示例#1
0
 public void Init()
 {
     Log.i("Lua init begin");
     if (!dirty)
     {
         return;
     }
     //====================
     if (mL != null)
     {            //释放以便重加载
         Log.i("Lua Dispose");
         mL.Dispose();
         mL = null;
     }
     //====================
     LUA_PATH     = ResLoad.resPath + "/lua/";
     mReadLuaFile = readLuaFile;
     if (!Directory.Exists(LUA_PATH))
     {
         LUA_PATH = Application.streamingAssetsPath + "/Lua/";                //路径区分大小写
                         #if UNITY_ANDROID && !UNITY_EDITOR
         mReadLuaFile = readAssetLuaFile;
                         #endif
     }
     //====================
                 #if USE_ULUA
     mL = new LuaState();
     bindLuaClass(this);
                 #elif USE_XLUA
     mL = new LuaEnv();
     mL.AddLoader(LuaLoader);
     //引入第三方lua库
     mL.AddBuildin("rapidjson", XLua.LuaDLL.Lua.LoadRapidJson);
     mL.AddBuildin("lpeg", XLua.LuaDLL.Lua.LoadLpeg);
     mL.AddBuildin("pb", XLua.LuaDLL.Lua.LoadLuaProfobuf);
     //mL.AddBuildin("ffi", XLua.LuaDLL.Lua.LoadFFI);IOS存在兼容问题
                 #endif
     LuaHelp.ExportToLua();
     byte[] tags = mReadLuaFile(LUA_PATH + "main.lua", false);
     mEncode = tags [2] == 0x3d ? false : true;
     //====================
     //设置Lua脚本根路径列表,并执行入口脚本main.lua
     mL.DoString("package.path = package.path .. ';' .. '" + LUA_PATH + "?.lua';require 'main';");
     //====================
     mNewLuaObject    = (LuaFunction)mL["newLuaObject"];
     mReloadLua       = (LuaFunction)mL["reloadLua"];
     mPushLuaEvent    = (LuaFunction)mL["pushLuaEvent"];
     mProcessLuaEvent = (LuaFunction)mL["processLuaEvent"];
     mGameConfig      = (LuaTable)mL["LGameConfig"];
     ((LuaFunction)mL ["main"]).Call();
     //====================
     dirty = false;
     Log.i("Lua init end");
 }
        internal static DangerTile Convert(LuaDangerTile luaDangerTile)
        {
            DangerTile temp = null;

            try
            {
                BasicTile t = LuaHelp.PointToTile(luaDangerTile.tile);
                temp = new DangerTile(t, luaDangerTile.function);
            }
            catch (Exception)
            {
                return(null);
            }
            if (temp != null)
            {
                if (temp.callFunction == null)
                {
                    //return null
                }
                return(temp);
            }
            return(null);
        }