// UniLua.ILuaState uniLua = LuaAPI.NewState(); // NLua.Lua nlua = new NLua.Lua(); // Use this for initialization void Start() { // GameObject labelas = GameObject.Find ("Label1"); GameObject label1 = this.transform.FindChild("Label1").gameObject; label1.AddComponent <TestClick>(); UIEventListener com = this.transform.FindChild("Label4").GetComponent <UIEventListener> (); com.onClick = OnClick; uLua.RegisterLuaDelegateType(typeof(UIEventListener.VoidDelegate), typeof(LuaEventArgsHandler)); object[] aa = uLua.DoFile("TestLua"); LuaInterface.LuaFunction fun = uLua.GetFunction("TB.TB1.Start"); uLua.callFunction(fun, new object[] { this.gameObject }); // uniLua.L_OpenLibs(); // var status = uniLua.L_DoFile("TestUniLua.lua"); // if( status != ThreadStatus.LUA_OK ) // { // Debug.Log(uniLua.ToString(-1)); // } // TextAsset file = Resources.Load<TextAsset>("TestNLua"); // object[] aa1 = nlua.DoString(file.text, "TestNLua"); // NLua.LuaFunction fun1 = nlua.GetFunction ("TB.TB1.Start"); // nlua.CallFunction (fun1, new object[]{this.gameObject}); }
//初始化 private void init() { // if (mLuaState != null) { // mLuaState.Dispose (); // } #if UNITY_EDITOR LuaFileUtils.Instance.beZip = UseAssetBundleLuaInEditor; #else LuaFileUtils.Instance.beZip = true; #endif mLuaState = new LuaState(); mLuaState.LogGC = false; mLuaState.Start(); LuaBinder.Bind(mLuaState); mLuaState.DoFile(LuaFileUtils.Instance.beZip?LuaEnterFile:LuaEnterDebugFile); //协程 luaCoroutine = GameObject.Find ("LuaCoroutine"); if (luaCoroutine == null) { luaCoroutine = new GameObject (); luaCoroutine.gameObject.name = "LuaCoroutine"; luaCoroutine.AddComponent<LuaCoroutineComponent> (); UnityEngine.Object.DontDestroyOnLoad(luaCoroutine); } LuaCoroutine.Register(mLuaState, luaCoroutine.GetComponent<LuaCoroutineComponent>()); addFunc(FuncName.createLuaFile); }
// Use this for initialization void Start() { //只是展示如何加载文件。不是推荐这么做 LuaState l = new LuaState(); string path = Application.dataPath + "/uLua/Example/04_ScriptsFromFile/ScriptsFromFile02.lua"; l.DoFile(path); }
void Start () { Application.RegisterLogCallback(ShowTips); new LuaResLoader(); state = new LuaState(); state.Start(); LuaBinder.Bind(state); state.DoFile("Test.lua"); state.LuaGC(LuaGCOptions.LUA_GCCOLLECT); }
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(); }
void Start () { Application.RegisterLogCallback(Logger); new LuaResLoader(); LuaState state = new LuaState(); state.Start(); state.DoFile("TestLoader.lua"); LuaFunction func = state.GetFunction("Test"); func.Call(); Application.RegisterLogCallback(null); func.Dispose(); state.Dispose(); }
void Start () { #if UNITY_5 Application.logMessageReceived += ShowTips; #else Application.RegisterLogCallback(ShowTips); #endif new LuaResLoader(); state = new LuaState(); state.Start(); LuaBinder.Bind(state); state.DoFile("Test.lua"); state.LuaGC(LuaGCOptions.LUA_GCCOLLECT); state.LogGC = true; }
public static void Init(string mainScript) { if (string.IsNullOrEmpty(mainScript)) throw new System.NullReferenceException("Can't found the main script."); State = new LuaState(); // 增加搜索路径 for (int i = 0; i < globalSearchPaths.Count; ++i) State.AddSearchPath(globalSearchPaths[i]); State.OpenLibs(LuaDLL.luaopen_pb); LuaBinder.Bind(State); State.Start(); State.DoFile(mainScript); }
void Start () { if (IntPtr.Size == 8) Debugger.Log("64 go"); Application.RegisterLogCallback(ShowTips); new LuaResLoader(); state = new LuaState(); state.Start(); LuaBinder.Bind(state); state.DoFile("Test.lua"); state.LuaGC(LuaGCOptions.LUA_GCCOLLECT); state.LogGC = true; state.LuaRawGlobal("xxoo"); string error = null; int n = state.CheckInteger(-1, out error); Debugger.Log("xxoo {0}", n); }
void Start () { #if UNITY_5 Application.logMessageReceived += Logger; #else Application.RegisterLogCallback(Logger); #endif new LuaResLoader(); LuaState state = new LuaState(); state.Start(); state.DoFile("TestLoader.lua"); LuaFunction func = state.GetFunction("Test"); func.Call(); func.Dispose(); state.Dispose(); #if UNITY_5 Application.logMessageReceived -= Logger; #else Application.RegisterLogCallback(null); #endif }
void OnBundleLoad() { LuaState state = new LuaState(); state.Start(); state.DoString("print('hello tolua#:'..tostring(Vector3.zero))"); state.DoFile("Main.lua"); LuaFunction func = state.GetFunction("Main"); func.Call(); func.Dispose(); state.Dispose(); state = null; }
void Start() { #if UNITY_5 Application.logMessageReceived += ShowTips; #else Application.RegisterLogCallback(ShowTips); #endif new LuaResLoader(); state = new LuaState(); state.Start(); LuaBinder.Bind(state); state.DoFile("TestPerf.lua"); state.LuaGC(LuaGCOptions.LUA_GCCOLLECT); state.LogGC = false; Debug.Log(typeof(List<int>).BaseType); }