Tolua中的变量怎么去使用和赋值,在案例场景ToLua/Examples/04_AccessingLuaVariables中可以去学习;本章我们就分析下具体使用方式,首先先看一下提供的示范代码。
using UnityEngine;
using System.Collections.Generic;
using LuaInterface;
public class AccessingLuaVariables : MonoBehaviour
{
private string script =
@"
print('Objs2Spawn is: '..Objs2Spawn)
var2read = 42
varTable = {1,2,3,4,5}
varTable.default = 1
varTable.map = {}
varTable.map.name = 'map'
meta = {name = 'meta'}
setmetatable(varTable, meta)
function TestFunc(strs)
print('get func by variable')
end
";
void Start ()
{
#if UNITY_5 || UNITY_2017 || UNITY_2018
Application.logMessageReceived += ShowTips;
#else
Application.RegisterLogCallback(ShowTips);
#endif
new LuaResLoader();
LuaState lua = new LuaState();
lua.Start();
lua["Objs2Spawn"] = 5;
lua.DoString(script);
//通过LuaState访问
Debugger.Log("Read var from lua: {0}", lua["var2read"]);
Debugger.Log("Read table var from lua: {0}", lua["varTable.default"]); //LuaState 拆串式table
LuaFunction func = lua["TestFunc"] as LuaFunction;
func.Call();
func.Dispose();
//cache成LuaTable进行访问
LuaTable table = lua.GetTable("varTable");
Debugger.Log("Read varTable from lua, default: {0} name: {1}", table["default"], table["map.name"]);
table["map.name"] = "new"; //table 字符串只能是key
Debugger.Log("Modify varTable name: {0}", table["map.name"]);
table.AddTable("newmap");
LuaTable table1 = (LuaTable)table["newmap"];
table1["name"] = "table1";
Debugger.Log("varTable.newmap name: {0}", table1["name"]);
table1.Dispose();
table1 = table.GetMetaTable();
if (table1 != null)
{
Debugger.Log("varTable metatable name: {0}", table1["name"]);
}
object[] list = table.ToArray();
for (int i = 0; i < list.Length; i++)
{
Debugger.Log("varTable[{0}], is {1}", i, list[i]);
}
table.Dispose();
lua.CheckTop();
lua.Dispose();
}
private void OnApplicationQuit()
{
#if UNITY_5 || UNITY_2017 || UNITY_2018
Application.logMessageReceived -= ShowTips;
#else
Application.RegisterLogCallback(null);
#endif
}
string tips = null;
void ShowTips(string msg, string stackTrace, LogType type)
{
tips += msg;
tips += "\r\n";
}
void OnGUI()
{
GUI.Label(new Rect(Screen.width / 2 - 300, Screen.height / 2 - 200, 600, 400), tips);
}
}
首先第一步初始化lua脚本:
new LuaResLoader();
LuaState lua = new LuaState();
lua.Start();
lua["Objs2Spawn"] = 5; //对脚本中Objs2Spawn变量进行赋值。
lua.DoString(script);
在初始化时可以直接获取变量对lua脚本中变量赋值。
第二步访问变量:
//通过LuaState访问
Debugger.Log("Read var from lua: {0}", lua["var2read"]);
Debugger.Log("Read table var from lua: {0}", lua["varTable.default"]); //LuaState 拆串式table
第三步调用脚本方法
LuaFunction func = lua["TestFunc"] as LuaFunction;
func.Call();
func.Dispose();
第四步读取的内容转为luaTable
LuaTable table = lua.GetTable("varTable");
Debugger.Log("Read varTable from lua, default: {0} name: {1}", table["default"], table["map.name"]);
table["map.name"] = "new"; //varTable.map.name 变量改变
//改变后打印varTable.map.name 变量
Debugger.Log("Modify varTable name: {0}", table["map.name"]);
//table 添加新的luaTable
table.AddTable("newmap");
LuaTable table1 = (LuaTable)table["newmap"];
//新的luaTable 表加入字段(变量)
table1["name"] = "table1";
//打印测试是否成功
Debugger.Log("varTable.newmap name: {0}", table1["name"]);
table1.Dispose();//资源回收
获取元表
table1 = table.GetMetaTable();
if (table1 != null)
{
Debugger.Log("varTable metatable name: {0}", table1["name"]);
}
第五步获取数组并打印
object[] list = table.ToArray();
for (int i = 0; i < list.Length; i++)
{
Debugger.Log("varTable[{0}], is {1}", i, list[i]);
}