Register() private method

private Register ( ) : void
return void
示例#1
0
    void Start()
    {
        InputMgr.Instance.initialize();
        ManifestMgr.Init();
        AtlasMgr.Instance.Init();
#if UNITY_5 || UNITY_2017 || UNITY_2018
        Application.logMessageReceived += Log;
#else
        Application.RegisterLogCallback(Log);
#endif
        lua = new LuaState();
        lua.Start();
        LuaBinder.Bind(lua);
        lua.OpenLibs(LuaDLL.luaopen_pb);
        lua.OpenLibs(LuaDLL.luaopen_struct);
        lua.OpenLibs(LuaDLL.luaopen_lpeg);
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
        luaState.OpenLibs(LuaDLL.luaopen_bit);
#endif
        DelegateFactory.Register();
        string dataPath = Application.dataPath;
        int    index    = dataPath.LastIndexOf("/");
        dataPath = dataPath.Substring(0, index);
        //lua.AddSearchPath(fullPath);
        lua.DoFile(Path.Combine(dataPath, "Client/Scripts/__init.lua"));
        LogicFrame.Instance.initialize(lua);
        GameSocket.Instance.run("192.168.1.108", "8007");
    }
示例#2
0
        void Start()
        {
            lua = new LuaState();
            lua.LuaSetTop(0);
            LuaCoroutine.Register(lua, this);
            LuaBinder.Bind(lua);
            DelegateFactory.Register();
            lua.Start();

            loop          = gameObject.AddComponent <LuaLooper> ();
            loop.luaState = lua;

            gameObject.AddComponent <LuaObject> ();
        }
示例#3
0
    public void Init()
    {
        _loader = new LuaLoader();
        _lua    = new LuaState();
        OpenLibs();

        LuaBinder.Bind(_lua);
        DelegateFactory.Register();
        LuaCoroutine.Register(_lua, this);

        // Lua读取路径
        LuaFileUtils.Instance.beZip = AppConst.resourceMode != 0;

        // 如果是打包模式,读AB,否则读Lua目录
        if (LuaFileUtils.Instance.beZip)
        {
            _loader.AddBundle("lua_ui");
            _loader.AddBundle("lua_logic");
            _loader.AddBundle("lua_protobuf");
            _loader.AddBundle("lua_protocols");
            _loader.AddBundle("lua_tolua");
            _loader.AddBundle("lua_fight");
            _loader.AddBundle("lua_character");
            _loader.AddBundle("lua_utils");
            _loader.AddBundle("lua_skill");
            _loader.AddBundle("lua_cache");
        }
        else
        {
            _lua.AddSearchPath(LuaConst.luaDir);
        }

        //启动LuaVM
        _lua.Start();

        // Lua计时
        gameObject.AddComponent <LuaLooper>().luaState = _lua;

        // 添加lua之间的引用关系
        DoFile("logic/Main");
    }
示例#4
0
 static DelegateFactory()
 {
     DelegateFactory.dict = new Dictionary <Type, DelegateFactory.DelegateValue>();
     DelegateFactory.Register();
 }