private void OnDestroy() { act = null; act1 = null; act3 = null; act4 = null; if (env != null) { env.Dispose(); } }
// Start is called before the first frame update private void Start() { env = new LuaEnv(); env.DoString("require 'CallLua'"); //1 act = env.Global.Get <Action>("ProcMyFunc1"); act.Invoke(); //2 act1 = env.Global.Get <delAdding>("ProcMyFunc2"); act1(3, 4); //3 act3 = env.Global.Get <Action <int, int, int> >("ProcMyFunc4"); act3(3, 4, 5); //4 带返回值的 act4 = env.Global.Get <Func <int, int, int> >("ProcMyFunc3"); int rel = act4(10, 20); Debug.Log("4 带返回值的-" + rel); }