unity和xlua 第一步MyLuaBehavior

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XLua;
using System;
using System.IO;
using System.Text;

//lua入口
public class MyLuaBehavior : MonoBehaviour
{
    #region instance
    static MyLuaBehavior _instance;
    public static MyLuaBehavior Instance
    {
        get
        {
            if (!_instance)
            {
                print("查找对象");
                _instance = FindObjectOfType<MyLuaBehavior>();
                if (!_instance)
                {
                    print("创建对象");
                    GameObject go = new GameObject(typeof(MyLuaBehavior).ToString());
                    _instance = go.AddComponent<MyLuaBehavior>();
                    DontDestroyOnLoad(go);
                }
            }
            return _instance;
        }
    }
    #endregion

    public int a = 9;
    public LuaEnv LuaEnv { get { return luaEnv; } }

    internal static LuaEnv luaEnv;//全局唯一
    internal static float lastGCTime = 0;
    internal const float GCInterval = 1;//回收间隔1s

    private Action luaAwake;
    private Action luaStart;
    private Action luaUpdate;
    private Action luaOnDestory;
    private Action<string> luaSceneLoaded;
    private Action<string> luaSceneUnloaded;
    private Action<bool> onApplicationFocusLua;
    private Action<bool> onApplicationPauseLua;
    private Action onApplicationQuitLua;

    private LuaTable scriptEnv;
    private void Awake()
    {
        gameObject.tag = "LuaEnv";
        luaEnv = new LuaEnv();

        scriptEnv = luaEnv.NewTable();
        //luaEnv.AddBuildin("rapidjson", XLua.LuaDLL.Lua.loadRapidJson); --第三方库

        //为每一个脚本设置一个独立的环境,可在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);
        scriptEnv.SetMetaTable(meta);
        meta.Dispose();

        scriptEnv.Set("self", this);
        luaEnv.AddLoader((ref string filePath) =>
        {
            string[] p = filePath.Split('.');//例如 require ("EventManager.EventManager")
#if UNITY_EDTIOR
            string subPath = Path.Combine(Application.dataPath, "GameRes/Lua");
#else       //assets/GameRes/Lua  目录下都是lua脚本
            string subPath = Path.Combine(Application.dataPath, "GameRes/Lua");
#endif
            StringBuilder sb = new StringBuilder(subPath);
            for (int i = 0; i < p.Length; ++i)
            {
                sb.AppendFormat("/{0}", p[i]);
            }   
            sb.Append(".lua");  //GameRes/Lua/EventManager/EventManager.lua
            string fullPath = sb.ToString();
            //Debug.Log(fullPath);
            var bytes = File.ReadAllBytes(fullPath);
            return bytes;
        });

        luaEnv.DoString("require 'main'");  //main.lua位于Assets/GameRes/Lua/main.lua

        luaAwake = scriptEnv.Get<Action>("Awake");
        scriptEnv.Get("Start", out luaStart);
        scriptEnv.Get("Update", out luaUpdate);
        scriptEnv.Get("OnDestroy", out luaOnDestory);
        scriptEnv.Get("SceneLoaded", out luaSceneLoaded);
        scriptEnv.Get("SceneUnloaded", out luaSceneUnloaded);
        scriptEnv.Get("OnApplicationFocus", out onApplicationFocusLua);
        scriptEnv.Get("OnApplicationPause", out onApplicationPauseLua);
        scriptEnv.Get("OnApplicationQuit", out onApplicationQuitLua);
        luaAwake?.Invoke();

        UnityEngine.SceneManagement.SceneManager.sceneLoaded += sceneLoaded;
        UnityEngine.SceneManagement.SceneManager.sceneUnloaded += sceneUnloaded;
        DontDestroyOnLoad(gameObject);

    }
    private void sceneUnloaded(UnityEngine.SceneManagement.Scene arg0)
    {
        luaSceneUnloaded(arg0.name);
    }

    private void sceneLoaded(UnityEngine.SceneManagement.Scene arg0, UnityEngine.SceneManagement.LoadSceneMode arg1)
    {
        luaSceneLoaded(arg0.name);
    }
    // Start is called before the first frame update
    void Start()
    {
        luaStart?.Invoke();
    }

    // Update is called once per frame
    void Update()
    {
        luaUpdate?.Invoke();

        if (Time.time - lastGCTime > GCInterval)
        {
            luaEnv.Tick();
            lastGCTime = Time.time;
        }
    }

    private void OnDestroy()
    {
        luaOnDestory?.Invoke();
        luaOnDestory = null;
        luaUpdate = null;
        luaStart = null;
        luaAwake = null;
        luaEnv = null;
        scriptEnv.Dispose();
    }

    private void OnApplicationFocus(bool focus)
    {
        onApplicationFocusLua?.Invoke(focus);
    }

    private void OnApplicationPause(bool pause)
    {
        onApplicationPauseLua?.Invoke(pause);
    }

    private void OnApplicationQuit()
    {
        onApplicationQuitLua?.Invoke();
    }
}


 

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