unity gameframework xlua lua自定义加载,兼容ab包

unity gameframework xlua lua自定义加载,兼容ab包

在GameEntry.Base.EditorResourceMode的情况下,直接通过File来加载

    public static byte[] CustomLoader(ref string filepath)
    {
        var scriptPath = string.Empty;
        filepath = filepath.Replace(".", "/") + ".lua.txt";
        scriptPath = Path.Combine(Application.dataPath, luaScriptsFolder);
        scriptPath = Path.Combine(scriptPath, filepath);
        return GameUtility.SafeReadAllBytes(scriptPath);
    }

当游戏发布,资源被打成AB包后,File是获取不到对应的文件的

  1. ResourceComponent添加方法LoadBytes 方法

    public void LoadBytes(string abName, LoadBytesCallbacks callback, object userdata) {
                if (ResourceMode == ResourceMode.Updatable) {
                  m_ResourceHelper.LoadBytes(Utility.Path.GetRemotePath(Path.Combine(ReadWritePath, abName + ".dat")), callback, userdata);
                }
                else if (ResourceMode == ResourceMode.Package) {
                    m_ResourceHelper.LoadBytes(Utility.Path.GetRemotePath(Path.Combine(ReadOnlyPath, abName + ".dat")), callback, userdata);
                }
            }

     

  2. 创建XLuaComponent,并添加进Game Framework的Customs中
     

    public class XLuaComponent : GameFrameworkComponent
        {
            private XLuaManager m_LuaManager;
            public XLuaManager LuaManager => m_LuaManager;
            
            //用来存放lua的代码,同时释放调m_LuaAb
            private Dictionary<string, string> luaDict;
    
            private void Start()
            {
                m_LuaManager = new XLuaManager();
               
            }
    
            private void Update()
            {
    
            }
    
            /// <summary>
            /// 在GF流程 Proload结束后调用
            /// </summary>
            public void Init()
            {
                
                if (!GameEntry.Base.EditorResourceMode){
                    LoadLuaAb();
                }else{
                     //lua初始化 这里可能有异步加载 mainlua 的操作
                    m_LuaManager.Init(); 
                }
               
            }
    
            private void OnDestroy()
            { 
            }
    
         private void LoadLuaAb() {
            print("LoadLuaAb");
            GameEntry.Resource.LoadBytes("LuaScripts", new LoadBytesCallbacks(OnLoadBytesSuccess, OnLoadBytesFailure), null);
        }
        private void OnLoadBytesFailure(string fileUri, string errorMessage, object userData) {
            Debug.LogErrorFormat("Bytes {0} File Load Failed:" + errorMessage, fileUri);
         }
        private void OnLoadBytesSuccess(string binaryAssetName, byte[] binaryBytes, float duration, object userData) {
            AssetBundle m_LuaAb = AssetBundle.LoadFromMemory(binaryBytes);
            luaDict = new Dictionary<string, string> ();
            foreach(var name in m_LuaAb.GetAllAssetNames()){
                var fileName = name;//Path.GetFileName(name);
                var textAsset=  m_LuaAb.LoadAsset(name) as TextAsset;
                luaDict.Add(fileName,textAsset.text);
            }
            m_LuaAb.Unload(false);
            //lua初始化 这里可能有异步加载 mainlua 的操作
            m_LuaManager.Init(); 
        }
        public string LoadAssetSync(string assetName) {
            string str = null;
            if (GameEntry.Base.EditorResourceMode) {
                string path = Application.dataPath.Replace("Assets", "") + assetName;
                if (!File.Exists(path)) {
                    Debug.LogError("Lua {0} File Load Failed:" + path);
                    return null;
                }
                using (StreamReader sr = new StreamReader(path, Encoding.UTF8)) {
                    str = sr.ReadToEnd();
                }
            }
            else {
                string asset = assetName.ToLowerInvariant();
                string data = luaDict[asset];
                if (data != null) {
                    str = data;
                    Debug.Log("LoadAsset "+asset);
                }
                else {
                    Debug.LogError("Lua {0} File Load Failed:" + asset);
                }
            }
        return str;
        }
        }

     

  3. 在XLuaComponent的Init方法中载入luaAb资源,并将lua的源码都放入Dictionary中。见源码

  4. 重写CustomLoader方法
     

     public static byte[] CustomLoader(ref string fileName)
        {
            fileName = fileName.Replace('.', '/');
            string assetName = AssetUtility.GetLuaAsset(fileName);
            string data = string.Empty;
            data = GameEntry.XLua.LoadAssetSync(assetName);
            if (string.IsNullOrEmpty(data)) {
                    Log.Error("File content is null. file:{0}", fileName);
                    return null;
            }
            return System.Text.Encoding.UTF8.GetBytes(data);
        }


     

  5. 注意,使用gf打AB包的时候,将所有lua文件都打在LuaScripts.bat的文件中,所以加载的时候全加载进来

 

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