xlua官方项目_U3DScripting分析
代码里都放了我的注释哪里不懂都可以评论问我
LuaBehaviour.cs 代码
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using XLua;
using System;
namespace XLuaTest
{
//通过Injection来操控场景中的物体
[System.Serializable]
public class Injection
{
public string name;
public GameObject value;
}
[LuaCallCSharp] //从lua调用c#的某个类,希望生成适配代码所以打这个标签
public class LuaBehaviour : MonoBehaviour
{
public TextAsset luaScript; //lua代码,因为unity不能识别lua文件所以用txt类型
public Injection[] injections;
internal static LuaEnv luaEnv = new LuaEnv(); //项目所有的lua文件都只用这一个虚拟机标志
internal static float lastGCTime = 0;
internal const float GCInterval = 1;//1 second
private Action luaStart; //对应lua代码里的start函数
private Action luaUpdate; //对应lua代码的update函数
private Action luaOnDestroy; //对应lua代码里的ondestroy函数
private LuaTable scriptEnv;
void Awake()
{
scriptEnv = luaEnv.NewTable();
// 为每个脚本设置一个独立的环境,可一定程度上防止脚本间全局变量、函数冲突
LuaTable meta = luaEnv.NewTable();
meta.Set("__index", luaEnv.Global); //赋值lua代码里的全局函数
scriptEnv.SetMetaTable(meta);
meta.Dispose();
scriptEnv.Set("self", this); //把c#的this对象赋值给lua的self,这样lua的self就能调用c#这个类的东西了
foreach (var injection in injections) //把unity的对象传给lua文件
{
scriptEnv.Set(injection.name, injection.value);
}
luaEnv.DoString(luaScript.text, "LuaTestScript", scriptEnv); //表明是通过scriptEnv使用lua代码
Action luaAwake = scriptEnv.Get<Action>("awake"); //得到lua代码里的awake函数
scriptEnv.Get("start", out luaStart); //作用和上面一样都是为了得到对应函数
scriptEnv.Get("update", out luaUpdate);
scriptEnv.Get("ondestroy", out luaOnDestroy);
if (luaAwake != null)
{
luaAwake();
}
}
// Use this for initialization
void Start()
{
if (luaStart != null)
{
luaStart();
}
}
// Update is called once per frame
void Update()
{
if (luaUpdate != null)
{
luaUpdate();
}
if (Time.time - LuaBehaviour.lastGCTime > GCInterval)
{
luaEnv.Tick();
LuaBehaviour.lastGCTime = Time.time;
}
}
void OnDestroy()
{
if (luaOnDestroy != null)
{
luaOnDestroy();
}
luaOnDestroy = null;
luaUpdate = null;
luaStart = null;
scriptEnv.Dispose();
injections = null;
}
}
}
LuaTestScript.lua.txt 代码
local speed = 10
local lightCpnt = nil
function start()
print("lua start...")
print("injected object", lightObject)
lightCpnt= lightObject:GetComponent(typeof(CS.UnityEngine.Light)) --得到灯光对象
end
function update()
local r = CS.UnityEngine.Vector3.up * CS.UnityEngine.Time.deltaTime * speed
self.transform:Rotate(r) --对脚本挂载的物体进行旋转
lightCpnt.color = CS.UnityEngine.Color(CS.UnityEngine.Mathf.Sin(CS.UnityEngine.Time.time) / 2 + 0.5, 0, 0, 1)
end
function ondestroy()
print("lua destroy")
end