Unity引擎与Lua脚本在车机HMI开发中的深度融合实践
第一部分:引言与架构设计
1.1 Unity引擎与Lua结合的核心优势
在智能座舱HMI开发领域,Unity引擎与Lua脚本的结合已经成为行业主流技术方案之一。这种架构设计充分发挥了双方的优势:
- Unity引擎:提供业界领先的3D渲染能力、成熟的UI系统(UGUI/UI Toolkit)、强大的动画系统和跨平台部署能力,能够实现"游戏级"的视觉体验
- Lua脚本:作为轻量级、易嵌入的脚本语言,具有快速热更新、语法简洁、执行效率高的特点,特别适合处理业务逻辑
这种组合的核心价值在于解耦渲染层与逻辑层,实现业务逻辑的热更新而不必重新编译整个Unity工程,这对于需要频繁迭代的车机系统至关重要。
1.2 架构设计总览
典型的Unity+Lua车机HMI架构分为四个层次:
┌─────────────────────────────────────────────┐
│ 应用层(Lua逻辑层) │
│ - UI业务逻辑 - 动画控制 - 数据管理 │
├─────────────────────────────────────────────┤
│ 框架层(C#桥接层) │
│ - Lua虚拟机管理 - 事件系统 - 资源管理 │
├─────────────────────────────────────────────┤
│ 渲染层(Unity引擎层) │
│ - 3D渲染 - UI渲染 - 动画系统 │
├─────────────────────────────────────────────┤
│ 系统层(车机原生层) │
│ - Android/Linux - CAN总线 - 系统服务 │
└─────────────────────────────────────────────┘
第二部分:Unity与Lua集成方案
2.1 Lua集成框架选择
目前主流有两种Lua集成方案:
- XLua:腾讯开源的Lua框架,支持热补丁技术
- ToLua:传统成熟的Lua框架,性能稳定
以下以XLua为例展示集成方法:
// XLuaManager.cs - C#侧Lua管理器
using UnityEngine;
using XLua;
public class XLuaManager : Singleton<XLuaManager>
{
private LuaEnv luaEnv;
private LuaTable mainLuaTable;
void Start()
{
// 初始化Lua环境
luaEnv = new LuaEnv();
luaEnv.AddLoader(CustomLoader);
// 设置全局错误处理
luaEnv.Global.Set("__G", luaEnv.Global);
luaEnv.DoString(@"
xlua.hotfix = function(cs, field, func)
if func == nil then
xlua.private_accessible(cs)
local function func(...)
return nil
end
end
xlua.hotfix(cs, field, func)
end
-- 重定向print到Unity日志
local old_print = print
print = function(...)
local args = {...}
local str = ''
for i = 1, select('#', ...) do
str = str .. tostring(args[i]) .. '\t'
end
CS.UnityEngine.Debug.Log('[LUA] ' .. str)
old_print(...)
end
");
// 加载主Lua模块
LoadLuaModule("Main");
}
// 自定义加载器,支持从多个路径加载Lua文件
private byte[] CustomLoader(ref string filepath)
{
// 1. 优先从热更新目录加载
string hotfixPath = Path.Combine(Application.persistentDataPath,
"LuaHotfix", filepath + ".lua");
if (File.Exists(hotfixPath))
{
return File.ReadAllBytes(hotfixPath);
}
// 2. 从AssetBundle加载
TextAsset luaAsset = LoadLuaFromAssetBundle(filepath);
if (luaAsset != null)
{
return luaAsset.bytes;
}
// 3. 从Resources加载(开发阶段)
string resourcePath = "LuaScripts/" + filepath.Replace('.', '/');
luaAsset = Resources.Load<TextAsset>(resourcePath);
if (luaAsset != null)
{
return luaAsset.bytes;
}
return null;
}
// 加载Lua模块并执行
public LuaTable LoadLuaModule(string moduleName)
{
try
{
luaEnv.DoString($"require '{moduleName}'");
mainLuaTable = luaEnv.Global.Get<LuaTable>(moduleName);
return mainLuaTable;
}
catch (System.Exception e)
{
Debug.LogError($"加载Lua模块失败: {moduleName}, 错误: {e.Message}");
return null;
}
}
// 调用Lua函数
public object[] CallLuaFunction(string funcName, params object[] args)
{
if (mainLuaTable == null)
{
Debug.LogError("Lua模块未加载");
return null;
}
LuaFunction func = mainLuaTable.Get<LuaFunction>(funcName);
if (func != null)
{
return func.Call(args);
}
Debug.LogWarning($"Lua函数不存在: {funcName}");
return null;
}
void Update()
{
// Lua垃圾回收
if (luaEnv != null)
{
luaEnv.Tick();
}
}
void OnDestroy()
{
if (luaEnv != null)
{
luaEnv.Dispose();
luaEnv = null;
}
}
}
2.2 C#与Lua双向通信机制
// Bridge/CSharpToLuaBridge.cs - C#到Lua的通信桥
using UnityEngine;
using XLua;
[LuaCallCSharp]
public class CSharpToLuaBridge : MonoBehaviour
{
// 注册C#事件到Lua回调
public void RegisterEvent(string eventName, LuaFunction callback)
{
EventManager.Instance.AddListener(eventName,
(data) => {
if (callback != null)
{
callback.Call(data);
}
});
}
// 调用Lua的UI控制器
public void CallLuaUIController(string uiName, string method, params object[] args)
{
XLuaManager.Instance.CallLuaFunction("UIController." + method,
new object[] { uiName }.Concat(args).ToArray());
}
// 车辆数据更新接口
public void UpdateVehicleData(string dataType, object value)
{
XLuaManager.Instance.CallLuaFunction("VehicleDataManager.UpdateData",
dataType, value);
}
}
// 车辆数据模型(供Lua访问)
[LuaCallCSharp]
public class VehicleDataModel
{
public float Speed { get; set; }
public float BatteryLevel { get; set; }
public int GearPosition { get; set; }
public float OutsideTemperature { get; set; }
public bool LeftDoorOpen { get; set; }
public bool RightDoorOpen { get; set; }
// 序列化为Lua表
public LuaTable ToLuaTable(LuaEnv luaEnv)
{
LuaTable table = luaEnv.NewTable();
table.Set("Speed", Speed);
table.Set("BatteryLevel", BatteryLevel);
table.Set("GearPosition", GearPosition);
table.Set("OutsideTemperature", OutsideTemperature);
table.Set("LeftDoorOpen", LeftDoorOpen);
table.Set("RightDoorOpen", RightDoorOpen);
return table;
}
}
第三部分:Lua处理业务逻辑
3.1 业务逻辑架构设计
-- Main.lua - 主入口模块
local Main = {}
-- 模块初始化
function Main.Init()
print("[LUA] Main模块初始化")
-- 初始化子模块
require "EventManager"
require "UIController"
require "VehicleDataManager"
require "AnimationController"
require "NetworkManager"
-- 注册事件监听
EventManager.AddListener("VehicleDataUpdate", Main.OnVehicleDataUpdate)
EventManager.AddListener("UserInput", Main.OnUserInput)
EventManager.AddListener("SystemCommand", Main.OnSystemCommand)
-- 初始化UI
UIController.Init()
-- 启动数据更新循环
Main.StartUpdateLoop()
end
-- 车辆数据更新回调
function Main.OnVehicleDataUpdate(data)
-- 数据验证
if not Main.ValidateVehicleData(data) then
print("警告:车辆数据无效")
return
end
-- 更新数据管理器
VehicleDataManager.Update(data)
-- 通知UI更新
UIController.OnDataChanged(data.type, data.value)
-- 触发业务规则
Main.CheckBusinessRules(data)
end
-- 数据验证
function Main.ValidateVehicleData(data)
if data == nil then return false end
-- 速度范围验证 (0-300 km/h)
if data.type == "Speed" then
return data.value >= 0 and data.value <= 300
end
-- 电量范围验证 (0-100%)
if data.type == "BatteryLevel" then
return data.value >= 0 and data.value <= 100
end
return true
end
-- 业务规则检查
function Main.CheckBusinessRules(data)
-- 低电量警告
if data.type == "BatteryLevel" and data.value < 20 then
Main.ShowLowBatteryWarning(data.value)
end
-- 超速警告
if data.type == "Speed" and data.value > 120 then
Main.ShowOverSpeedWarning(data.value)
end
-- 车门未关提醒
if data.type == "DoorStatus" and data.value == "Open" then
Main.ShowDoorOpenWarning()
end
end
-- 低电量警告
function Main.ShowLowBatteryWarning(level)
local message = string.format("电量不足: %.0f%%,请及时充电", level)
UIController.ShowNotification("warning", message, 5000)
-- 记录日志
EventManager.Dispatch("SystemLog", {
level = "WARN",
message = message,
timestamp = os.time()
})
end
-- 用户输入处理
function Main.OnUserInput(input)
print("收到用户输入:", input.action, input.value)
-- 路由到对应的处理器
if input.action == "ButtonClick" then
Main.OnButtonClick(input.elementId, input.value)
elseif input.action == "TouchGesture" then
Main.OnTouchGesture(input.gestureType, input.params)
elseif input.action == "VoiceCommand" then
Main.OnVoiceCommand(input.command)
end
end
-- 系统指令处理
function Main.OnSystemCommand(command)
print("收到系统指令:", command.type)
if command.type == "SwitchTheme" then
UIController.SwitchTheme(command.themeName)
elseif command.type == "ChangeLanguage" then
Main.ChangeLanguage(command.language)
elseif command.type == "EnterSleepMode" then
Main.EnterSleepMode()
end
end
-- 启动更新循环
function Main.StartUpdateLoop()
-- 使用协程实现定时更新
local updateCoroutine = coroutine.create(function()
while true do
-- 每秒更新一次UI数据
Main.UpdateUIData()
coroutine.wait(1.0) -- 自定义等待函数
end
end)
coroutine.resume(updateCoroutine)
end
-- UI数据更新
function Main.UpdateUIData()
local currentData = VehicleDataManager.GetCurrentData()
-- 更新仪表盘
UIController.UpdateInstrumentCluster({
speed = currentData.speed,
rpm = currentData.rpm,
battery = currentData.batteryLevel,
range = currentData.estimatedRange
})
-- 更新状态栏
UIController.UpdateStatusBar({
time = os.date("%H:%M"),
temperature = currentData.outsideTemperature,
network = NetworkManager.GetSignalStrength()
})
end
return Main
3.2 车辆数据管理器
-- VehicleDataManager.lua - 车辆数据管理
local VehicleDataManager = {}
local _dataCache = {} -- 数据缓存
local _listeners = {} -- 数据监听器
local _dataHistory = {} -- 数据历史记录
-- 初始化
function VehicleDataManager.Init()
_dataCache = {
speed = 0,
batteryLevel = 100,
gearPosition = "P",
outsideTemperature = 25,
leftDoorOpen = false,
rightDoorOpen = false,
estimatedRange = 500,
tirePressure = {240, 240, 240, 240}
}
-- 初始化历史记录
_dataHistory.speed = {}
_dataHistory.batteryLevel = {}
print("[LUA] VehicleDataManager 初始化完成")
end
-- 更新数据
function VehicleDataManager.Update(dataType, value, timestamp)
if _dataCache[dataType] == nil then
print("警告:未知的数据类型:", dataType)
return
end
-- 存储历史数据(用于图表显示)
table.insert(_dataHistory[dataType], {
value = value,
time = timestamp or os.time()
})
-- 限制历史记录长度
if #_dataHistory[dataType] > 1000 then
table.remove(_dataHistory[dataType], 1)
end
-- 更新缓存
local oldValue = _dataCache[dataType]
_dataCache[dataType] = value
-- 通知监听者
VehicleDataManager.NotifyListeners(dataType, value, oldValue)
-- 触发派生数据计算
VehicleDataManager.CalculateDerivedData(dataType, value)
end
-- 批量更新
function VehicleDataManager.BatchUpdate(dataTable)
for dataType, value in pairs(dataTable) do
VehicleDataManager.Update(dataType, value)
end
end
-- 通知监听者
function VehicleDataManager.NotifyListeners(dataType, newValue, oldValue)
if _listeners[dataType] then
for _, listener in ipairs(_listeners[dataType]) do
-- 异步调用监听器,避免阻塞
coroutine.resume(coroutine.create(function()
listener(newValue, oldValue)
end))
end
end
end
-- 注册数据监听
function VehicleDataManager.AddListener(dataType, callback)
if not _listeners[dataType] then
_listeners[dataType] = {}
end
table.insert(_listeners[dataType], callback)
end
-- 移除数据监听
function VehicleDataManager.RemoveListener(dataType, callback)
if not _listeners[dataType] then return end
for i, cb in ipairs(_listeners[dataType]) do
if cb == callback then
table.remove(_listeners[dataType], i)
break
end
end
end
-- 获取当前数据
function VehicleDataManager.GetCurrentData(dataType)
if dataType then
return _dataCache[dataType]
else
return _dataCache
end
end
-- 获取历史数据
function VehicleDataManager.GetHistoryData(dataType, count)
if not _dataHistory[dataType] then return {} end
count = count or 100
local startIndex = math.max(1, #_dataHistory[dataType] - count + 1)
local result = {}
for i = startIndex, #_dataHistory[dataType] do
table.insert(result, _dataHistory[dataType][i])
end
return result
end
-- 计算派生数据
function VehicleDataManager.CalculateDerivedData(dataType, value)
-- 根据速度计算能耗
if dataType == "speed" then
VehicleDataManager.CalculateEnergyConsumption(value)
end
-- 根据电量计算续航
if dataType == "batteryLevel" then
VehicleDataManager.CalculateEstimatedRange(value)
end
end
-- 计算能耗
function VehicleDataManager.CalculateEnergyConsumption(speed)
-- 简化能耗模型:速度越快,能耗越高
local consumptionRate
if speed < 60 then
consumptionRate = 0.15 -- 15Wh/km
elseif speed < 100 then
consumptionRate = 0.18 -- 18Wh/km
else
consumptionRate = 0.22 -- 22Wh/km
end
_dataCache.energyConsumption = consumptionRate
-- 通知UI更新
EventManager.Dispatch("DerivedDataUpdate", {
type = "EnergyConsumption",
value = consumptionRate
})
end
-- 计算续航里程
function VehicleDataManager.CalculateEstimatedRange(batteryLevel)
-- 简化计算:剩余续航 = 电池容量 * 电池百分比 / 当前能耗
local batteryCapacity = 75 -- kWh,假设电池容量75度
local usableCapacity = batteryCapacity * batteryLevel / 100
if _dataCache.energyConsumption then
local range = usableCapacity / _dataCache.energyConsumption
_dataCache.estimatedRange = math.floor(range)
EventManager.Dispatch("DerivedDataUpdate", {
type = "EstimatedRange",
value = _dataCache.estimatedRange
})
end
end
-- 数据序列化(用于保存或传输)
function VehicleDataManager.Serialize()
return {
cache = _dataCache,
timestamp = os.time()
}
end
-- 数据反序列化
function VehicleDataManager.Deserialize(data)
if data and data.cache then
_dataCache = data.cache
return true
end
return false
end
return VehicleDataManager
第四部分:Lua控制UI动画
4.1 UI动画控制器
-- AnimationController.lua - UI动画控制
local AnimationController = {}
local _animationQueue = {} -- 动画队列
local _runningAnimations = {} -- 正在运行的动画
local _animationCallbacks = {} -- 动画回调
-- 初始化
function AnimationController.Init()
print("[LUA] AnimationController 初始化")
-- 注册到事件系统
EventManager.AddListener("UIAnimationRequest", AnimationController.OnAnimationRequest)
end
-- 播放UI动画
function AnimationController.PlayAnimation(animName, params, callback)
print("播放动画:", animName)
-- 查找动画配置
local animConfig = AnimationController.GetAnimationConfig(animName)
if not animConfig then
print("警告:动画配置不存在:", animName)
if callback then callback(false) end
return
end
-- 创建动画实例
local animation = {
name = animName,
config = animConfig,
params = params or {},
startTime = os.clock(),
progress = 0,
state = "waiting",
callback = callback
}
-- 检查是否允许同时播放多个相同动画
if not animConfig.allowMultiple then
for i, anim in ipairs(_runningAnimations) do
if anim.name == animName then
if animConfig.queuePolicy == "replace" then
-- 替换现有动画
AnimationController.StopAnimation(anim.name, "replaced")
break
elseif animConfig.queuePolicy == "ignore" then
-- 忽略新请求
if callback then callback(false, "ignored") end
return
end
end
end
end
-- 添加到队列或立即执行
if animConfig.delay and animConfig.delay > 0 then
table.insert(_animationQueue, animation)
else
AnimationController.StartAnimation(animation)
end
end
-- 开始动画
function AnimationController.StartAnimation(animation)
animation.state = "running"
animation.startTime = os.clock()
table.insert(_runningAnimations, animation)
-- 通过C#调用Unity动画系统
CS.CSharpToLuaBridge.Instance.StartUIAnimation(
animation.name,
animation.params,
animation.config.duration
)
-- 注册完成回调
_animationCallbacks[animation.name] = function(success)
AnimationController.OnAnimationComplete(animation, success)
end
-- 触发动画开始事件
EventManager.Dispatch("AnimationStarted", {
name = animation.name,
params = animation.params
})
end
-- 停止动画
function AnimationController.StopAnimation(animName, reason)
for i, anim in ipairs(_runningAnimations) do
if anim.name == animName then
anim.state = "stopped"
-- 通过C#停止Unity动画
CS.CSharpToLuaBridge.Instance.StopUIAnimation(animName)
-- 执行回调
if anim.callback then
anim.callback(false, reason or "stopped")
end
table.remove(_runningAnimations, i)
EventManager.Dispatch("AnimationStopped", {
name = animName,
reason = reason
})
break
end
end
end
-- 动画完成回调
function AnimationController.OnAnimationComplete(animation, success)
for i, anim in ipairs(_runningAnimations) do
if anim == animation then
anim.state = success and "completed" or "failed"
-- 执行回调
if anim.callback then
anim.callback(success)
end
table.remove(_runningAnimations, i)
-- 触发完成事件
EventManager.Dispatch("AnimationCompleted", {
name = anim.name,
success = success,
duration = os.clock() - anim.startTime
})
break
end
end
end
-- 更新循环(由主模块调用)
function AnimationController.Update(deltaTime)
-- 处理动画队列
for i = #_animationQueue, 1, -1 do
local anim = _animationQueue[i]
if os.clock() - anim.queueTime >= anim.config.delay then
AnimationController.StartAnimation(anim)
table.remove(_animationQueue, i)
end
end
-- 更新运行中的动画
for _, anim in ipairs(_runningAnimations) do
AnimationController.UpdateAnimation(anim, deltaTime)
end
end
-- 更新单个动画
function AnimationController.UpdateAnimation(animation, deltaTime)
local elapsed = os.clock() - animation.startTime
animation.progress = elapsed / animation.config.duration
-- 更新进度(用于进度回调)
if animation.config.progressCallback then
animation.config.progressCallback(animation.progress)
end
-- 检查是否超时
if elapsed > animation.config.duration + 1.0 then -- 容错1秒
AnimationController.OnAnimationComplete(animation, false)
end
end
-- 获取动画配置
function AnimationController.GetAnimationConfig(animName)
-- 动画配置数据库
local animationConfigs = {
["PageSlideIn"] = {
duration = 0.3,
easing = "easeOutCubic",
type = "translate",
allowMultiple = false,
queuePolicy = "replace"
},
["PageSlideOut"] = {
duration = 0.3,
easing = "easeInCubic",
type = "translate",
allowMultiple = false,
queuePolicy = "replace"
},
["ButtonPress"] = {
duration = 0.15,
easing = "easeOutBack",
type = "scale",
allowMultiple = true,
queuePolicy = "queue"
},
["NotificationShow"] = {
duration = 0.25,
easing = "easeOutElastic",
type = "fade_and_slide",
delay = 0.1,
allowMultiple = true
},
["NotificationHide"] = {
duration = 0.2,
easing = "easeInCubic",
type = "fade"
},
["HighlightPulse"] = {
duration = 1.5,
easing = "easeInOutSine",
type = "pulse",
loop = true,
allowMultiple = false
}
}
return animationConfigs[animName]
end
-- 创建复杂动画序列
function AnimationController.CreateAnimationSequence(name, animations)
local sequence = {
name = name,
animations = animations,
currentIndex = 1,
state = "idle"
}
-- 序列播放方法
function sequence:Play(callback)
self.state = "playing"
self.callback = callback
self.currentIndex = 1
AnimationController.PlayAnimation(
self.animations[1].name,
self.animations[1].params,
function(success)
if success then
sequence:PlayNext()
else
sequence:Stop("animation_failed")
end
end
)
end
-- 播放下一个动画
function sequence:PlayNext()
self.currentIndex = self.currentIndex + 1
if self.currentIndex > #self.animations then
-- 序列完成
self.state = "completed"
if self.callback then
self.callback(true)
end
EventManager.Dispatch("AnimationSequenceComplete", {
name = self.name
})
else
-- 继续播放下一个
local nextAnim = self.animations[self.currentIndex]
AnimationController.PlayAnimation(
nextAnim.name,
nextAnim.params,
function(success)
if success then
sequence:PlayNext()
else
sequence:Stop("animation_failed")
end
end
)
end
end
-- 停止序列
function sequence:Stop(reason)
self.state = "stopped"
-- 停止当前动画
local currentAnim = self.animations[self.currentIndex]
if currentAnim then
AnimationController.StopAnimation(currentAnim.name, reason)
end
if self.callback then
self.callback(false, reason)
end
end
return sequence
end
-- 预定义动画序列
AnimationController.Sequences = {
-- 页面切换动画
PageTransition = {
{name = "PageSlideOut", params = {direction = "left"}},
{name = "PageSlideIn", params = {direction = "right"}}
},
-- 通知显示动画
NotificationFlow = {
{name = "NotificationShow", params = {position = "top"}},
{name = "Delay", params = {duration = 3}},
{name = "NotificationHide", params = {}}
}
}
return AnimationController
4.2 Unity C#侧动画接口
// UIAnimationController.cs - Unity侧动画控制器
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening; // 使用DoTween动画插件
using System.Collections.Generic;
public class UIAnimationController : MonoBehaviour
{
// 动画对象池
private Dictionary<string, List<GameObject>> animationPool =
new Dictionary<string, List<GameObject>>();
// 启动UI动画(由Lua调用)
public void StartUIAnimation(string animName, LuaTable paramsTable, float duration)
{
// 将Lua表转换为C#字典
Dictionary<string, object> parameters =
LuaTableToDictionary(paramsTable);
// 根据动画名称执行不同的动画
switch (animName)
{
case "PageSlideIn":
PlayPageSlideIn(parameters, duration);
break;
case "PageSlideOut":
PlayPageSlideOut(parameters, duration);
break;
case "ButtonPress":
PlayButtonPress(parameters, duration);
break;
case "NotificationShow":
PlayNotificationShow(parameters, duration);
break;
default:
Debug.LogWarning($"未知的动画类型: {animName}");
break;
}
}
// 页面滑入动画
private void PlayPageSlideIn(Dictionary<string, object> parameters, float duration)
{
string pageName = parameters.ContainsKey("page") ?
parameters["page"].ToString() : "CurrentPage";
string direction = parameters.ContainsKey("direction") ?
parameters["direction"].ToString() : "right";
GameObject page = GameObject.Find(pageName);
if (page == null) return;
RectTransform rt = page.GetComponent<RectTransform>();
Vector2 startPos = GetStartPosition(direction, rt);
Vector2 endPos = rt.anchoredPosition;
// 设置初始位置
rt.anchoredPosition = startPos;
// 执行动画
rt.DOAnchorPos(endPos, duration)
.SetEase(Ease.OutCubic)
.OnComplete(() => {
// 动画完成,通知Lua
XLuaManager.Instance.CallLuaFunction(
"AnimationController.OnAnimationComplete",
animName, true);
});
}
// 按钮按压动画
private void PlayButtonPress(Dictionary<string, object> parameters, float duration)
{
string buttonName = parameters.ContainsKey("button") ?
parameters["button"].ToString() : "";
GameObject buttonObj = GameObject.Find(buttonName);
if (buttonObj == null) return;
Transform buttonTransform = buttonObj.transform;
Vector3 originalScale = buttonTransform.localScale;
// 按压效果:先缩小再恢复
buttonTransform.DOScale(originalScale * 0.9f, duration * 0.5f)
.SetEase(Ease.OutBack)
.OnComplete(() => {
buttonTransform.DOScale(originalScale, duration * 0.5f)
.SetEase(Ease.OutElastic)
.OnComplete(() => {
// 动画完成,通知Lua
XLuaManager.Instance.CallLuaFunction(
"AnimationController.OnAnimationComplete",
"ButtonPress", true);
});
});
}
// 获取起始位置
private Vector2 GetStartPosition(string direction, RectTransform rt)
{
Vector2 screenSize = new Vector2(Screen.width, Screen.height);
switch (direction)
{
case "left":
return new Vector2(-screenSize.x, rt.anchoredPosition.y);
case "right":
return new Vector2(screenSize.x, rt.anchoredPosition.y);
case "top":
return new Vector2(rt.anchoredPosition.x, screenSize.y);
case "bottom":
return new Vector2(rt.anchoredPosition.x, -screenSize.y);
default:
return new Vector2(screenSize.x, rt.anchoredPosition.y);
}
}
// 将Lua表转换为字典
private Dictionary<string, object> LuaTableToDictionary(LuaTable luaTable)
{
Dictionary<string, object> dict = new Dictionary<string, object>();
if (luaTable != null)
{
foreach (var pair in luaTable.GetKeys<string>())
{
dict[pair] = luaTable.Get<string, object>(pair);
}
}
return dict;
}
// 创建动画对象
public GameObject CreateAnimationObject(string prefabName, Transform parent = null)
{
if (!animationPool.ContainsKey(prefabName))
{
animationPool[prefabName] = new List<GameObject>();
}
// 查找可重用的对象
foreach (var obj in animationPool[prefabName])
{
if (!obj.activeInHierarchy)
{
obj.SetActive(true);
return obj;
}
}
// 创建新对象
GameObject prefab = Resources.Load<GameObject>($"Animations/{prefabName}");
if (prefab == null)
{
Debug.LogError($"动画预制体不存在: {prefabName}");
return null;
}
GameObject newObj = Instantiate(prefab, parent);
animationPool[prefabName].Add(newObj);
return newObj;
}
}
第五部分:Lua与底层车控系统通信对接
5.1 通信协议与数据解析
-- CanBusManager.lua - CAN总线通信管理
local CanBusManager = {}
local _canParser = nil
local _canWriters = {}
local _subscriptions = {}
local _messageQueue = {}
local _isConnected = false
-- 初始化CAN总线管理器
function CanBusManager.Init(config)
print("[LUA] 初始化CAN总线管理器")
-- 加载CAN解析配置文件
CanBusManager.LoadCanDatabase(config.canDatabasePath)
-- 注册到事件系统
EventManager.AddListener("VehicleCommand", CanBusManager.OnVehicleCommand)
-- 启动CAN通信
CanBusManager.StartCanCommunication()
end
-- 加载CAN数据库(DBC文件解析结果)
function CanBusManager.LoadCanDatabase(dbPath)
-- 这里是从C#加载已解析的DBC文件
local canDb = CS.CanDatabaseLoader.Load(dbPath)
_canParser = {
messages = {},
signals = {}
}
-- 解析消息定义
for _, msg in ipairs(canDb.messages) do
_canParser.messages[msg.id] = {
name = msg.name,
length = msg.length,
signals = {}
}
-- 解析信号定义
for _, sig in ipairs(msg.signals) do
_canParser.signals[sig.name] = {
messageId = msg.id,
startBit = sig.startBit,
length = sig.length,
factor = sig.factor,
offset = sig.offset,
min = sig.min,
max = sig.max,
unit = sig.unit
}
_canParser.messages[msg.id].signals[sig.name] =
_canParser.signals[sig.name]
end
end
print(string.format("加载了 %d 个CAN消息,%d 个信号",
#canDb.messages, #canDb.signals))
end
-- 启动CAN通信
function CanBusManager.StartCanCommunication()
-- 通过C#连接到CAN总线
local success = CS.CanBusInterface.Connect()
if success then
_isConnected = true
print("CAN总线连接成功")
-- 启动接收线程
CanBusManager.StartReceiving()
-- 发送心跳包
CanBusManager.StartHeartbeat()
else
print("错误:CAN总线连接失败")
EventManager.Dispatch("SystemError", {
source = "CanBusManager",
message = "CAN总线连接失败",
severity = "high"
})
end
end
-- 启动数据接收
function CanBusManager.StartReceiving()
-- 注册C#回调
CS.CanBusInterface.SetReceiveCallback(function(canId, data)
CanBusManager.OnCanMessageReceived(canId, data)
end)
print("CAN数据接收已启动")
end
-- CAN消息接收回调
function CanBusManager.OnCanMessageReceived(canId, data)
-- 将消息加入队列
table.insert(_messageQueue, {
id = canId,
data = data,
timestamp = os.time(),
receivedAt = os.clock()
})
-- 解析消息
CanBusManager.ParseCanMessage(canId, data)
end
-- 解析CAN消息
function CanBusManager.ParseCanMessage(canId, data)
local msgConfig = _canParser.messages[canId]
if not msgConfig then
-- 未知的消息ID
return
end
local parsedData = {}
-- 解析每个信号
for signalName, sigConfig in pairs(msgConfig.signals) do
local value = CanBusManager.ExtractSignal(data, sigConfig)
parsedData[signalName] = value
-- 通知订阅者
CanBusManager.NotifySubscribers(signalName, value)
-- 更新车辆数据管理器
VehicleDataManager.Update(signalName, value)
end
-- 记录原始数据(用于诊断)
EventManager.Dispatch("CanRawData", {
id = canId,
data = data,
parsed = parsedData
})
end
-- 提取信号值
function CanBusManager.ExtractSignal(data, sigConfig)
-- 简化版信号提取
-- 实际实现需要处理字节顺序、符号位等
local rawValue = 0
local byteIndex = math.floor(sigConfig.startBit / 8)
local bitIndex = sigConfig.startBit % 8
-- 提取原始值(简化处理)
if byteIndex + 1 <= #data then
rawValue = data:byte(byteIndex + 1)
end
-- 应用因子和偏移
local physicalValue = rawValue * sigConfig.factor + sigConfig.offset
-- 限制范围
if sigConfig.min then
physicalValue = math.max(sigConfig.min, physicalValue)
end
if sigConfig.max then
physicalValue = math.min(sigConfig.max, physicalValue)
end
return physicalValue
end
-- 订阅CAN信号
function CanBusManager.Subscribe(signalName, callback)
if not _subscriptions[signalName] then
_subscriptions[signalName] = {}
end
table.insert(_subscriptions[signalName], callback)
return function()
-- 返回取消订阅的函数
CanBusManager.Unsubscribe(signalName, callback)
end
end
-- 取消订阅
function CanBusManager.Unsubscribe(signalName, callback)
if not _subscriptions[signalName] then return end
for i, cb in ipairs(_subscriptions[signalName]) do
if cb == callback then
table.remove(_subscriptions[signalName], i)
break
end
end
end
-- 通知订阅者
function CanBusManager.NotifySubscribers(signalName, value)
if not _subscriptions[signalName] then return end
for _, callback in ipairs(_subscriptions[signalName]) do
-- 使用协程避免阻塞
coroutine.resume(coroutine.create(function()
callback(value)
end))
end
end
-- 发送CAN消息
function CanBusManager.SendCanMessage(messageId, data)
if not _isConnected then
print("警告:CAN总线未连接,无法发送消息")
return false
end
-- 通过C#接口发送
return CS.CanBusInterface.Send(messageId, data)
end
-- 发送车辆命令
function CanBusManager.OnVehicleCommand(command)
print("收到车辆命令:", command.action)
-- 将命令转换为CAN消息
local canMessage = CanBusManager.CommandToCanMessage(command)
if canMessage then
local success = CanBusManager.SendCanMessage(
canMessage.id,
canMessage.data
)
if success then
EventManager.Dispatch("CommandExecuted", {
command = command,
timestamp = os.time()
})
else
EventManager.Dispatch("CommandFailed", {
command = command,
reason = "can_send_failed"
})
end
end
end
-- 命令转CAN消息
function CanBusManager.CommandToCanMessage(command)
-- 命令映射表
local commandMapping = {
["SetClimateTemperature"] = {
id = 0x123,
builder = function(cmd)
local temp = cmd.value * 10 -- 转换为0.1度精度
return string.pack("I2", temp)
end
},
["SetSeatHeating"] = {
id = 0x124,
builder = function(cmd)
local level = cmd.level or 0
return string.char(level)
end
},
["LockDoors"] = {
id = 0x125,
builder = function(cmd)
return string.char(0x01)
end
},
["UnlockDoors"] = {
id = 0x125,
builder = function(cmd)
return string.char(0x00)
end
}
}
local mapping = commandMapping[command.action]
if not mapping then
print("警告:未知的车辆命令:", command.action)
return nil
end
return {
id = mapping.id,
data = mapping.builder(command)
}
end
-- 启动心跳包
function CanBusManager.StartHeartbeat()
local heartbeatCoroutine = coroutine.create(function()
while _isConnected do
-- 发送心跳包
CanBusManager.SendCanMessage(0x100, string.char(0xAA))
-- 等待1秒
coroutine.wait(1.0)
end
end)
coroutine.resume(heartbeatCoroutine)
end
-- 获取连接状态
function CanBusManager.IsConnected()
return _isConnected
end
-- 获取消息统计
function CanBusManager.GetStatistics()
return {
queueSize = #_messageQueue,
isConnected = _isConnected,
receivedCount = #_messageQueue,
subscriptionCount = 0 -- 需要计算订阅总数
}
end
return CanBusManager
5.2 C#侧CAN总线接口
// CanBusInterface.cs - Unity与底层CAN总线的接口
using UnityEngine;
using System;
using System.Runtime.InteropServices;
using System.Threading;
public class CanBusInterface : MonoBehaviour
{
// CAN接口类型枚举
public enum CanInterfaceType
{
SocketCAN, // Linux
Vector, // Windows
PeakCAN, // PCAN
AndroidJ2534, // Android
Simulated // 模拟模式
}
// 委托定义
public delegate void CanMessageReceivedDelegate(uint canId, byte[] data);
// 事件
public static event CanMessageReceivedDelegate OnCanMessageReceived;
// 当前接口类型
private static CanInterfaceType currentInterface = CanInterfaceType.Simulated;
// 连接状态
private static bool isConnected = false;
// 接收线程
private static Thread receiveThread;
private static bool keepReceiving = false;
// 初始化CAN接口
public static bool Connect(CanInterfaceType interfaceType = CanInterfaceType.Simulated)
{
if (isConnected)
{
Debug.LogWarning("CAN接口已经连接");
return true;
}
currentInterface = interfaceType;
bool result = false;
switch (interfaceType)
{
case CanInterfaceType.SocketCAN:
result = ConnectSocketCAN();
break;
case CanInterfaceType.AndroidJ2534:
result = ConnectAndroidJ2534();
break;
case CanInterfaceType.Simulated:
result = ConnectSimulated();
break;
default:
Debug.LogError($"不支持的CAN接口类型: {interfaceType}");
return false;
}
if (result)
{
isConnected = true;
StartReceivingThread();
Debug.Log($"CAN接口连接成功: {interfaceType}");
}
return result;
}
// 连接SocketCAN(Linux车机)
private static bool ConnectSocketCAN()
{
#if UNITY_STANDALONE_LINUX || UNITY_ANDROID
try
{
// 调用Linux原生库
int socket = SocketCAN_Connect("can0", 500000); // 500kbps
return socket > 0;
}
catch (Exception e)
{
Debug.LogError($"SocketCAN连接失败: {e.Message}");
return false;
}
#else
Debug.LogWarning("SocketCAN仅支持Linux/Android平台");
return false;
#endif
}
// 连接Android J2534
private static bool ConnectAndroidJ2534()
{
#if UNITY_ANDROID
try
{
using (AndroidJavaClass j2534 = new AndroidJavaClass("com.vehicle.can.J2534Interface"))
{
return j2534.CallStatic<bool>("connect");
}
}
catch (Exception e)
{
Debug.LogError($"J2534连接失败: {e.Message}");
return false;
}
#else
Debug.LogWarning("J2534仅支持Android平台");
return false;
#endif
}
// 连接模拟模式
private static bool ConnectSimulated()
{
// 模拟模式总是成功
Debug.Log("使用模拟CAN接口");
return true;
}
// 启动接收线程
private static void StartReceivingThread()
{
keepReceiving = true;
receiveThread = new Thread(ReceiveThreadFunction);
receiveThread.IsBackground = true;
receiveThread.Start();
}
// 接收线程函数
private static void ReceiveThreadFunction()
{
while (keepReceiving && isConnected)
{
switch (currentInterface)
{
case CanInterfaceType.Simulated:
ReceiveSimulatedData();
break;
case CanInterfaceType.SocketCAN:
ReceiveSocketCANData();
break;
}
Thread.Sleep(10); // 控制接收频率
}
}
// 接收模拟数据
private static void ReceiveSimulatedData()
{
// 模拟车辆数据
SimulateVehicleData();
}
// 模拟车辆数据
private static void SimulateVehicleData()
{
System.Random rand = new System.Random();
float time = Time.time;
// 模拟车速信号 (0x100)
int speed = 60 + (int)(Mathf.Sin(time) * 20);
byte[] speedData = BitConverter.GetBytes((ushort)speed);
OnCanMessageReceived?.Invoke(0x100, speedData);
// 模拟电池电量 (0x101)
int battery = 80 + (int)(Mathf.Sin(time * 0.5f) * 10);
byte[] batteryData = BitConverter.GetBytes((byte)battery);
OnCanMessageReceived?.Invoke(0x101, batteryData);
// 模拟车门状态 (0x102)
int doorStatus = rand.Next(0, 2);
byte[] doorData = BitConverter.GetBytes((byte)doorStatus);
OnCanMessageReceived?.Invoke(0x102, doorData);
}
// 发送CAN消息
public static bool Send(uint canId, byte[] data)
{
if (!isConnected)
{
Debug.LogWarning("CAN接口未连接,无法发送");
return false;
}
if (data == null || data.Length > 8)
{
Debug.LogError("CAN数据无效(空或超过8字节)");
return false;
}
switch (currentInterface)
{
case CanInterfaceType.Simulated:
Debug.Log($"发送模拟CAN消息: ID=0x{canId:X}, Data={BitConverter.ToString(data)}");
return true;
case CanInterfaceType.SocketCAN:
return SendSocketCAN(canId, data);
default:
Debug.LogError($"不支持的发送接口: {currentInterface}");
return false;
}
}
// 设置接收回调(供Lua调用)
public static void SetReceiveCallback(LuaFunction callback)
{
OnCanMessageReceived = null; // 清除旧的回调
if (callback != null)
{
OnCanMessageReceived = (canId, data) =>
{
// 在主线程调用Lua回调
MainThreadDispatcher.ExecuteOnMainThread(() =>
{
try
{
callback.Call(canId, data);
}
catch (Exception e)
{
Debug.LogError($"Lua回调执行失败: {e.Message}");
}
});
};
}
}
// 断开连接
public static void Disconnect()
{
keepReceiving = false;
isConnected = false;
if (receiveThread != null && receiveThread.IsAlive)
{
receiveThread.Join(1000);
}
Debug.Log("CAN接口已断开");
}
// 原生插件接口声明
#if UNITY_STANDALONE_LINUX || UNITY_ANDROID
[DllImport("libsocketcan")]
private static extern int SocketCAN_Connect(string interfaceName, int baudrate);
[DllImport("libsocketcan")]
private static extern bool SocketCAN_Send(int socket, uint canId, byte[] data, int length);
[DllImport("libsocketcan")]
private static extern bool SocketCAN_Receive(int socket, out uint canId, byte[] buffer, out int length);
#endif
private static bool SendSocketCAN(uint canId, byte[] data)
{
// 实际实现会调用原生库
return false;
}
private static void ReceiveSocketCANData()
{
// 实际实现会调用原生库接收数据
}
}
第六部分:热更新机制详解
6.1 Lua热更新系统设计
-- HotfixManager.lua - 热更新管理器
local HotfixManager = {}
local _hotfixVersions = {}
local _patchCache = {}
local _isUpdating = false
local _updateListeners = {}
-- 初始化热更新管理器
function HotfixManager.Init()
print("[LUA] 初始化热更新管理器")
-- 加载版本信息
HotfixManager.LoadVersionInfo()
-- 注册事件监听
EventManager.AddListener("CheckForUpdates", HotfixManager.CheckForUpdates)
EventManager.AddListener("ApplyHotfix", HotfixManager.ApplyHotfix)
-- 自动检查更新
HotfixManager.AutoCheck()
end
-- 加载版本信息
function HotfixManager.LoadVersionInfo()
local versionPath = HotfixManager.GetHotfixPath() .. "/version.json"
if HotfixManager.FileExists(versionPath) then
local content = HotfixManager.ReadFile(versionPath)
_hotfixVersions = json.decode(content)
else
_hotfixVersions = {
appVersion = "1.0.0",
luaVersion = "1.0.0",
patches = {}
}
end
end
-- 自动检查更新
function HotfixManager.AutoCheck()
-- 创建定期检查的协程
local checkCoroutine = coroutine.create(function()
while true do
-- 每天检查一次更新
HotfixManager.CheckForUpdates()
coroutine.wait(24 * 3600) -- 24小时
end
end)
coroutine.resume(checkCoroutine)
end
-- 检查更新
function HotfixManager.CheckForUpdates()
if _isUpdating then
print("正在更新中,跳过检查")
return
end
print("检查热更新...")
-- 通知开始检查
EventManager.Dispatch("UpdateCheckStarted", {})
-- 从服务器获取更新信息
HotfixManager.FetchUpdateInfo(function(updateInfo, error)
if error then
print("检查更新失败:", error)
EventManager.Dispatch("UpdateCheckFailed", {error = error})
return
end
if not updateInfo then
print("无可用更新")
EventManager.Dispatch("NoUpdatesAvailable", {})
return
end
-- 检查是否需要更新
if HotfixManager.NeedsUpdate(updateInfo) then
print("发现新版本:", updateInfo.luaVersion)
-- 显示更新提示
EventManager.Dispatch("UpdateAvailable", {
version = updateInfo.luaVersion,
size = updateInfo.totalSize,
description = updateInfo.description
})
else
print("已是最新版本")
EventManager.Dispatch("AlreadyUpToDate", {})
end
end)
end
-- 从服务器获取更新信息
function HotfixManager.FetchUpdateInfo(callback)
-- 构建请求URL
local url = HotfixManager.GetUpdateServerUrl() .. "/check"
local params = {
appVersion = _hotfixVersions.appVersion,
luaVersion = _hotfixVersions.luaVersion,
deviceId = HotfixManager.GetDeviceId()
}
-- 使用C#的HTTP客户端
CS.NetworkManager.Instance.HttpGet(url, params, function(response, error)
if error then
callback(nil, error)
return
end
local updateInfo = json.decode(response)
callback(updateInfo, nil)
end)
end
-- 判断是否需要更新
function HotfixManager.NeedsUpdate(updateInfo)
if not updateInfo or not updateInfo.luaVersion then
return false
end
-- 简单的版本号比较
local current = _hotfixVersions.luaVersion
local available = updateInfo.luaVersion
return HotfixManager.CompareVersions(available, current) > 0
end
-- 比较版本号
function HotfixManager.CompareVersions(v1, v2)
local parts1 = {}
for part in string.gmatch(v1, "%d+") do
table.insert(parts1, tonumber(part))
end
local parts2 = {}
for part in string.gmatch(v2, "%d+") do
table.insert(parts2, tonumber(part))
end
for i = 1, math.max(#parts1, #parts2) do
local p1 = parts1[i] or 0
local p2 = parts2[i] or 0
if p1 > p2 then return 1 end
if p1 < p2 then return -1 end
end
return 0
end
-- 应用热更新
function HotfixManager.ApplyHotfix(patchInfo)
if _isUpdating then
print("正在更新中,请稍候")
return false
end
_isUpdating = true
print("开始应用热更新:", patchInfo.version)
-- 通知开始更新
EventManager.Dispatch("UpdateStarted", {
version = patchInfo.version,
totalSize = patchInfo.totalSize
})
-- 下载补丁文件
HotfixManager.DownloadPatch(patchInfo, function(success, error)
if not success then
print("下载补丁失败:", error)
EventManager.Dispatch("UpdateFailed", {error = error})
_isUpdating = false
return
end
-- 验证补丁
if not HotfixManager.VerifyPatch(patchInfo) then
print("补丁验证失败")
EventManager.Dispatch("UpdateFailed", {error = "patch_verification_failed"})
_isUpdating = false
return
end
-- 应用补丁
HotfixManager.ApplyPatchFiles(patchInfo)
-- 更新版本信息
HotfixManager.UpdateVersionInfo(patchInfo.version)
-- 重新加载Lua模块
HotfixManager.ReloadLuaModules()
_isUpdating = false
-- 通知更新完成
EventManager.Dispatch("UpdateCompleted", {
version = patchInfo.version
})
print("热更新应用完成")
end)
return true
end
-- 下载补丁
function HotfixManager.DownloadPatch(patchInfo, callback)
local totalFiles = #patchInfo.files
local downloaded = 0
local errors = {}
-- 创建下载目录
local patchDir = HotfixManager.GetHotfixPath() .. "/" .. patchInfo.version
HotfixManager.CreateDirectory(patchDir)
-- 下载每个文件
for i, fileInfo in ipairs(patchInfo.files) do
local url = patchInfo.baseUrl .. "/" .. fileInfo.name
local localPath = patchDir .. "/" .. fileInfo.name
print("下载文件:", url, "->", localPath)
-- 使用C#下载文件
CS.NetworkManager.Instance.DownloadFile(url, localPath, function(success, error)
if success then
downloaded = downloaded + 1
-- 更新进度
local progress = downloaded / totalFiles
EventManager.Dispatch("DownloadProgress", {
file = fileInfo.name,
progress = progress,
downloaded = downloaded,
total = totalFiles
})
-- 检查是否全部完成
if downloaded == totalFiles then
callback(true, nil)
end
else
table.insert(errors, fileInfo.name .. ": " .. error)
-- 如果错误太多,放弃
if #errors > 3 then
callback(false, table.concat(errors, "; "))
end
end
end)
end
end
-- 验证补丁
function HotfixManager.VerifyPatch(patchInfo)
local patchDir = HotfixManager.GetHotfixPath() .. "/" .. patchInfo.version
for _, fileInfo in ipairs(patchInfo.files) do
local filePath = patchDir .. "/" .. fileInfo.name
-- 检查文件是否存在
if not HotfixManager.FileExists(filePath) then
print("文件不存在:", filePath)
return false
end
-- 检查文件大小
local fileSize = HotfixManager.GetFileSize(filePath)
if fileSize ~= fileInfo.size then
print("文件大小不匹配:", filePath, fileSize, "!=", fileInfo.size)
return false
end
-- 检查MD5(可选)
if fileInfo.md5 then
local md5 = HotfixManager.CalculateMD5(filePath)
if md5 ~= fileInfo.md5 then
print("MD5不匹配:", filePath)
return false
end
end
end
return true
end
-- 应用补丁文件
function HotfixManager.ApplyPatchFiles(patchInfo)
local patchDir = HotfixManager.GetHotfixPath() .. "/" .. patchInfo.version
local targetDir = HotfixManager.GetHotfixPath() .. "/current"
-- 创建目标目录
HotfixManager.CreateDirectory(targetDir)
-- 复制文件
for _, fileInfo in ipairs(patchInfo.files) do
local sourcePath = patchDir .. "/" .. fileInfo.name
local targetPath = targetDir .. "/" .. fileInfo.name
-- 确保目标目录存在
local dir = HotfixManager.GetDirectory(targetPath)
HotfixManager.CreateDirectory(dir)
-- 复制文件
HotfixManager.CopyFile(sourcePath, targetPath)
print("应用文件:", fileInfo.name)
end
-- 更新补丁缓存
_patchCache[patchInfo.version] = {
appliedAt = os.time(),
files = patchInfo.files
}
end
-- 重新加载Lua模块
function HotfixManager.ReloadLuaModules()
print("重新加载Lua模块...")
-- 通知模块即将重新加载
EventManager.Dispatch("BeforeLuaReload", {})
-- 获取需要重新加载的模块列表
local modulesToReload = HotfixManager.GetAffectedModules()
-- 重新加载每个模块
for _, moduleName in ipairs(modulesToReload) do
print("重新加载模块:", moduleName)
-- 从热更新目录重新加载
local success = XLuaManager.Instance.ReloadModule(moduleName)
if success then
print("模块重新加载成功:", moduleName)
else
print("模块重新加载失败:", moduleName)
end
end
-- 通知模块重新加载完成
EventManager.Dispatch("AfterLuaReload", {
modules = modulesToReload
})
end
-- 获取受影响的模块
function HotfixManager.GetAffectedModules()
-- 从补丁信息中分析需要重新加载的模块
local modules = {}
for version, patchInfo in pairs(_patchCache) do
for _, fileInfo in ipairs(patchInfo.files) do
-- 从文件名提取模块名
local moduleName = HotfixManager.ExtractModuleName(fileInfo.name)
if moduleName and not table.contains(modules, moduleName) then
table.insert(modules, moduleName)
end
end
end
return modules
end
-- 从文件名提取模块名
function HotfixManager.ExtractModuleName(filename)
-- 移除.lua扩展名,将路径分隔符替换为.
local name = filename:gsub("%.lua$", "")
name = name:gsub("/", ".")
return name
end
-- 获取热更新路径
function HotfixManager.GetHotfixPath()
return CS.UnityEngine.Application.persistentDataPath .. "/LuaHotfix"
end
-- 获取更新服务器URL
function HotfixManager.GetUpdateServerUrl()
-- 可从配置读取
return "https://update.example.com/api"
end
-- 获取设备ID
function HotfixManager.GetDeviceId()
return CS.SystemInfo.deviceUniqueIdentifier
end
-- 添加更新监听器
function HotfixManager.AddUpdateListener(listener)
table.insert(_updateListeners, listener)
end
-- 移除更新监听器
function HotfixManager.RemoveUpdateListener(listener)
for i, l in ipairs(_updateListeners) do
if l == listener then
table.remove(_updateListeners, i)
break
end
end
end
-- 回滚到上一个版本
function HotfixManager.Rollback()
print("执行回滚操作...")
-- 实现版本回滚逻辑
-- ...
end
return HotfixManager
6.2 C#侧热更新支持
// LuaHotfixLoader.cs - C#侧热更新加载器
using UnityEngine;
using System.IO;
using System.Collections.Generic;
public class LuaHotfixLoader : MonoBehaviour
{
// 热更新目录
private string hotfixDirectory;
// 已加载的热更新文件
private Dictionary<string, TextAsset> hotfixFiles =
new Dictionary<string, TextAsset>();
void Start()
{
// 初始化热更新目录
hotfixDirectory = Path.Combine(
Application.persistentDataPath,
"LuaHotfix"
);
if (!Directory.Exists(hotfixDirectory))
{
Directory.CreateDirectory(hotfixDirectory);
}
// 加载热更新文件
LoadHotfixFiles();
}
// 加载热更新文件
private void LoadHotfixFiles()
{
// 检查热更新目录
string currentDir = Path.Combine(hotfixDirectory, "current");
if (!Directory.Exists(currentDir))
{
Debug.Log("热更新目录不存在,使用内置Lua脚本");
return;
}
// 遍历热更新目录
string[] luaFiles = Directory.GetFiles(currentDir, "*.lua",
SearchOption.AllDirectories);
foreach (string filePath in luaFiles)
{
// 读取文件内容
string content = File.ReadAllText(filePath);
// 转换为相对路径(作为模块名)
string relativePath = GetRelativePath(filePath, currentDir)
.Replace(".lua", "")
.Replace("\\", "/");
// 创建TextAsset(模拟)
TextAsset luaAsset = ScriptableObject.CreateInstance<TextAsset>();
luaAsset.name = relativePath;
// 使用反射设置text属性
typeof(TextAsset).GetProperty("text")?
.SetValue(luaAsset, content, null);
// 添加到缓存
hotfixFiles[relativePath] = luaAsset;
Debug.Log($"加载热更新Lua文件: {relativePath}");
}
}
// 自定义Lua加载器(供XLua使用)
public byte[] HotfixLoader(ref string filepath)
{
// 检查热更新缓存
if (hotfixFiles.ContainsKey(filepath))
{
string content = hotfixFiles[filepath].text;
return System.Text.Encoding.UTF8.GetBytes(content);
}
// 回退到内置资源
return null;
}
// 获取相对路径
private string GetRelativePath(string fullPath, string basePath)
{
if (!fullPath.StartsWith(basePath))
{
return fullPath;
}
return fullPath.Substring(basePath.Length + 1);
}
// 检查热更新
public void CheckForUpdates()
{
StartCoroutine(CheckForUpdatesCoroutine());
}
private System.Collections.IEnumerator CheckForUpdatesCoroutine()
{
// 从服务器检查更新
string versionUrl = "http://your-server.com/api/version";
using (var request = UnityEngine.Networking.UnityWebRequest.Get(versionUrl))
{
yield return request.SendWebRequest();
if (request.result == UnityEngine.Networking.UnityWebRequest.Result.Success)
{
// 解析版本信息
string json = request.downloadHandler.text;
// ... 处理版本信息
}
}
}
// 下载热更新文件
public void DownloadHotfix(string version, System.Action<bool> callback)
{
StartCoroutine(DownloadHotfixCoroutine(version, callback));
}
private System.Collections.IEnumerator DownloadHotfixCoroutine(
string version, System.Action<bool> callback)
{
// 创建版本目录
string versionDir = Path.Combine(hotfixDirectory, version);
if (!Directory.Exists(versionDir))
{
Directory.CreateDirectory(versionDir);
}
// 下载补丁清单
string manifestUrl = $"http://your-server.com/patches/{version}/manifest.json";
using (var request = UnityEngine.Networking.UnityWebRequest.Get(manifestUrl))
{
yield return request.SendWebRequest();
if (request.result != UnityEngine.Networking.UnityWebRequest.Result.Success)
{
Debug.LogError($"下载清单失败: {request.error}");
callback?.Invoke(false);
yield break;
}
// 解析清单
PatchManifest manifest = JsonUtility.FromJson<PatchManifest>(
request.downloadHandler.text);
// 下载每个文件
foreach (var file in manifest.files)
{
string fileUrl = $"http://your-server.com/patches/{version}/{file.name}";
string localPath = Path.Combine(versionDir, file.name);
// 确保目录存在
Directory.CreateDirectory(Path.GetDirectoryName(localPath));
using (var fileRequest = new UnityEngine.Networking.UnityWebRequest(
fileUrl, UnityEngine.Networking.UnityWebRequest.kHttpVerbGET))
{
fileRequest.downloadHandler =
new UnityEngine.Networking.DownloadHandlerFile(localPath);
yield return fileRequest.SendWebRequest();
if (fileRequest.result !=
UnityEngine.Networking.UnityWebRequest.Result.Success)
{
Debug.LogError($"下载文件失败: {file.name}, {fileRequest.error}");
callback?.Invoke(false);
yield break;
}
Debug.Log($"下载完成: {file.name}");
}
}
// 应用热更新
ApplyHotfix(version);
callback?.Invoke(true);
}
}
// 应用热更新
private void ApplyHotfix(string version)
{
string versionDir = Path.Combine(hotfixDirectory, version);
string currentDir = Path.Combine(hotfixDirectory, "current");
// 备份当前版本
if (Directory.Exists(currentDir))
{
string backupDir = Path.Combine(hotfixDirectory,
$"backup_{System.DateTime.Now:yyyyMMddHHmmss}");
Directory.Move(currentDir, backupDir);
}
// 复制新版本到current
CopyDirectory(versionDir, currentDir);
// 重新加载Lua文件
LoadHotfixFiles();
// 通知Lua重新加载模块
XLuaManager.Instance.CallLuaFunction("HotfixManager.OnHotfixApplied", version);
}
// 复制目录
private void CopyDirectory(string sourceDir, string targetDir)
{
Directory.CreateDirectory(targetDir);
foreach (string file in Directory.GetFiles(sourceDir))
{
string destFile = Path.Combine(targetDir, Path.GetFileName(file));
File.Copy(file, destFile, true);
}
foreach (string subDir in Directory.GetDirectories(sourceDir))
{
string destDir = Path.Combine(targetDir, Path.GetFileName(subDir));
CopyDirectory(subDir, destDir);
}
}
}
// 补丁清单类
[System.Serializable]
public class PatchManifest
{
public string version;
public PatchFile[] files;
}
[System.Serializable]
public class PatchFile
{
public string name;
public int size;
public string md5;
}
第七部分:性能优化与最佳实践
7.1 Lua性能优化策略
-- PerformanceOptimizer.lua - 性能优化工具
local PerformanceOptimizer = {}
local _profileData = {}
local _enabled = false
-- 初始化性能分析
function PerformanceOptimizer.Init()
print("[LUA] 初始化性能优化器")
-- 注册性能监控事件
EventManager.AddListener("StartProfiling", PerformanceOptimizer.StartProfiling)
EventManager.AddListener("StopProfiling", PerformanceOptimizer.StopProfiling)
-- 自动性能监控
PerformanceOptimizer.SetupAutoProfiling()
end
-- 启动性能分析
function PerformanceOptimizer.StartProfiling()
_enabled = true
_profileData = {}
print("性能分析已启动")
end
-- 停止性能分析
function PerformanceOptimizer.StopProfiling()
_enabled = false
-- 生成报告
PerformanceOptimizer.GenerateReport()
print("性能分析已停止")
end
-- 自动性能分析设置
function PerformanceOptimizer.SetupAutoProfiling()
-- 定期采样性能数据
local sampleCoroutine = coroutine.create(function()
while true do
if _enabled then
PerformanceOptimizer.SamplePerformance()
end
coroutine.wait(5.0) -- 每5秒采样一次
end
end)
coroutine.resume(sampleCoroutine)
end
-- 采样性能数据
function PerformanceOptimizer.SamplePerformance()
local sample = {
timestamp = os.time(),
memory = collectgarbage("count"), -- Lua内存使用(KB)
frameTime = 0, -- 需要从C#获取
updateCount = 0,
gcCount = 0
}
table.insert(_profileData, sample)
-- 限制数据量
if #_profileData > 1000 then
table.remove(_profileData, 1)
end
-- 检查内存泄漏
PerformanceOptimizer.CheckMemoryLeak()
end
-- 检查内存泄漏
function PerformanceOptimizer.CheckMemoryLeak()
if #_profileData < 10 then return end
local recentMemory = 0
for i = #_profileData - 9, #_profileData do
recentMemory = recentMemory + _profileData[i].memory
end
recentMemory = recentMemory / 10
local oldMemory = 0
for i = 1, 10 do
oldMemory = oldMemory + _profileData[i].memory
end
oldMemory = oldMemory / 10
-- 如果内存增长超过阈值,发出警告
if recentMemory > oldMemory * 1.5 then
print(string.format("警告:可能的内存泄漏,内存从 %.1fK 增长到 %.1fK",
oldMemory, recentMemory))
EventManager.Dispatch("PerformanceWarning", {
type = "memory_leak",
oldValue = oldMemory,
newValue = recentMemory
})
end
end
-- 生成性能报告
function PerformanceOptimizer.GenerateReport()
if #_profileData == 0 then
print("无性能数据")
return
end
local totalMemory = 0
local maxMemory = 0
local minMemory = math.huge
for _, sample in ipairs(_profileData) do
totalMemory = totalMemory + sample.memory
maxMemory = math.max(maxMemory, sample.memory)
minMemory = math.min(minMemory, sample.memory)
end
local avgMemory = totalMemory / #_profileData
print("===== 性能报告 =====")
print(string.format("采样数: %d", #_profileData))
print(string.format("平均内存: %.1f KB", avgMemory))
print(string.format("最大内存: %.1f KB", maxMemory))
print(string.format("最小内存: %.1f KB", minMemory))
print("=====================")
-- 将报告发送到C#侧
CS.PerformanceMonitor.Instance.RecordLuaPerformance({
avgMemory = avgMemory,
maxMemory = maxMemory,
minMemory = minMemory,
sampleCount = #_profileData
})
end
-- Lua对象池
local ObjectPool = {}
ObjectPool.__index = ObjectPool
function ObjectPool.New(objectType, createFunc, resetFunc)
local pool = {
objects = {},
createFunc = createFunc,
resetFunc = resetFunc,
type = objectType,
totalCreated = 0,
totalReused = 0
}
return setmetatable(pool, ObjectPool)
end
function ObjectPool:Get()
if #self.objects > 0 then
local obj = table.remove(self.objects)
if self.resetFunc then
self.resetFunc(obj)
end
self.totalReused = self.totalReused + 1
return obj
else
self.totalCreated = self.totalCreated + 1
return self.createFunc()
end
end
function ObjectPool:Return(obj)
if self.resetFunc then
self.resetFunc(obj)
end
table.insert(self.objects, obj)
end
function ObjectPool:GetStats()
return {
type = self.type,
available = #self.objects,
totalCreated = self.totalCreated,
totalReused = self.totalReused,
reuseRate = self.totalReused / math.max(self.totalCreated, 1)
}
end
-- 全局对象池管理器
PerformanceOptimizer.ObjectPools = {}
function PerformanceOptimizer.GetOrCreatePool(name, createFunc, resetFunc)
if not PerformanceOptimizer.ObjectPools[name] then
PerformanceOptimizer.ObjectPools[name] =
ObjectPool.New(name, createFunc, resetFunc)
end
return PerformanceOptimizer.ObjectPools[name]
end
-- 高频调用的优化
function PerformanceOptimizer.OptimizeHighFrequencyCalls()
-- 1. 缓存频繁访问的全局变量
local math_floor = math.floor
local string_format = string.format
local table_insert = table.insert
local table_remove = table.remove
-- 2. 避免在循环中创建表
-- 不好的写法:
-- for i = 1, 1000 do
-- local data = {x = i, y = i*2} -- 每次循环创建新表
-- end
-- 好的写法:
local data = {}
for i = 1, 1000 do
data.x = i
data.y = i * 2
-- 使用data
data.x = nil
data.y = nil
end
-- 3. 使用局部变量
local vehicleData = VehicleDataManager.GetCurrentData()
local speed = vehicleData.speed
local battery = vehicleData.batteryLevel
-- 4. 避免不必要的字符串连接
-- 不好的写法:
-- local fullName = firstName .. " " .. lastName .. " " .. middleName
-- 好的写法:
local fullName = string_format("%s %s %s",
firstName, lastName, middleName)
-- 5. 优化表访问
local config = UIController.GetConfig()
local theme = config.theme -- 一次访问
local fontSize = config.fontSize
-- 而不是多次访问
-- local theme = UIController.GetConfig().theme
-- local fontSize = UIController.GetConfig().fontSize
end
-- 内存使用监控
function PerformanceOptimizer.MonitorMemoryUsage()
local memoryStats = {
luaMemory = collectgarbage("count"),
timestamp = os.time()
}
-- 统计表数量(近似)
local tableCount = 0
local function countTables(obj, visited)
visited = visited or {}
if type(obj) == "table" then
if visited[obj] then return 0 end
visited[obj] = true
tableCount = tableCount + 1
for k, v in pairs(obj) do
countTables(k, visited)
countTables(v, visited)
end
end
end
-- 从全局环境开始计数
countTables(_G)
memoryStats.tableCount = tableCount
return memoryStats
end
-- 强制垃圾回收(谨慎使用)
function PerformanceOptimizer.ForceGC()
local before = collectgarbage("count")
collectgarbage("collect")
local after = collectgarbage("count")
print(string.format("垃圾回收: %.1f KB -> %.1f KB (回收 %.1f KB)",
before, after, before - after))
return before - after
end
return PerformanceOptimizer
7.2 C#侧性能监控
// PerformanceMonitor.cs - Unity侧性能监控
using UnityEngine;
using System.Collections.Generic;
using System.Diagnostics;
public class PerformanceMonitor : MonoBehaviour
{
// 性能数据
private struct PerformanceData
{
public float frameTime;
public float fps;
public float memoryUsage;
public float luaMemory;
public long updateCount;
public long luaGCCount;
}
// 监控设置
[Header("监控设置")]
public bool enableMonitoring = true;
public float updateInterval = 1.0f;
public int maxSamples = 1000;
// 性能数据列表
private List<PerformanceData> performanceHistory =
new List<PerformanceData>();
// 计时器
private float updateTimer = 0;
private int frameCount = 0;
private float frameTimeTotal = 0;
// Lua性能回调
private LuaFunction luaMemoryCallback;
void Start()
{
if (enableMonitoring)
{
StartMonitoring();
}
}
void Update()
{
if (!enableMonitoring) return;
// 累计帧时间
frameTimeTotal += Time.unscaledDeltaTime;
frameCount++;
updateTimer += Time.unscaledDeltaTime;
// 定时记录性能数据
if (updateTimer >= updateInterval)
{
RecordPerformanceData();
updateTimer = 0;
}
// 检查性能阈值
CheckPerformanceThresholds();
}
// 记录性能数据
private void RecordPerformanceData()
{
PerformanceData data = new PerformanceData();
// 计算FPS和帧时间
data.fps = frameCount / updateTimer;
data.frameTime = (frameTimeTotal / frameCount) * 1000; // 转换为毫秒
// 获取内存使用
data.memoryUsage = UnityEngine.Profiling.Profiler.GetTotalAllocatedMemoryLong()
/ (1024f * 1024f); // 转换为MB
// 获取Lua内存(通过回调)
if (luaMemoryCallback != null)
{
var result = luaMemoryCallback.Call();
if (result != null && result.Length > 0)
{
data.luaMemory = (float)result[0];
}
}
// 添加到历史记录
performanceHistory.Add(data);
// 限制历史记录大小
if (performanceHistory.Count > maxSamples)
{
performanceHistory.RemoveAt(0);
}
// 重置计数器
frameCount = 0;
frameTimeTotal = 0;
}
// 检查性能阈值
private void CheckPerformanceThresholds()
{
if (performanceHistory.Count == 0) return;
var latestData = performanceHistory[performanceHistory.Count - 1];
// FPS过低警告
if (latestData.fps < 30)
{
Debug.LogWarning($"FPS过低: {latestData.fps:F1}");
// 触发优化事件
XLuaManager.Instance.CallLuaFunction(
"PerformanceOptimizer.OnLowFPS",
latestData.fps);
}
// 帧时间过高警告
if (latestData.frameTime > 33.3f) // 对应30FPS
{
Debug.LogWarning($"帧时间过高: {latestData.frameTime:F1}ms");
}
// 内存过高警告
if (latestData.memoryUsage > 500) // 500MB
{
Debug.LogWarning($"内存使用过高: {latestData.memoryUsage:F1}MB");
}
}
// 开始监控
public void StartMonitoring()
{
enableMonitoring = true;
// 注册Lua内存回调
RegisterLuaMemoryCallback();
Debug.Log("性能监控已启动");
}
// 停止监控
public void StopMonitoring()
{
enableMonitoring = false;
Debug.Log("性能监控已停止");
}
// 注册Lua内存回调
private void RegisterLuaMemoryCallback()
{
// 从Lua获取内存使用情况的函数
luaMemoryCallback = XLuaManager.Instance.CallLuaFunction(
"PerformanceOptimizer.GetMemoryUsage")[0] as LuaFunction;
}
// 获取性能报告
public PerformanceData GetPerformanceReport()
{
if (performanceHistory.Count == 0)
{
return new PerformanceData();
}
// 计算平均值
PerformanceData average = new PerformanceData();
foreach (var data in performanceHistory)
{
average.frameTime += data.frameTime;
average.fps += data.fps;
average.memoryUsage += data.memoryUsage;
average.luaMemory += data.luaMemory;
}
int count = performanceHistory.Count;
average.frameTime /= count;
average.fps /= count;
average.memoryUsage /= count;
average.luaMemory /= count;
return average;
}
// 获取性能历史
public List<PerformanceData> GetPerformanceHistory()
{
return performanceHistory;
}
// 记录Lua性能数据
public void RecordLuaPerformance(LuaTable luaPerformance)
{
// 将Lua性能数据整合到监控系统中
Debug.Log($"Lua性能数据: {luaPerformance}");
}
// 性能优化建议
public void GenerateOptimizationSuggestions()
{
var report = GetPerformanceReport();
var suggestions = new List<string>();
if (report.fps < 45)
{
suggestions.Add("建议优化渲染性能,当前FPS较低");
}
if (report.frameTime > 25)
{
suggestions.Add("建议优化CPU性能,帧时间过高");
}
if (report.memoryUsage > 400)
{
suggestions.Add("建议优化内存使用,内存占用过高");
}
if (report.luaMemory > 50)
{
suggestions.Add("建议优化Lua内存使用,考虑增加GC频率或优化数据结构");
}
// 发送建议到Lua
XLuaManager.Instance.CallLuaFunction(
"PerformanceOptimizer.ReceiveSuggestions",
suggestions);
}
}
第八部分:实际项目案例
8.1 智能座舱仪表盘实现
-- InstrumentCluster.lua - 智能仪表盘控制器
local InstrumentCluster = {}
local _uiElements = {}
local _animations = {}
local _dataSubscriptions = {}
local _themeConfig = nil
-- 初始化仪表盘
function InstrumentCluster.Init(config)
print("[LUA] 初始化智能仪表盘")
-- 加载主题配置
_themeConfig = InstrumentCluster.LoadTheme(config.theme or "default")
-- 初始化UI元素
InstrumentCluster.InitUIElements()
-- 订阅车辆数据
InstrumentCluster.SubscribeToVehicleData()
-- 启动动画系统
InstrumentCluster.StartAnimations()
-- 注册事件
EventManager.AddListener("ThemeChanged", InstrumentCluster.OnThemeChanged)
EventManager.AddListener("DisplayModeChanged", InstrumentCluster.OnDisplayModeChanged)
end
-- 加载主题配置
function InstrumentCluster.LoadTheme(themeName)
local themes = {
default = {
primaryColor = {0, 122, 255},
secondaryColor = {255, 149, 0},
backgroundColor = {0, 0, 0, 0.9},
fontSize = 14,
speedometerStyle = "modern"
},
sport = {
primaryColor = {255, 59, 48},
secondaryColor = {255, 149, 0},
backgroundColor = {0, 0, 0, 1},
fontSize = 16,
speedometerStyle = "racing"
},
classic = {
primaryColor = {52, 199, 89},
secondaryColor = {175, 82, 222},
backgroundColor = {0.1, 0.1, 0.1, 0.95},
fontSize = 12,
speedometerStyle = "analog"
}
}
return themes[themeName] or themes.default
end
-- 初始化UI元素
function InstrumentCluster.InitUIElements()
-- 通过C#获取UI元素引用
_uiElements = {
speedText = CS.UnityEngine.GameObject.Find("SpeedText"),
rpmGauge = CS.UnityEngine.GameObject.Find("RPMGauge"),
batteryGauge = CS.UnityEngine.GameObject.Find("BatteryGauge"),
gearText = CS.UnityEngine.GameObject.Find("GearText"),
rangeText = CS.UnityEngine.GameObject.Find("RangeText"),
warningIcons = {},
infoDisplays = {}
}
-- 应用主题
InstrumentCluster.ApplyTheme()
end
-- 应用主题
function InstrumentCluster.ApplyTheme()
-- 设置颜色
InstrumentCluster.SetUIColor(_themeConfig.primaryColor,
_themeConfig.secondaryColor)
-- 设置字体大小
InstrumentCluster.SetFontSize(_themeConfig.fontSize)
-- 设置速度表样式
InstrumentCluster.SetSpeedometerStyle(_themeConfig.speedometerStyle)
print("仪表盘主题已应用: " .. _themeConfig.speedometerStyle)
end
-- 订阅车辆数据
function InstrumentCluster.SubscribeToVehicleData()
-- 订阅速度数据
_dataSubscriptions.speed = VehicleDataManager.AddListener(
"speed",
InstrumentCluster.OnSpeedChanged
)
-- 订阅电池数据
_dataSubscriptions.battery = VehicleDataManager.AddListener(
"batteryLevel",
InstrumentCluster.OnBatteryChanged
)
-- 订阅档位数据
_dataSubscriptions.gear = VehicleDataManager.AddListener(
"gearPosition",
InstrumentCluster.OnGearChanged
)
-- 订阅续航数据
_dataSubscriptions.range = VehicleDataManager.AddListener(
"estimatedRange",
InstrumentCluster.OnRangeChanged
)
end
-- 速度变化回调
function InstrumentCluster.OnSpeedChanged(newSpeed, oldSpeed)
-- 更新速度显示
local speedText = string.format("%.0f", newSpeed)
CS.CSharpToLuaBridge.Instance.UpdateText(
_uiElements.speedText,
speedText
)
-- 更新速度表指针(如果有)
InstrumentCluster.UpdateSpeedometer(newSpeed)
-- 速度超过阈值时高亮显示
if newSpeed > 120 then
InstrumentCluster.HighlightSpeed()
end
end
-- 电池变化回调
function InstrumentCluster.OnBatteryChanged(newLevel, oldLevel)
-- 更新电池显示
local batteryText = string.format("%.0f%%", newLevel)
CS.CSharpToLuaBridge.Instance.UpdateText(
_uiElements.batteryGauge,
batteryText
)
-- 更新电池图标
InstrumentCluster.UpdateBatteryIcon(newLevel)
-- 低电量警告
if newLevel < 20 then
InstrumentCluster.ShowLowBatteryWarning(newLevel)
end
end
-- 更新电池图标
function InstrumentCluster.UpdateBatteryIcon(level)
local iconName
if level > 80 then
iconName = "battery_full"
elseif level > 50 then
iconName = "battery_medium"
elseif level > 20 then
iconName = "battery_low"
else
iconName = "battery_critical"
end
CS.CSharpToLuaBridge.Instance.SetImage(
_uiElements.batteryGauge,
"Icons/" .. iconName
)
end
-- 显示低电量警告
function InstrumentCluster.ShowLowBatteryWarning(level)
-- 播放警告动画
AnimationController.PlayAnimation("WarningPulse", {
target = _uiElements.batteryGauge,
color = {255, 59, 48}
})
-- 显示警告消息
CS.CSharpToLuaBridge.Instance.ShowNotification(
"电量不足",
string.format("当前电量 %.0f%%,请及时充电", level),
5000
)
end
-- 档位变化回调
function InstrumentCluster.OnGearChanged(newGear, oldGear)
-- 更新档位显示
local gearDisplay = InstrumentCluster.FormatGearDisplay(newGear)
CS.CSharpToLuaBridge.Instance.UpdateText(
_uiElements.gearText,
gearDisplay
)
-- 档位变化动画
AnimationController.PlayAnimation("GearChange", {
target = _uiElements.gearText
})
end
-- 格式化档位显示
function InstrumentCluster.FormatGearDisplay(gear)
local gearMap = {
["P"] = "P",
["R"] = "R",
["N"] = "N",
["D"] = "D",
["S"] = "S"
}
return gearMap[gear] or gear
end
-- 续航变化回调
function InstrumentCluster.OnRangeChanged(newRange, oldRange)
-- 更新续航显示
local rangeText = string.format("%.0f km", newRange)
CS.CSharpToLuaBridge.Instance.UpdateText(
_uiElements.rangeText,
rangeText
)
end
-- 启动动画系统
function InstrumentCluster.StartAnimations()
-- 启动背景动画
_animations.background = AnimationController.PlayAnimation(
"BackgroundPulse",
{speed = 0.5, intensity = 0.1}
)
-- 启动数据更新动画
InstrumentCluster.StartDataUpdateAnimation()
end
-- 启动数据更新动画
function InstrumentCluster.StartDataUpdateAnimation()
local updateCoroutine = coroutine.create(function()
while true do
-- 每0.5秒轻微脉动一次(表示系统活动)
AnimationController.PlayAnimation("DataUpdatePulse", {
target = _uiElements.speedText,
scale = 1.05,
duration = 0.1
})
coroutine.wait(0.5)
end
end)
coroutine.resume(updateCoroutine)
end
-- 主题变化回调
function InstrumentCluster.OnThemeChanged(newTheme)
_themeConfig = InstrumentCluster.LoadTheme(newTheme)
InstrumentCluster.ApplyTheme()
print("仪表盘主题已切换为: " .. newTheme)
end
-- 显示模式变化回调
function InstrumentCluster.OnDisplayModeChanged(mode)
-- 根据显示模式调整UI
if mode == "minimal" then
InstrumentCluster.ShowMinimalDisplay()
elseif mode == "full" then
InstrumentCluster.ShowFullDisplay()
elseif mode == "navigation" then
InstrumentCluster.ShowNavigationDisplay()
end
end
-- 显示精简模式
function InstrumentCluster.ShowMinimalDisplay()
-- 隐藏非必要元素
CS.CSharpToLuaBridge.Instance.SetVisible(_uiElements.rangeText, false)
CS.CSharpToLuaBridge.Instance.SetVisible(_uiElements.batteryGauge, false)
-- 简化动画
AnimationController.StopAnimation("BackgroundPulse")
end
-- 显示完整模式
function InstrumentCluster.ShowFullDisplay()
-- 显示所有元素
CS.CSharpToLuaBridge.Instance.SetVisible(_uiElements.rangeText, true)
CS.CSharpToLuaBridge.Instance.SetVisible(_uiElements.batteryGauge, true)
-- 恢复动画
_animations.background = AnimationController.PlayAnimation(
"BackgroundPulse",
{speed = 0.5, intensity = 0.1}
)
end
-- 显示导航模式
function InstrumentCluster.ShowNavigationDisplay()
-- 调整布局以优先显示导航信息
InstrumentCluster.ShowMinimalDisplay()
-- 添加导航相关信息显示
-- ...
end
-- 设置UI颜色
function InstrumentCluster.SetUIColor(primaryColor, secondaryColor)
CS.CSharpToLuaBridge.Instance.SetColor(
_uiElements.speedText,
primaryColor[1], primaryColor[2], primaryColor[3]
)
CS.CSharpToLuaBridge.Instance.SetColor(
_uiElements.gearText,
secondaryColor[1], secondaryColor[2], secondaryColor[3]
)
end
-- 设置字体大小
function InstrumentCluster.SetFontSize(size)
CS.CSharpToLuaBridge.Instance.SetFontSize(_uiElements.speedText, size)
CS.CSharpToLuaBridge.Instance.SetFontSize(_uiElements.gearText, size - 2)
CS.CSharpToLuaBridge.Instance.SetFontSize(_uiElements.rangeText, size - 2)
end
-- 设置速度表样式
function InstrumentCluster.SetSpeedometerStyle(style)
-- 通过C#切换速度表预制体
CS.CSharpToLuaBridge.Instance.SwitchSpeedometer(style)
end
-- 高亮速度显示
function InstrumentCluster.HighlightSpeed()
-- 播放警告动画
AnimationController.PlayAnimation("WarningPulse", {
target = _uiElements.speedText,
color = {255, 59, 48},
duration = 0.5
})
-- 播放警告音效
CS.CSharpToLuaBridge.Instance.PlaySound("warning_speed")
end
-- 更新速度表
function InstrumentCluster.UpdateSpeedometer(speed)
-- 计算速度表角度(0-240度对应0-200km/h)
local angle = math.min(240, speed / 200 * 240)
CS.CSharpToLuaBridge.Instance.SetGaugeAngle(
_uiElements.rpmGauge,
angle
)
end
-- 清理资源
function InstrumentCluster.Cleanup()
-- 取消数据订阅
for _, unsubscribe in pairs(_dataSubscriptions) do
if unsubscribe then unsubscribe() end
end
-- 停止动画
for _, anim in pairs(_animations) do
AnimationController.StopAnimation(anim)
end
print("仪表盘资源已清理")
end
return InstrumentCluster
总结
通过以上详细的代码实例,我们可以看到Unity引擎与Lua脚本在车机HMI开发中的深度融合:
- 架构清晰:通过C#桥接层实现了Unity与Lua的有效通信,保持了各层的职责分离
- 业务逻辑灵活:Lua层处理所有业务逻辑,实现了快速迭代和热更新
- UI动画丰富:利用Unity强大的动画系统和Lua的灵活控制,实现了丰富的交互效果
- 车控集成完善:通过CAN总线通信模块,实现了与车辆底层系统的双向通信
- 热更新可靠:完整的Lua热更新机制,支持远程修复和功能升级
- 性能优化全面:从Lua内存管理到Unity渲染优化,全方位的性能监控和优化策略
这种架构不仅满足了车机HMI对高性能渲染的需求,也满足了快速迭代和热更新的业务需求,是当前智能座舱开发的主流技术方案。开发团队可以根据具体项目需求,在这个框架基础上进行扩展和定制。
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