/handler/{0}", handlers[i]);
                LuaManager.DoFile(fileName);
            }
        }
예제 #2
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파일: GameManager.cs 프로젝트: vajre/Vajre
 /// <summary>
 /// 初始化Lua虚拟机
 /// </summary>
 void OnInitialize()
 {
     LuaManager.InitStart();
     LuaManager.DoFile("Manager/GameManager");   //加载游戏
     Util.CallMethod("GameManager", "Init");     //初始化完成
     initialize = true;
 }
예제 #3
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        /// <summary>
        /// 资源初始化结束
        /// </summary>
        public void OnResourceInited()
        {
            LuaManager.InitStart();
            LuaManager.DoFile("Logic/Network");     //加载网络
            LuaManager.DoFile("Logic/GameManager"); //加载游戏
            initialize = true;                      //初始化完

            NetManager.OnInit();                    //初始化网络

            object[] panels = CallMethod("LuaPanels");
            //---------------------Lua面板---------------------------
            foreach (object o in panels)
            {
                string name = o.ToString().Trim();
                if (string.IsNullOrEmpty(name))
                {
                    continue;
                }

                LuaManager.DoFile("View/" + name);
                Debug.LogWarning("LoadLua---->>>>" + name + ".lua");
            }
            //------------------------------------------------------------
            CallMethod("OnInitOK");   //初始化完成
        }
예제 #4
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 void OnInitialize()
 {
     LuaManager.InitStart();
     LuaManager.DoFile("Logic/Game");         //加载游戏
     LuaManager.DoFile("Logic/Network");      //加载网络
     NetManager.OnInit();                     //初始化网络
     Util.CallMethod("Game", "OnInitOK");     //初始化完成
     initialize = true;
     //类对象池测试
     //var classObjPool = ObjPoolManager.CreatePool<TestObjectClass>(OnPoolGetElement, OnPoolPushElement);
     ////方法1
     ////objPool.Release(new TestObjectClass("abcd", 100, 200f));
     ////var testObj1 = objPool.Get();
     ////方法2
     //ObjPoolManager.Release<TestObjectClass>(new TestObjectClass("abcd", 100, 200f));
     //var testObj1 = ObjPoolManager.Get<TestObjectClass>();
     //Debugger.Log("TestObjectClass--->>>" + testObj1.ToString());
     //游戏对象池测试
     //var prefab = Resources.Load("TestGameObjectPrefab", typeof(GameObject)) as GameObject;
     //var gameObjPool = ObjPoolManager.CreatePool("TestGameObject", 5, 10, prefab);
     //var gameObj = Instantiate(prefab) as GameObject;
     //gameObj.name = "TestGameObject_01";
     //gameObj.transform.localScale = Vector3.one;
     //gameObj.transform.localPosition = Vector3.zero;
     //ObjPoolManager.Release("TestGameObject", gameObj);
     //var backObj = ObjPoolManager.Get("TestGameObject");
     //backObj.transform.SetParent(null);
     //Debug.Log("TestGameObject--->>>" + backObj);
 }
예제 #5
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        public void OnRefresh()
        {
            LuaManager.LuaGC();
            string sceneName = SceneManager.GetCurSceneName();

            LuaManager.DoFile("Logic/" + sceneName);                    //加载场景
            Util.CallMethod(sceneName, "OnInitOK");                     //初始化完成
        }
예제 #6
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        void OnInitialize()
        {
            LuaManager.InitStart();
            LuaManager.DoFile("Logic/Game");         //加载游戏
            Util.CallMethod("Game", "OnInitOK");     //初始化完成

            KBEngine.Event.fireIn("onResourceInitFinish");
            initialize = true;
        }
예제 #7
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        void OnInitialize()
        {
            LuaManager.InitStart();
            LuaManager.DoFile("GameLoader");            //加载游戏
            LuaManager.DoFile("Common/Network");        //加载网络 **可以在Gameloaer中进行require 不用写这里也行
            NetworkManager.CreateInstance();            //初始化网络  **可以在Gameloaer中进行 不用写这里也行 NetManager.OnInit();
            Util.CallMethod("GameLoader", "Init");      //初始化完成

            initialize = true;
        }
예제 #8
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        void OnInitialize()
        {
            LuaManager.InitStart();
            LuaManager.DoFile("Logic/Game");         //加载游戏
            LuaManager.DoFile("Logic/Network");      //加载网络
            NetManager.OnInit();                     //初始化网络
            Util.CallMethod("Game", "OnInitOK");     //初始化完成

            initialize = true;
        }
예제 #9
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파일: Util.cs 프로젝트: Wateryer/Project
        public static void DoFile(string name)
        {
            LuaManager luaMgr = AppFacade.Instance.GetManager <LuaManager>(ManagerName.Lua);

            if (luaMgr == null)
            {
                return;
            }
            luaMgr.DoFile(name);
        }
예제 #10
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        /// <summary>
        /// 资源初始化结束
        /// </summary>
        public void OnResourceInited()
        {
            LuaManager.InitStart();
            LuaManager.DoFile("Logic/Network");         //加载网络
            LuaManager.DoFile("Logic/GameManager");     //加载游戏
            NetManager.OnInit();                        //初始化网络
            LuaComponent.Initailize();

            Util.CallMethod("GameManager", "OnInitOK"); //初始化完成
            initialize = true;                          //初始化完
        }
예제 #11
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        public void OnInitialize()
        {
            LuaManager.InitStart();

            LuaManager.DoFile("EscapeRoom/Game");      //加载游戏
            //LuaManager.DoFile("Logic/Network");      //加载网络
            //NetManager.OnInit();                     //初始化网络
            Util.CallMethod("Game", "OnInitOK", LuaFileUtils.Instance.GetPackagePath());       //初始化完成

            initialize = true;
        }
예제 #12
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        void OnInitialize()
        {
            LuaManager.InitStart();
            string sceneName = SceneManager.GetCurSceneName();

            LuaManager.DoFile("Logic/" + sceneName);        //加载场景
            LuaManager.DoFile("Logic/Network");             //加载网络
            NetManager.OnInit();                            //初始化网络
            Util.CallMethod(sceneName, "OnInitOK");         //初始化完成

            initialize = true;
        }
예제 #13
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        /// <summary>
        /// 资源初始化结束
        /// </summary>
        public void OnResourceInited()
        {
            LuaManager.InitStart();
            LuaManager.DoFile("Logic/Game");            //加载游戏
            LuaManager.DoFile("Logic/Network");         //加载网络
            NetManager.OnInit();                        //初始化网络

            Util.CallMethod("Game", "OnInitOK");        //初始化完成
            initialize = true;                          //初始化完

            //类对象池测试
            var classObjPool = ObjPoolManager.CreatePool <TestObjectClass>(OnPoolGetElement, OnPoolPushElement);

            //方法1
            //objPool.Release(new TestObjectClass("abcd", 100, 200f));
            //var testObj1 = objPool.Get();

            //方法2
            ObjPoolManager.Release <TestObjectClass>(new TestObjectClass("abcd", 100, 200f));
            var testObj1 = ObjPoolManager.Get <TestObjectClass>();

            Debugger.Log("TestObjectClass--->>>" + testObj1.ToString());

            //游戏对象池测试
            var prefab      = Resources.Load("TestGameObjectPrefab", typeof(GameObject)) as GameObject;
            var gameObjPool = ObjPoolManager.CreatePool("TestGameObject", 5, 10, prefab);

            var gameObj = Instantiate(prefab) as GameObject;

            gameObj.name = "TestGameObject_01";
            gameObj.transform.localScale    = Vector3.one;
            gameObj.transform.localPosition = Vector3.zero;

            ObjPoolManager.Release("TestGameObject", gameObj);
            var backObj = ObjPoolManager.Get("TestGameObject");

            backObj.transform.SetParent(null);

            Debug.Log("TestGameObject--->>>" + backObj);

            PoolManager.Instance.Get("TestGameObjectPrefab", "TestGameObjectPrefab", new Action <UnityEngine.Object>(LoadComplite));
            PoolManager.Instance.Get("TestGameObjectPrefab", "TestGameObjectPrefab", new Action <UnityEngine.Object>(LoadComplite1));
            PoolManager.Instance.Get("TestGameObjectPrefab", "TestGameObjectPrefab", new Action <UnityEngine.Object>(LoadComplite2));
            PoolManager.Instance.Get("TestGameObjectPrefab", "TestGameObjectPrefab", new Action <UnityEngine.Object>(LoadComplite3));
            PoolManager.Instance.Get("TestGameObjectPrefab", "TestGameObjectPrefab", new Action <UnityEngine.Object>(LoadComplite4));
            PoolManager.Instance.Get("TestGameObjectPrefab", "TestGameObjectPrefab", new Action <UnityEngine.Object>(LoadComplite5));

            /* PoolManager.Instance.Get("TestGameObjectPrefab","TestGameObjectPrefab",(obj)=>{
             *  GameObject temp = obj as GameObject;
             *
             * }); */
        }
예제 #14
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 void Init()
 {
     LuaManager.DoFile("Controller/GameCtrl");
     LuaManager.CallFunction("GameCtrl.New");
     if (Application.isMobilePlatform)
     {
         LuaManager.CallFunction("GameCtrl.Awake", true);
     }
     else
     {
         LuaManager.CallFunction("GameCtrl.Awake", false);
     }
 }
예제 #15
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        void OnInitialize()
        {
            LuaManager.InitStart();
            LuaManager.DoFile("Logic/Game");         //加载游戏
            Util.CallMethod("Game", "OnInitOK");     //初始化完成

            KBEMain km = GameObject.Find("ClientApp").GetComponent <KBEMain>();

            if (km != null)
            {
                km.initKBEngine();
            }
            initialize = true;
        }
 // Use this for initialization
 private void Start()
 {
     m_CharacterController = GetComponent <CharacterController>();
     LuaManager.DoFile("Controller/FirstPersonController");
     if (Application.isMobilePlatform)
     {
         LuaManager.CallFunction("GameCtrl.New", true);
     }
     else
     {
         LuaManager.CallFunction("GameCtrl.New", false);
     }
     LuaManager.CallFunction("FirstPersonController.Start", gameObject);
 }
예제 #17
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 public void LuaInit(string enterType = "test")
 {
     LuaManager.InitStart();
     LuaManager.DoFile("start");             //加载游戏
     LuaManager.DoFile("logic/Network");     //加载网络
     NetManager.OnInit();                    //初始化网络
     //在Raz每次切换场景后,需要将之前的界面都卸载,然后根据载入场景的类型显示界面。
     //LuaManager.CallLuaFunction("GameManager.OnInitOK");
     LuaManager.CallLuaFunction <string>("GameManager.OnInitOK", enterType);
     //在Raz中已经占用了这个系统类名,在SceneManager对应的地方直接调用函数好了。
     //SceneManager.sceneLoaded += delegateOnSceneLoaded;
     initialize = true;
     test();
     //testSocket();
 }
예제 #18
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 static int DoFile(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         LuaFramework.LuaManager obj = (LuaFramework.LuaManager)ToLua.CheckObject <LuaFramework.LuaManager>(L, 1);
         string arg0 = ToLua.CheckString(L, 2);
         obj.DoFile(arg0);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
예제 #19
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        void OnInitialize()
        {
            if (Application.loadedLevelName == "roundfight")
            {
                string[] soldierTags = new string[] { "neutraltroop", "redtroop", "bluetroop" };
                foreach (string tagname in soldierTags)
                {
                    foreach (GameObject soldier in GameObject.FindGameObjectsWithTag(tagname))
                    {
                        soldier.GetComponent <ChampionBehaviour>().InitSlider();
                    }
                }
            }
            LuaManager.InitStart();
            LuaManager.DoFile("Logic/Game");         //加载游戏
            LuaManager.DoFile("Logic/Network");      //加载网络
            NetManager.OnInit();                     //初始化网络
            Util.CallMethod("Game", "OnInitOK");     //初始化完成

            initialize = true;

            ////类对象池测试
            //var classObjPool = ObjPoolManager.CreatePool<TestObjectClass>(OnPoolGetElement, OnPoolPushElement);
            ////方法1
            ////objPool.Release(new TestObjectClass("abcd", 100, 200f));
            ////var testObj1 = objPool.Get();

            ////方法2
            //ObjPoolManager.Release<TestObjectClass>(new TestObjectClass("abcd", 100, 200f));
            //var testObj1 = ObjPoolManager.Get<TestObjectClass>();

            //Debugger.Log("TestObjectClass--->>>" + testObj1.ToString());

            ////游戏对象池测试
            //var prefab = Resources.Load("TestGameObjectPrefab", typeof(GameObject)) as GameObject;
            //var gameObjPool = ObjPoolManager.CreatePool("TestGameObject", 5, 10, prefab);

            //var gameObj = Instantiate(prefab) as GameObject;
            //gameObj.name = "TestGameObject_01";
            //gameObj.transform.localScale = Vector3.one;
            //gameObj.transform.localPosition = Vector3.zero;

            //ObjPoolManager.Release("TestGameObject", gameObj);
            //var backObj = ObjPoolManager.Get("TestGameObject");
            //backObj.transform.SetParent(null);

            //Debug.Log("TestGameObject--->>>" + backObj);
        }
예제 #20
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        private void LuaStart()
        {
            LuaManager.bundleProgress = LuaBundleProgress;
            LuaManager.InitStart(() => {
                var bar = ProgressBar.ShowCurBar();
                bar.UpdateProgress(1);
                bar.Hide();
                LuaManager.DoFile("Logic/Network");         //加载网络
                LuaManager.DoFile("Common/define");
                LuaManager.DoFile("Logic/Game");            //加载游戏
                NetManager.OnInit();                        //初始化网络

                Util.CallMethod("Game", "OnInitOK");        //初始化完成
                RegisterHandlers();                         //注册协议处理
            });
        }
예제 #21
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        void OnInitialize()
        {
            LuaManager.InitStart();
            LuaBehaviour.initialize = true;
            LuaManager.DoFile("Main");                  //加载游戏
            //LuaManager.DoFile("Logic/Network");         //加载网络
            //NetManager.OnInit();                        //初始化网络
            Util.CallMethod("Main", "main");            //初始化完成

            // 初始化数据db
            DbLoader.init();

            // 初始化mgr
            gameObject.AddComponent <MgrScene>();
            gameObject.AddComponent <MgrPanel>();
            gameObject.AddComponent <MgrTimer>();
        }
예제 #22
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파일: GameManager.cs 프로젝트: mengtest/wh
        void OnInitialize()
        {
            LuaManager.InitStart();
            LuaManager.DoFile("Logic/Game");               //加载游戏
            LuaManager.DoFile("Logic/Network");            //加载网络
            LuaManager.DoFile("Logic/ObjectPool");
            NetManager.OnInit();                           //初始化网络
            ObjPoolManager.OnInit();                       //初始化对象池

            Util.CallMethod("Game", "OnInitOK", isReload); //初始化完成
            initialize = true;

            //RenderTexture tex = new RenderTexture(128, 128, 1, RenderTextureFormat.ARGB32);
            //Texture2D texture2D = new Texture2D(256, 256);
            //texture2D.ReadPixels()
            //Sprite sprite = Sprite.Create(tx, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));


            //类对象池测试
            // var classObjPool = ObjPoolManager.CreatePool<TestObjectClass>(OnPoolGetElement, OnPoolPushElement);
            //方法1
            //objPool.Release(new TestObjectClass("abcd", 100, 200f));
            //var testObj1 = objPool.Get();

            //方法2
            //ObjPoolManager.Release<TestObjectClass>(new TestObjectClass("abcd", 100, 200f));
            //var testObj1 = ObjPoolManager.Get<TestObjectClass>();

            //Debugger.Log("TestObjectClass--->>>" + testObj1.ToString());

            //游戏对象池测试
            //var prefab = Resources.Load("TestGameObjectPrefab", typeof(GameObject)) as GameObject;
            //var gameObjPool = ObjPoolManager.CreatePool("TestGameObject", 5, 10, prefab);

            //var gameObj = Instantiate(prefab) as GameObject;
            //gameObj.name = "TestGameObject_01";
            //gameObj.transform.localScale = Vector3.one;
            //gameObj.transform.localPosition = Vector3.zero;

            //ObjPoolManager.Release("TestGameObject", gameObj);
            //var backObj = ObjPoolManager.Get("TestGameObject");
            //backObj.transform.SetParent(null);

            //Debug.Log("TestGameObject--->>>" + backObj);
        }
예제 #23
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        /// <summary>
        /// 资源初始化结束
        /// </summary>
        public void OnResourceInited()
        {
            LuaManager.InitStart();
            LuaManager.DoFile("Logic/Game");            //加载游戏
            LuaManager.DoFile("Logic/Network");         //加载网络
            NetManager.OnInit();                        //初始化网络
            Debug.Log("Game OnInitOk");
            Util.CallMethod("Game", "OnInitOK");        //初始化完成
            initialize = true;                          //初始化完
            ShareSDK ssdk = gameObject.GetComponent <ShareSDK>();

            if (ssdk == null)
            {
                ssdk         = gameObject.AddComponent <ShareSDK>();
                ssdk.enabled = true;
            }
            else
            {
                ssdk.enabled = true;
            }
            //TestObject();
        }
예제 #24
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 public void FromAndroidData(string ip)
 {
     LuaManager.DoFile("controller/BankCtrl");
     Util.CallMethod("BankCtrl", "getIpAddress", ip);
 }
예제 #25
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 void testSocket()
 {
     LuaManager.DoFile("ui/test/test_socket");
     Util.CallMethod("TestSocket", "FuncTest");
 }
예제 #26
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 public void WeChatCallBack(string response)
 {
     LuaManager.DoFile("controller/LoginCtrl");
     Util.CallMethod("LoginCtrl", "wechatLogin", response);
 }
예제 #27
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 public void openLogin()
 {
     LuaManager.DoFile("View.lua");
     LuaManager.CallFunction("View:start");
 }