ByString:
新建一个 Xlua_Start.cs 脚本,挂载到场景中
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XLua;
public class Xlua_Start : MonoBehaviour {
// 全局唯一的 LuaEnv 虚拟机; internal=>在同一程序集中才是可访问的
internal static LuaEnv luaEnv = new LuaEnv();
void Start() {
// DoString 运行 Lua 代码
luaEnv.DoString("CS.UnityEngine.Debug.Log('Hello World!')");
}
void Update()
{
if (luaEnv != null) luaEnv.Tick();
}
private void OnDestroy()
{
luaEnv.Dispose(); // 销毁该虚拟机
}
}
运行结果:
ByFile:
新建一个 ByFile.cs 脚本,挂载到场景中,新建一个 byfile.lua.txt 文本,目录如下:
cs代码:
/*
* Tencent is pleased to support the open source community by making xLua available.
* Copyright (C) 2016 THL A29 Limited, a Tencent company. All rights reserved.
* Licensed under the MIT License (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at
* http://opensource.org/licenses/MIT
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
*/
using UnityEngine;
using System.Collections;
using XLua;
namespace Tutorial
{
public class ByFile : MonoBehaviour
{
LuaEnv luaenv = null;
// Use this for initialization
void Start()
{
luaenv = new LuaEnv();
luaenv.DoString("require 'byfile'");
}
// Update is called once per frame
void Update()
{
if (luaenv != null)
{
luaenv.Tick();
}
}
void OnDestroy()
{
luaenv.Dispose();
}
}
}
txt代码:
运行结果同上!