public override void OnEnter() { luaEnv = LuaManager.luaEnv; //此处要从LuaManager上获取 全局只有一个 if (luaEnv == null) { return; } onEnter = luaEnv.Global.GetInPath <OnEnterHandler>(this.GetType().Name + ".OnEnter"); onUpdate = LuaManager.luaEnv.Global.GetInPath <OnUpdateHandler>(this.GetType().Name + ".OnUpdate"); onLeave = LuaManager.luaEnv.Global.GetInPath <OnLeaveHandler>(this.GetType().Name + ".OnLeave"); onDestry = LuaManager.luaEnv.Global.GetInPath <OnDestryHandler>(this.GetType().Name + ".OnDestry"); if (onEnter != null) { onEnter(); } }
// Start is called before the first frame update void Start() { luaEnv = LuaManager.luaEnv; //此处要从LuaManager上获取 全局只有一个 if (luaEnv == null) { return; } onStart = luaEnv.Global.GetInPath <OnStartHandler>(this.GetType().Name + ".OnStart"); onUpdate = luaEnv.Global.GetInPath <OnUpdateHandler>(this.GetType().Name + ".OnUpdate"); onDestroy = luaEnv.Global.GetInPath <OnDestroyHandler>(this.GetType().Name + ".OnDestroy"); if (onStart != null) { onStart(this.transform); } GameEntry.Pool.GameObjectSpawn(6, (Transform trans) => { PointUI = trans; }); }
private void OnDestroy() { onInit = null; onUpdate = null; }
// Update is called once per frame void Update() { onUpdate = luaEnv.Global.GetInPath <OnUpdateHandler>(prefabName + "onUpdate"); }