void Start()
    {
#if UNITY_5 || UNITY_2017_1_OR_NEWER
        Application.logMessageReceived += Log;
#else
        Application.RegisterLogCallback(Log);
#endif
        lua = new LuaState();
        lua.Start();
        //如果移动了ToLua目录,自己手动修复吧,只是例子就不做配置了
        string fullPath = Application.dataPath + "\\ToLua/Examples/02_ScriptsFromFile";
        lua.AddSearchPath(fullPath);
    }
示例#2
0
    void Start()
    {
#if UNITY_5 || UNITY_2017 || UNITY_2018
        Application.logMessageReceived += Log;
#else
        Application.RegisterLogCallback(Log);
#endif
        lua = new LuaState();
        lua.Start();

        string fullPath = Application.dataPath + "\\ToLua/Examples/02_ScriptsFromFile";
        lua.AddSearchPath(fullPath);    //  将上述路径添加至lua可搜索路径里
    }
示例#3
0
    private void Start()
    {
        luaState = new LuaState();
        luaState.Start();
        luaState.AddSearchPath(Application.dataPath + "\\ScrollEnhancement");
        DelegateFactory.Init();
        LuaBinder.Bind(luaState);
        LuaLooper looper = gameObject.AddComponent <LuaLooper>();

        looper.luaState = luaState;

        luaState.Require("Test.Main");
    }
示例#4
0
    void Start()
    {
#if UNITY_5 || UNITY_2017 || UNITY_2018
        Application.logMessageReceived += Log;
#else
        Application.RegisterLogCallback(Log);
#endif
        lua = new LuaState();
        lua.Start();
        string fullPath = Application.dataPath +
                          "\\TestExample/2";
        lua.AddSearchPath(fullPath);
    }
示例#5
0
 void StartGame(GameObject obj, object param)
 {
     abManager = new ABManager();
     abManager.LoadAB(AppConfig.SearchUIABPath + "comm.tex");
     luaState = new LuaState();
     luaState.AddSearchPath(AppConfig.SearchGameLuaPath);
     LuaBinder.Bind(luaState);
     luaState.Start();
     luaState.DoFile("Others/main.lua");
     luaState.CheckTop();
     //luaState.Dispose();
     luaState = null;
 }
示例#6
0
    public void OpenZbsDebugger(string ip = "localhost")
    {
        if (!LuaConst.openLuaSocket)
        {
            OpenLuaSocket();
        }

        if (!string.IsNullOrEmpty(LuaConst.zbsDir))
        {
            luaState.AddSearchPath(LuaConst.zbsDir);
        }

        luaState.LuaDoString(string.Format("DebugServerIp = '{0}'", ip));
    }
示例#7
0
    private void Start()
    {
        var lua = new LuaState();

        lua.Start();
        string fullPath = Application.dataPath + "\\EmmyTypeGenerator/Lua";

        lua.AddSearchPath(fullPath);

        DelegateFactory.Init();
        LuaBinder.Bind(lua);

        lua.Require("Test");
    }
示例#8
0
文件: Game.cs 项目: qipa/Unity_i18n
    void Start()
    {
        new LuaResLoader();
        lua = new LuaState();
        lua.Start();

        string fullPath = Application.dataPath + "Game/Lua";

        lua.AddSearchPath(fullPath);
        lua.Start();

        LuaBinder.Bind(lua);
        lua.DoFile("main.lua");
        lua.CheckTop();
    }
示例#9
0
        void Start()
        {
            // 为自身带有 [Inject] 特性的成员进行注入
            this.Inject();
            lua = new LuaState();
            lua.Start();
            LuaBinder.Bind(lua);

            // 如果移动了目录,请自行调整为相应路径
            string fullPath = Application.dataPath + "\\Files/lua/Examples/02_BindingGameObjects";

            lua.AddSearchPath(fullPath);
            lua.Require("LuaRotator");
            func = lua.GetFunction("test.Func");
        }
示例#10
0
    public void OpenZbsDebugger(string ip = "localhost")
    {
        if (!Directory.Exists(LuaConst.zbsDir))
        {
            Debugger.LogWarning("ZeroBraneStudio not install or LuaConst.zbsDir not right");
            return;
        }

        if (!string.IsNullOrEmpty(LuaConst.zbsDir))
        {
            luaState.AddSearchPath(LuaConst.zbsDir);
        }

        luaState.LuaDoString(string.Format("DebugServerIp = '{0}'", ip), "@LuaClient.cs");
    }
示例#11
0
    // Start is called before the first frame update
    void Start()
    {
        version = 3;
        LoadLua();
        LoadPrefabs();
        new LuaResLoader();
        lua = new LuaState();
        lua.Start();
        LuaBinder.Bind(lua);
        string luaPath = Application.dataPath + "/Lua";

        lua.AddSearchPath(luaPath);
        lua.DoFile("TestLua.lua");
        Callfunc("Control.Start");
    }
示例#12
0
    // Use this for initialization
    void Start()
    {
        // creat lua Virtual Mechine
        m_state = new LuaState();
        // start lua VM
        m_state.Start();

        // add lua search path
        string path = AppConst.FrameworkRoot + Path.DirectorySeparatorChar + "Lua/TestToLuaC";

        m_state.AddSearchPath(path);

        // TestToLua1();
        TestToLua2();
    }
示例#13
0
    protected virtual void InitLuaPath()
    {
#if UNITY_EDITOR
        if (!Directory.Exists(LuaConst.luaDir))
        {
            string msg = string.Format("luaDir path not exists: {0}, configer it in LuaConst.cs", LuaConst.luaDir);
            throw new LuaException(msg);
        }

        if (!Directory.Exists(LuaConst.toluaDir))
        {
            string msg = string.Format("toluaDir path not exists: {0}, configer it in LuaConst.cs", LuaConst.toluaDir);
            throw new LuaException(msg);
        }

        luaState.AddSearchPath(LuaConst.toluaDir);
        luaState.AddSearchPath(LuaConst.luaDir);
#endif
        if (!AppConst.LuaBundleMode)
        {
            luaState.AddSearchPath(LuaConst.luaResDir);
            luaState.AddSearchPath(LuaConst.streamingAssetLua);
        }
    }
    void Start()
    {
        LuaState lua = new LuaState();

        lua.Start();

        string fullPath = Application.dataPath + "/ToLua/Examples/02_ScriptsFromFile";

        lua.AddSearchPath(fullPath);
        lua.DoFile("ScriptsFromFile.lua");
        //lua.DoString("require 'ScriptsFromFile'");
        //lua.Require("ScriptsFromFile");

        lua.Dispose();
    }
示例#15
0
    void Init()
    {
        //InitLoader();
        luaState = new LuaState();
        OpenLibs();
        luaState.LuaSetTop(0);
        Bind();
        //LoadLuaFiles();

        string fullPath = Application.dataPath + "/UFrame/A_LuaTest";

        luaState.AddSearchPath(fullPath);

        luaState.Start();
    }
    private void Start()
    {
        luaState = new LuaState();
        luaState.Start();
        DelegateFactory.Init();
        string fullPath = Path.Combine(Application.dataPath, @"My/03_CallLuaFunction");

        luaState.AddSearchPath(fullPath);
        luaState.Require("CallLuaFunction");

        Call();
        Invoke();
        PushFunc();
        Delegate();
        LuaInvoke();
    }
示例#17
0
        /// 初始化Lua代码加载路径;
        void InitLuaPath()
        {
#if UNITY_EDITOR
            RequirePathList = new List <string>();
            RequirePathList.Add(LuaConst.luaDir);
            RequirePathList.Add(LuaConst.luaResDir);
            RequirePathList.Add(Application.dataPath + "/LuaFramework/Lua/NetWork");
            if (!loader.beZip)
            {
                foreach (var path in RequirePathList)
                {
                    lua.AddSearchPath(path);
                }
            }
#endif
        }
示例#18
0
    void Start()
    {
        lua = new LuaState();
        lua.Start();

        //添加搜索路径
        string fullPath = Application.dataPath + "/Example/HotReload/Lua";

        lua.AddSearchPath(fullPath);

        lua.Require("GameMain");
//        lua.DoString("GameMain.start()");

        //创建lua 文件监听器
        LuaFileWatcher.CreateLuaFileWatcher(lua, fullPath);
    }
示例#19
0
    // Use this for initialization
    void Start()
    {
        new LuaResLoader();
        lua       = new LuaState();
        lua.LogGC = true;
        lua.Start();
        LuaBinder.Bind(lua);
        DelegateFactory.Init();
        looper          = gameObject.AddComponent <LuaLooper>();
        looper.luaState = lua;
        lua["UnityEngine.PrimitiveType.Cube"]   = PrimitiveType.Cube;
        lua["UnityEngine.PrimitiveType.Sphere"] = PrimitiveType.Sphere;
        string fullPath = Application.dataPath + "/Example";

        lua.AddSearchPath(fullPath);
        lua.DoFile("hx.lua");
    }
示例#20
0
    //初始化函数,可以被重写,已添加其他
    protected bool Init()
    {
        // s_luaState = LuaTest.Instance.GetLuaState();
        new LuaResLoader();
        s_luaState = new LuaState();
        s_luaState.Start();
        LuaBinder.Bind(s_luaState);
        s_luaState.AddSearchPath(Application.streamingAssetsPath + "\\Lua");


        if (string.IsNullOrEmpty(LuaPath))
        {
            Debug.Log(LuaPath);
            return(false);
        }
        s_luaState.DoFile(LuaPath);
        // mSelfTable = s_luaState.GetTable(0);
        // mSelfTable = s_luaState.GetTable(LuaPath.Replace(".lua",""));
        // mSelfTable = s_luaState.GetTable("Bullet");
        LuaFunction func = s_luaState.GetFunction("GetTable");

        func.BeginPCall();
        func.PCall();
        mSelfTable = func.CheckLuaTable();
        func.EndPCall();

        if (null == mSelfTable)
        {
            Debug.LogError("null == luaTable " + LuaPath);
            return(false);
        }
        AddFunc(FuncName.Awake);
        AddFunc(FuncName.OnEnable);
        AddFunc(FuncName.Start);
        AddFunc(FuncName.Update);
        AddFunc(FuncName.OnDisable);
        AddFunc(FuncName.OnDestroy);

        foreach (var item in mDicFunc)
        {
            Debug.Log("------------------" + item);
        }
        return(true);
    }
示例#21
0
        /// <summary>
        /// 初始化Lua代码加载路径
        /// </summary>
        private void InitLuaPath()
        {
#if UNITY_EDITOR
            string   _path = Application.dataPath + "/GameContent/Modules";
            string[] _dirs = System.IO.Directory.GetDirectories(_path, "*", System.IO.SearchOption.AllDirectories);
            for (int i = 0; i < _dirs.Length; i++)
            {
                string _one = _dirs[i].ToLower();
                _one = Utility.MakeUnifiedDirectory(_one);
                if (_one.EndsWith("/"))
                {
                    _one = _one.Substring(0, _one.Length - 1);
                }
                if (_one.EndsWith("lua") || _one.EndsWith("tolua"))
                {
                    lua.AddSearchPath(_dirs[i]);
                }
            }
#endif
        }
示例#22
0
    public void OpenZbsDebugger(string ip = null)
    {
        if (!LuaConst.openLuaSocket)
        {
            LuaConst.openLuaSocket = true;
            luaState.OpenLibs(LuaDLL.luaopen_socket_core);
            luaState.OpenLibs(LuaDLL.luaopen_luasocket_scripts);
        }

        luaState.AddSearchPath(LuaConst.zbsDir);

        if (ip != null)
        {
            luaState.DoString(string.Format("require('mobdebug').start('{0}')", ip));
        }
        else
        {
            luaState.DoString("require('mobdebug').start()");
        }
    }
示例#23
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#24
0
        void Start()
        {
            lua = new LuaState();
            lua.Start();
            LuaBinder.Bind(lua);
            // 获取 RotateController 的 lua 属性,并将其设置给 LuaLooper 的 luaState
            SetUpLuaLooper();

            // 如果移动了目录,请自行调整为相应路径
            string fullPath = Application.dataPath + "\\Files/lua/Examples/03_UsingConditions";

            lua.AddSearchPath(fullPath);
            lua.Require("LuaCoroutineRotator");

            // 将 RightCube 传入 lua
            lua["transform"] = RightCube;

            func = lua.GetFunction("StartDelay");

            // 调用 lua 方法,由 LuaLooper 来协调 lua 脚本进行 Coroutine 使 RightCube 旋转
            CallFunc();
        }
示例#25
0
    public void Init()
    {
#if UNITY_EDITOR
        LuaState.AddSearchPath(LuaFileFolder);
#endif
        LuaState.Start();

        LuaManager.LoadLuaFile("Main");
        LuaFunction main = LuaState.GetFunction("Main");
        main.Call();
        main.Dispose();

        LuaState.Collect();

        Debug.Log(GC.GetTotalMemory(true));
        Debug.Log(GC.GetTotalMemory(false));
        for (int i = 0; i < GC.MaxGeneration; i++)
        {
            Debug.Log(GC.CollectionCount(i));
        }
        GC.Collect();
    }
示例#26
0
    void Start()
    {
#if UNITY_5 || UNITY_2017 || UNITY_2018
        Application.logMessageReceived += Log;
#else
        Application.RegisterLogCallback(Log);
#endif
        lua = new LuaState();
        lua.Start();
        LuaBinder.Bind(lua);
        //如果移动了ToLua目录,自己手动修复吧,只是例子就不做配置了
        string fullPath = Application.dataPath + "\\ToLua/Examples/02_ScriptsFromFile";
        lua.AddSearchPath(fullPath);
        lua.DoString(@"
local GameObject = UnityEngine.GameObject

fk1 = 
{
    k1 = 
    {
        kk1 = GameObject('go')
    },
    k2 = {}
}

kk = {}

local x = fk1.k2
function test() 
    return xZ
end

function freex()
    x = nil
end

go = GameObject('go')
");
    }
示例#27
0
    public void OnInit()
    {
        LuaState = new LuaState();
        this.OpenLibs();
        LuaState.LuaSetTop(0);

        LuaBinder.Bind(LuaState);
        LuaCoroutine.Register(LuaState, this);

#if UNITY_EDITOR
        if (!string.IsNullOrEmpty(LuaConst.luaDir))
        {
            foreach (var subDir in Directory.GetDirectories(LuaConst.luaDir, "*", SearchOption.AllDirectories))
            {
                LuaState.AddSearchPath(subDir);
            }
        }
#endif
        LuaState.Start();

        LuaHelper.CallFunction("Main.Init");
    }
示例#28
0
    // 游戏开始
    private void Start()
    {
        Instance = this;

        luaState = new LuaState();
        luaState.Start();
        LuaBinder.Bind(luaState);
        looper          = gameObject.AddComponent <LuaLooper>();
        looper.luaState = luaState;

        string path = ResourceConfig.LuaPath;

        luaState.AddSearchPath(path);
        luaState.DoFile("GameMain.lua");

        // 执行游戏核心初始化函数
        LuaFunction initFunc = luaState.GetFunction("Init");

        initFunc.Call();
        initFunc.Dispose();
        initFunc = null;
    }
示例#29
0
        /// <summary>
        /// Inititialize the Lua runtime environment
        /// </summary>
        /// <remarks>
        /// This method should be called before any Nova-related code runs. The beginning of Start or Awake
        /// of GameController might be a good choice.
        /// </remarks>
        private void Init()
        {
            if (inited)
            {
                return;
            }

            new LuaResLoader();
            DelegateFactory.Init();
            lua = new LuaState();
            lua.Start();
            LuaBinder.Bind(lua);

            // Enable coroutine
            var looper = gameObject.AddComponent <LuaLooper>();

            looper.luaState = lua;

            lua.AddSearchPath(Application.dataPath + "/Nova/Lua");
            Reset();

            inited = true;
        }
示例#30
0
    // Use this for initialization
    void Start()
    {
        if (luaState == null)
        {
            luaState = new LuaState();
            luaState.Start();
            luaState.LuaCheckStack(200);
            luaState.CheckTop();
            LuaBinder.Bind(luaState);
            luaState.AddSearchPath(Application.dataPath + "\\Scripts/lua");
            luaState.DoFile("lua_bridge.lua");
            luaInit   = luaState.GetFunction("lua_init");
            luaUpdate = luaState.GetFunction("lua_update");

            int _ref = luaInit.BeginPCall();
            luaInit.PCall();
            object[] tb = luaState.CheckObjects(_ref);
            luaInit.EndPCall();

            luaRoot = tb[0] as LuaTable;
        }
        Init();
    }