示例#1
0
 public void openSluaLib()
 {
                 #if !SLUA_STANDALONE
     LuaTimer.reg(L);
     LuaCoroutine.reg(L, LuaSvr.gameObject);
                 #endif
     Lua_SLua_ByteArray.reg(L);
     Helper.reg(L);
 }
示例#2
0
        public void openSluaLib()
        {
            LuaArray.init(L);
            LuaVarObject.init(L);

            LuaDLL.lua_newtable(L);
            LuaDLL.lua_setglobal(L, DelgateTable);

#if !SLUA_STANDALONE
            LuaTimer.reg(L);
            LuaCoroutine.reg(L, lgo);
#endif
            Lua_SLua_ByteArray.reg(L);
            Helper.reg(L);

            openedSluaLib = true;
        }
示例#3
0
        protected void doinit(IntPtr L, LuaSvrFlag flag)
        {
                        #if !SLUA_STANDALONE
            LuaTimer.reg(L);
                        #if UNITY_EDITOR
            if (UnityEditor.EditorApplication.isPlaying)
                        #endif
            LuaCoroutine.reg(L, lgo);
                        #endif
            Lua_SLua_ByteArray.reg(L);
            Helper.reg(L);
            LuaValueType.reg(L);
            if ((flag & LuaSvrFlag.LSF_EXTLIB) != 0)
            {
                LuaDLL.luaS_openextlibs(L);
                LuaSocketMini.reg(L);
            }

            if ((flag & LuaSvrFlag.LSF_3RDDLL) != 0)
            {
                Lua3rdDLL.open(L);
            }

                        #if !SLUA_STANDALONE
                        #if UNITY_EDITOR
            if (UnityEditor.EditorApplication.isPlaying)
            {
                        #endif
            lgo.state    = luaState;
            lgo.onUpdate = this.tick;
            lgo.init();
                        #if UNITY_EDITOR
        }
                        #endif
                        #endif

            inited = true;
        }