Пример #1
0
 private void Update()
 {
     if (LuaEnv != null && Time.time - _lastGCTime > _gcInternal)
     {
         LuaEnv.Tick();
         _lastGCTime = Time.time;
     }
 }
Пример #2
0
 /// <summary>
 /// 更新
 /// </summary>
 public void Update()
 {
     if (m_awake)
     {
         m_luaEnv.Tick();
         m_update();
     }
 }
Пример #3
0
 private void Update()
 {
     if (Time.time - lastGCTime > 1f)
     {
         luaEnv.Tick();
         lastGCTime = Time.time;
     }
 }
Пример #4
0
 void Update()
 {
     if (Time.time - lastGCTime > GCInterval)
     {
         luaEnv.Tick();
         lastGCTime = Time.time;
     }
 }
Пример #5
0
 private void Update()
 {
     if (Time.time - LuaBehaviour.lastGCTime > GCInterval)
     {
         luaEnv.Tick();
         LuaBehaviour.lastGCTime = Time.time;
     }
 }
Пример #6
0
 // Update is called once per frame
 void Update()
 {
     if (luaEnv != null)
     {
                     //清除Lua未手动释放的Luabase对象
                     luaEnv.Tick();
     }
 }
Пример #7
0
 // Update is called once per frame
 void Update()
 {
     if (luaUpdate != null)
     {
         luaUpdate(Time.unscaledTime, Time.time);
     }
     luaEnv.Tick();
 }
Пример #8
0
 private void OnUpdate()
 {
     if (Time.time - m_lastGCTime > m_GCInterval)
     {
         m_LuaVM.Tick();
         m_lastGCTime = Time.time;
     }
 }
Пример #9
0
 void Update()
 {
     _luaUpdate?.Invoke();
     if (Time.time - LastGcTime > GcInterval)
     {
         LuaEnv.Tick();
         LastGcTime = Time.time;
     }
 }
 //渲染函数
 public void OnUpdate()
 {
     _luaOnUpdate?.Invoke(Time.deltaTime);
     if (Time.time - _lastGCTime > _gcInterval)
     {
         _luaEnv.Tick();
         _lastGCTime = Time.time;
     }
 }
Пример #11
0
 // Update is called once per frame
 void Update()
 {
     _luaEnv.Tick();
     if (_luaUpdate == null)
     {
         _luaUpdate = _luaEnv.Global.GetInPath <Action <float> >("__G__UPDATE__");
     }
     _luaUpdate(Time.deltaTime);
 }
Пример #12
0
 /// <summary>
 /// 每帧更新
 /// </summary>
 public void Update()
 {
     if (!(Time.Time - lastGc > GC_INTERVAL))
     {
         return;
     }
     luaEnv.Tick();
     lastGc = Time.Time;
 }
Пример #13
0
 protected virtual void Update()
 {
     luaUpdate.Invoke();
     if (Time.time - lastGCTime > GCInterval)
     {
         luaEnv.Tick();
         lastGCTime = Time.time;
     }
 }
Пример #14
0
 public static void Update()
 {
     //lua GC
     if (Time.time - GameApp.lastGCTime > GCInterval && luaenv != null)
     {
         luaenv.Tick();
         GameApp.lastGCTime = Time.time;
     }
 }
Пример #15
0
 // Update is called once per frame
 void Update()
 {
     luaUpdate?.Invoke();
     if (Time.time - TPLuaBehaviour.lastGCTime > GCInterval)
     {
         luaEnv.Tick();
         TPLuaBehaviour.lastGCTime = Time.time;
     }
 }
Пример #16
0
 /// <summary>
 /// 释放lua垃圾
 /// </summary>
 /// <param name="str"></param>
 public void Tick(string str)
 {
     if (luaEnv == null)
     {
         Debug.Log("解析器为空,需要初始化解析器");
         return;
     }
     luaEnv.Tick();
 }
Пример #17
0
            public void Update()
            {
                if (null == env)
                    return;

                env.Tick();
                if (null != OnUpdate)
                    OnUpdate();
            }
Пример #18
0
 public override void Update(float elapseTime, float realElapseTime)
 {
     gcTime += elapseTime;
     if (gcTime >= GCInterval)
     {
         luaEnv.Tick();
         gcTime = 0;
     }
 }
Пример #19
0
 //---------------------------------------------------------------------
 public void Update(float elapsed_tm)
 {
     TickTimeSpanLast += elapsed_tm;
     if (LuaEnv != null && TickTimeSpanLast > TickTimeSpanMax)
     {
         TickTimeSpanLast = 0f;
         LuaEnv.Tick();
     }
 }
Пример #20
0
 public void Update()
 {
     luaUpdate?.Invoke();
     if (Time.time - lastGCTime > GCInterval)
     {
         luaEnv.Tick();
         lastGCTime = Time.time;
     }
 }
Пример #21
0
    // Update is called once per frame
    void Update()
    {
        luaenv.Tick();

        if (update != null)
        {
            update.Action(Time.deltaTime);
        }
    }
Пример #22
0
        //---------------------------------------------------------------------
        public void Update(float elapsed_tm)
        {
            if (LuaEnv != null)
            {
                FuncLuaUpdate?.Invoke(elapsed_tm);

                LuaEnv.Tick();
            }
        }
Пример #23
0
 void Update()
 {
     if (luaEnv != null && Time.time - lastGCTime > GCInterval)
     {
         luaEnv.Tick();
         luaEnv.GcStep(5 * 1024);
         //luaEnv.FullGc();
         lastGCTime = Time.time;
     }
 }
Пример #24
0
    /// <summary>
    /// 释放Lua垃圾
    /// </summary>
    public void Tick()
    {
        if (luaEnv == null)
        {
            Debug.Log("解析器初始化");
            return;
        }

        luaEnv.Tick();
    }
Пример #25
0
        // Update is called once per frame
        void Update()
        {
            // c# call lua function with value type but no gc (using delegate)
            f1(1);                    // primitive type
            f2(new Vector3(1, 2, 3)); // vector3
            MyStruct mystruct1 = new MyStruct(5, 6);

            f3(mystruct1); // custom complex value type
            f4(MyEnum.E1); //enum
            decimal dec1 = -32132143143100109.00010001010M;

            f5(dec1); //decimal

            // using LuaFunction.Func<T1, T2, TResult>
            add.Func <int, int, int>(34, 56); // LuaFunction.Func<T1, T2, TResult>

            // lua access c# value type array no gc
            farr(a1); //primitive value type array
            farr(a2); //vector3 array
            farr(a3); //custom struct array
            farr(a4); //enum arry
            farr(a5); //decimal arry

            // lua call c# no gc with value type
            flua();

            //c# call lua using interface
            ie.exchange(a2);

            //no gc LuaTable use
            luaenv.Global.Set("g_int", 456);
            int i;

            luaenv.Global.Get("g_int", out i);

            luaenv.Global.Set(123.0001, mystruct1);
            MyStruct mystruct2;

            luaenv.Global.Get(123.0001, out mystruct2);

            decimal dec2 = 0.0000001M;

            luaenv.Global.Set((byte)12, dec1);
            luaenv.Global.Get((byte)12, out dec2);

            int gdata = luaenv.Global.Get <int>("GDATA");

            luaenv.Global.SetInPath("GDATA", gdata + 1);

            int abc = luaenv.Global.GetInPath <int>("A.B.C");

            luaenv.Global.SetInPath("A.B.C", abc + 1);

            luaenv.Tick();
        }
Пример #26
0
 // Update is called once per frame
 void Update()
 {
     if (luaEnv != null)
     {
         luaEnv.Tick();
         if (Time.frameCount % 100 == 0)
         {
             luaEnv.FullGc();
         }
     }
 }
Пример #27
0
 private void Update()
 {
     if (luaUpdate != null)
     {
         luaUpdate();
     }
     if (luaenv != null)
     {
         luaenv.Tick();
     }
 }
Пример #28
0
    void IModule.OnUpdate()
    {
        // Update
        _funUpdate?.Invoke();

        // Tick
        if (_tickTimer.Update(Time.unscaledDeltaTime))
        {
            _luaEnv.Tick();
        }
    }
Пример #29
0
 // Update is called once per frame
 void Update()
 {
     if (Time.time - lastGCTime > GCInterval)
     {
         if (_luaEnv != null)
         {
             _luaEnv.Tick();
         }
         lastGCTime = Time.time;
     }
 }
Пример #30
0
 public void Update()
 {
     if (null != luaUpdate)
     {
         luaUpdate(Time.deltaTime, Time.unscaledDeltaTime);
     }
     if (null != luaEnv)
     {
         luaEnv.Tick();
     }
 }