1.lua脚本 ButtonInteraction.lua.txt
function start()
print("lua start...")
--[[
self:GetComponent("Button").onClick:AddListener(function()
print("clicked, you input is '" ..input:GetComponent("InputField").text .."'")
end)
]]
self:GetComponent("Button").onClick:AddListener(
function()
print("clicked,you input is"..input:GetComponent("InputField").text)
end )
end
2.LuaBehaviour 同上一篇一样,是一个工具脚本
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using XLua;
using System;
namespace XLuaTest
{
[System.Serializable]
public class Injection
{
public string name;
public GameObject value;
}
[LuaCallCSharp]
public class LuaBehaviour : MonoBehaviour
{
public TextAsset luaScript;
public Injection[] injections;
internal static LuaEnv luaEnv = new LuaEnv(); //all lua behaviour shared one luaenv only!
internal static float lastGCTime = 0;
internal const float GCInterval = 1;//1 second
private Action luaStart;
private Action luaUpdate;
private Action luaOnDestroy;
private LuaTable scriptEnv;
void Awake()
{
scriptEnv = luaEnv.NewTable();
// 为每个脚本设置一个独立的环境,可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);
foreach (var injection in injections)
{
scriptEnv.Set(injection.name, injection.value);
}
luaEnv.DoString(luaScript.text, "LuaTestScript", scriptEnv);
Action luaAwake = scriptEnv.Get<Action>("awake");
scriptEnv.Get("start", out luaStart);
scriptEnv.Get("update", out luaUpdate);
scriptEnv.Get("ondestroy", out luaOnDestroy);
if (luaAwake != null)
{
luaAwake();
}
}
// Use this for initialization
void Start()
{
if (luaStart != null)
{
luaStart();
}
}
// Update is called once per frame
void Update()
{
if (luaUpdate != null)
{
luaUpdate();
}
if (Time.time - LuaBehaviour.lastGCTime > GCInterval)
{
luaEnv.Tick();
LuaBehaviour.lastGCTime = Time.time;
}
}
void OnDestroy()
{
if (luaOnDestroy != null)
{
luaOnDestroy();
}
luaOnDestroy = null;
luaUpdate = null;
luaStart = null;
scriptEnv.Dispose();
injections = null;
}
}
}
3.注入绑定
4.调试
在inputfield输入文本,点button,会把输入信息打印出来