tolua正式学习(四)

数据读取 修改参数 

一些lua属性的调用 修改 

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原文:

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);
    }
}

————————————————————————————————————————————————————————

首先我尝试了一下var2read 的修改 也就是变量的修改方式

尝试如下(注:为了不影响其他内容,在上一脚本进行修改尝试)


    private string script =
        @"  function luaFunc(num)
                return num+1
            end
            test={}
            test.luaFunc=luaFunc 
            var2read = 1    //初次定义
            var2read2 = ‘hi’  //初次定义
        ";

    LuaFunction luaFunc = null;
    LuaState lua = null;
    string tips = null;

    void Start()
    {
#if UNITY_5 || UNITY_2017 || UNITY_2018
        Application.logMessageReceived += ShowTips;
#else
        Application.RegisterLogCallback(ShowTips);
#endif
        new LuaResLoader();
        lua = new LuaState();
        Debugger.Log("textxxxxxxxxxxxx: {0}", lua["var2read"]);             //查看原值
        lua["var2read"] = 11;
        Debugger.Log("textxxxxxxxxxxxx: {0}", lua["var2read"]);             //查看赋值是否成功
        Debugger.Log("textxxxxxxxxxxxx: {0}", lua["var2read"].GetType());   //查看属性类型

        Debugger.Log("textxxxxxxxxxxxx: {0}", lua["var2read2"]);            //查看原值
        lua["var2read2"] = "haha";
        Debugger.Log("textxxxxxxxxxxxx: {0}", lua["var2read2"]);            //查看赋值是否成功
        Debugger.Log("textxxxxxxxxxxxx: {0}", lua["var2read2"].GetType());  //查看属性类型

输出内容

结果是读取原值为空,赋值后正常显示,类型非全部字符串类型

查看了下原输出结果, 发现原来项目可以输出Lua定义的内容,

输出的内容是在 lua.DoString(script);后面进行输出,推断开始的时候空间为自行开辟的,读取信息后才为指定的空间

    void Start()
    {
#if UNITY_5 || UNITY_2017 || UNITY_2018
        Application.logMessageReceived += ShowTips;
#else
        Application.RegisterLogCallback(ShowTips);
#endif
        new LuaResLoader();
        lua = new LuaState();
        Debugger.Log("textxxxxxxxxxxxx: {0}", lua["var2read3"]);
        Debugger.Log("textxxxxxxxxxxxx: {0}", lua["var2read"]);             //查看原值
        lua["var2read"] = 11;
        Debugger.Log("textxxxxxxxxxxxx: {0}", lua["var2read"]);             //查看赋值是否成功
        Debugger.Log("textxxxxxxxxxxxx: {0}", lua["var2read"].GetType());   //查看属性类型

        Debugger.Log("textxxxxxxxxxxxx: {0}", lua["var2read2"]);            //查看原值
        lua["var2read2"] = "haha";
        Debugger.Log("textxxxxxxxxxxxx: {0}", lua["var2read2"]);            //查看赋值是否成功
        Debugger.Log("textxxxxxxxxxxxx: {0}", lua["var2read2"].GetType());  //查看属性类型

        lua.Start();
        DelegateFactory.Init();
        lua.DoString(script);
        Debugger.Log("textxxxxxxxxxxxxvar2read: {0}", lua["var2read"]);             //查看原值
        Debugger.Log("textxxxxxxxxxxxxvar2read2: {0}", lua["var2read2"]);            //查看原值

结果为

做的时候遇到一个小BUG:var2read2 输出为空 var2read正常,查看了下lua定义区域,发现字符串少了单引号

语法错误,导致无法识取到赋值。

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 LuaFunction func = lua["TestFunc"] as LuaFunction;将lua方法转换成C#,之后通过LuaFunction.Call进行调用
LuaFunction.Call方法有多种重载方式

尝试给方法进行赋值,但无效,因方法未调用传入的参数。 进行修改lua结构,及代码模块,进行传参尝试具体如下:

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
            function TestFunc2(num)
                if(num<10)then
                print('get func by variable')
                else 
                print('get func by variable big number')
                end
            end
        ";

        LuaFunction func = lua["TestFunc2"] as LuaFunction;
        func.Call<int>(5);
        func.Dispose();

        LuaFunction func2 = lua["TestFunc2"] as LuaFunction;
        func2.Call<int>(20);
        func2.Dispose();

结果第一次输出原文,第二次输出big number

————————————————————————————————————————————————————————

对于源码进行一些修改尝试


	private string script =
        @"
			print('Objs2Spawn is: '..Objs2Spawn)
			var2read = 42
			varTable = {1,2,3}
			varTable.default = 2
			varTable.map = {6,7}
            varTable.map.default = 1
			varTable.map.name = 'map'
			
			meta = {name = 'meta'}
			setmetatable(varTable, meta)
			
			function TestFunc(strs)
				print('get func by variable')
			end
			function TestFunc2(num)
				if(num<10)then
				print('get func by variable')
				else 
				print('get func by variable big number')
				end
			end
		";
        for (int i = 1; i <= table.Length; i++)
        {
            Debugger.Log(" {0}----{1}", i, table[i]);  //输出表内容
            Debugger.Log(" {0}-type---{1}", i, table[i].GetType());//类型
        }
        Debugger.Log(" {0}----{1}", "xxx01----", table.name); //赋值前
        table.name = "xxx";
        Debugger.Log(" {0}----{1}", "xxx02----", table.name); //赋值后
        Debugger.Log(" {0}----{1}", "xxx03----",  table["default"]); //赋值前
        table["default"] = 3;
        Debugger.Log(" {0}----{1}", "xxx04----", table["default"]); //赋值后
		
        Debugger.Log(" {0}----{1}", "xxx05----", table);           //表
        Debugger.Log(" {0}----{1}", "xxx06----", table["map"]);    //表

        LuaTable table2 = lua.GetTable("varTable.map");        //获取表
        for (int i = 1; i <= table2.Length; i++)
        {
            Debugger.Log(" {0}----{1}", i, table2[i]);        //输出表内容
            Debugger.Log(" {0}-name---{1}", i, table[i].GetType());//类型
        }
        
		

————————————————————————————————————————————————————————

table.AddTable("newmap");----------------------------------添加一个表名
LuaTable table1 = (LuaTable)table["newmap"];---------------创建一个表的实例
table1.Dispose();------------------------------------------表的数据清空

____________________________________________________________________________________________________

表信息的传递

lua

meta = {name = 'newName'}
setmetatable(varTable, meta)

c#

table1 = table.GetMetaTable();

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