public void LuaInit(string enterType = "test") { LuaManager.InitStart(); LuaManager.DoFile("start"); //加载游戏 LuaManager.DoFile("logic/Network"); //加载网络 NetManager.OnInit(); //初始化网络 //在Raz每次切换场景后,需要将之前的界面都卸载,然后根据载入场景的类型显示界面。 //LuaManager.CallLuaFunction("GameManager.OnInitOK"); LuaManager.CallLuaFunction <string>("GameManager.OnInitOK", enterType); //在Raz中已经占用了这个系统类名,在SceneManager对应的地方直接调用函数好了。 //SceneManager.sceneLoaded += delegateOnSceneLoaded; initialize = true; test(); //testSocket(); }
// This function is called when the MonoBehaviour will be destroyed. void OnDestroy() { LuaManager.CallLuaFunction("GameManager.OnDestroy"); initialize = false; //SceneManager.sceneLoaded -= delegateOnSceneLoaded; if (NetManager != null) { NetManager.Unload(); } if (LuaManager != null) { LuaManager.Close(); } Debug.Log("~LuaGameEnter(Manager) was destroyed"); }
void test() { ByteBuffer temp = new ByteBuffer(); temp.WriteString("UTF-8 现在是测试随便传"); temp.WriteString("Hello world"); temp.WriteInt(108); //temp.Close(); ByteBuffer tempR = new ByteBuffer(temp.ToBytes()); //Debug.Log(tempR.ReadInt()); //Debug.Log(tempR.ReadString()); LuaManager.CallLuaFunction <int, ByteBuffer>("Network.OnSocket", 19000, tempR); //LuaManager.DoFile("ui/test/test"); //Util.CallMethod("Test", "FuncTest", tempR); //初始化完成 }
public void DestroyGame() { LuaManager.CallLuaFunction("GameManager.Destroy"); }
/// <summary> /// 场景和预加载资源真正加载完成后调用的函数,考虑到以后场景资源也会分块打包,所以这里先做预设。 /// </summary> /// <param name="level"></param> //private void delegateOnSceneLoaded(Scene scene, LoadSceneMode mode) //{ // LuaManager.CallLuaFunction("GameManager.OnSceneLoaded"); //} /// <summary> /// 在主游戏的场景加载中调用此函数。 /// </summary> /// <param name="info">场景加载</param> public void OnSceneLoaded(string info) { LuaManager.CallLuaFunction <string>("GameManager.OnSceneLoaded", info); }
private void OnApplicationQuit() { LuaManager.CallLuaFunction("GameManager.OnApplicationQuit"); }