void Start() { state = new LuaState(); state.Start(); state.DoString(script); LuaFunction func = state.GetFunction("Test"); func.BeginPCall(); func.PCall(); thread = func.CheckLuaThread(); func.EndPCall(); func.Dispose(); func = null; thread.Resume(10); }
private void Start() { this.state = new LuaState(); this.state.Start(); this.state.LogGC = true; this.state.DoString(this.script, "LuaState.cs"); LuaFunction function = this.state.GetFunction("Test", true); function.BeginPCall(); function.PCall(); this.thread = function.CheckLuaThread(); this.thread.name = "LuaThread"; function.EndPCall(); function.Dispose(); this.thread.Resume(new object[] { 10 }); }
void Start() { Application.logMessageReceived += ShowTips; new LuaResLoader(); state = new LuaState(); state.Start(); state.LogGC = true; state.DoString(script); LuaFunction func = state.GetFunction("Test"); func.BeginPCall(); func.PCall(); thread = func.CheckLuaThread(); thread.name = "LuaThread"; func.EndPCall(); func.Dispose(); func = null; thread.Resume(10); }
void Start() { #if UNITY_5 || UNITY_2017 || UNITY_2018 Application.logMessageReceived += ShowTips; #else Application.RegisterLogCallback(ShowTips); #endif new LuaResLoader(); state = new LuaState(); state.Start(); state.LogGC = true; state.DoString(script); LuaFunction func = state.GetFunction("Test"); func.BeginPCall(); func.PCall(); thread = func.CheckLuaThread(); thread.name = "LuaThread"; func.EndPCall(); func.Dispose(); func = null; thread.Resume(10); }
private void Start() { luaState = new LuaState(); luaState.Start(); luaState.LogGC = true;//显示GC回收的LOG日志 var luaScript = Resources.Load <TextAsset>("TestLuaThread.lua"); luaState.DoString(luaScript.text); LuaFunction func = luaState.GetFunction("Test"); func.BeginPCall(); func.PCall(); thread = func.CheckLuaThread(); thread.name = "MyLuaThread"; func.EndPCall(); func.Dispose(); func = null; thread.Resume(10); }