- 一 Hello World例子 执行字符串
- 二 执行lua文件,C#与lua交互
- 三 UI绑定与交互
- 四 通过元表,实现lua面向对象
- 五 NoGC Lua访问C#函数无gc
namespace XLuaTest
{
public class Helloworld : MonoBehaviour
{
void Start()
{
LuaEnv luaenv = new LuaEnv();
luaenv.DoString("CS.UnityEngine.Debug.Log('hello world')");
luaenv.Dispose();
}
}
}
最基本是直接用LuaEnv.DoString执行一个字符串,当然,字符串得符合Lua语法
二 执行lua文件,C#与lua交互C#文件 LuaBehaviour.cs
namespace XLuaTest
{
[System.Serializable]
public class Injection
{
public string name;
public GameObject value;
}
//xLua用白名单来指明生成哪些代码,而白名单通过attribute来配置
//比如你想从lua调用c#的某个类,希望生成适配代码
//你可以为这个类型打一个LuaCallCSharp标签
[LuaCallCSharp]
public class LuaBehaviour : MonoBehaviour
{
public TextAsset luaScript;
public Injection[] injections;
//所有lua共享这一个luaenv!
internal static LuaEnv luaEnv = new LuaEnv();
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();
//设置lua中self为当前C#中的this,方便对当前对象进行 *** 作
scriptEnv.Set("self", this);
//设置lua中通过name来获取GameObject
foreach (var injection in injections)
{
scriptEnv.Set(injection.name, injection.value);
}
// 加载luaScript变量上挂载的lua,别名为LuaTestScript
// 加载到scriptEnv表中
luaEnv.DoString(luaScript.text, "LuaTestScript", scriptEnv);
// C#访问lua中的方法
// 注意:通常是用luaenv.Global.Get访问全局方法
// 这里是之前设置了元表,meta.Set("__index", luaEnv.Global);
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;
}
}
lua文件 LuaTestScript.lua
local speed = 10
local lightCpnt = nil
function start()
print("lua start...")
** 这里lightObject是C#中Injection类通过name来访问GameObject
** 简单理解成Unity中组件挂载的GameObject,灯光
print("injected object", lightObject)
lightCpnt= lightObject:GetComponent(typeof(CS.UnityEngine.Light))
end
function update()
local r = CS.UnityEngine.Vector3.up * CS.UnityEngine.Time.deltaTime * speed
** self表示LuaBehaviour.cs中的this,也就是挂载脚本那个对象Cube
self.transform:Rotate(r)
lightCpnt.color = CS.UnityEngine.Color(CS.UnityEngine.Mathf.Sin(CS.UnityEngine.Time.time) / 2 + 0.5, 0, 0, 1)
end
function ondestroy()
print("lua destroy")
end
Unity中的情况
C# 同上LuaBehaviour.cs文件
Lua文件 ButtonInteraction.lua
function start()
print("lua start...")
** 这里的self就是LuaBehaviour组件本身this
** 获得Button组件,对onClick注册监听方法
** input是注入器绑定的对象,即InputField对象
** 这里功能是对按钮注册一个匿名函数,当点击按钮时候,回调匿名函数
** 匿名函数是输出输入框中的文本
self:GetComponent("Button").onClick:AddListener(function()
print("clicked, you input is '" ..input:GetComponent("InputField").text .."'")
end)
end
Unity中的情况
C# InvokeLua.cs
namespace XLuaTest
{
//EventArgs是自定义事件类
//PropertyChangedEventArgs用于做属性改变事件
public class PropertyChangedEventArgs : EventArgs
{
public string name;
public object value;
}
public class InvokeLua : MonoBehaviour
{
[CSharpCallLua]
//定义一个接口,里面声明PropertyChangedEventArgs事件
public interface ICalc
{
//定义一个PropertyChangedEventArgs类型的事件
event EventHandler<PropertyChangedEventArgs> PropertyChanged;
int Add(int a, int b);
int Mult { get; set; }
object this[int index] { get; set; }
}
[CSharpCallLua]
//定义一个接口类型的委托CalcNew
public delegate ICalc CalcNew(int mult, params string[] args);
//字符串---实际上是lua代码
private string script = @"
*局部 表calc_mt 实际是下面构建一个表A的元表M
* 元表M的元方法__index是一个表I
* 用于模拟面向对象的
* 当我们构建的表A这种寻找一个变量(方法)时候
* (1)首先去表找,找的到则返回,若找不到继续下一步
* (2)判断表是否有元表,若没有返回nil,若有继续下一步
* (3)判断元表中是否有元方法__index,若元方法为nil,则返回nil
* 若元方法存在,则判断元方法__index是函数还是一个表
* 若元方法是一个函数,则返回函数值
* 若元方法是一个表,则将该表作为目标重复(1)(2)(3)
* 提示,这里将元表M的元方法__index设为一个表,表里面有许多方法,例如Add
local calc_mt = {
__index = {
Add = function(self, a, b)
return (a + b) * self.Mult
end,
get_Item = function(self, index)
return self.list[index + 1]
end,
set_Item = function(self, index, value)
self.list[index + 1] = value
self:notify({name = index, value = value})
end,
add_PropertyChanged = function(self, delegate)
if self.notifylist == nil then
self.notifylist = {}
end
table.insert(self.notifylist, delegate)
print('add',delegate)
end,
remove_PropertyChanged = function(self, delegate)
for i=1, #self.notifylist do
if CS.System.Object.Equals(self.notifylist[i], delegate) then
table.remove(self.notifylist, i)
break
end
end
print('remove', delegate)
end,
notify = function(self, evt)
if self.notifylist ~= nil then
for i=1, #self.notifylist do
self.notifylist[i](self, evt)
end
end
end,
}
}
* 新建一个表Calc,相关于类,继承与calc_mt
* 定义一个全局表,增加一个叫做New的函数
* New函数返回一个元表,将calc_mt设置为{}表的元表
* {}中函数将mult赋值给Mult,带一个list表
Calc = {
* New可以理解成构造函数
New = function (mult, ...)
print(...)
return setmetatable({Mult = mult, list = {'aaaa','bbbb','cccc'}}, calc_mt)
* 等同于一下写法
* local a = {Mult = mult, list = {'aaaa','bbbb','cccc'}}
* local b = setmetatable(a, calc_mt)
* return b
end
}
";
// Use this for initialization
void Start()
{
LuaEnv luaenv = new LuaEnv();
Test(luaenv);//调用了带可变参数的delegate,函数结束都不会释放delegate,即使置空并调用GC
luaenv.Dispose();
}
void Test(LuaEnv luaenv)
{
//读取lua代码
luaenv.DoString(script);
//luaenv.Global.GetInPath用于获取Lua中的方法
//获得CalcNew的构造函数的引用,并映射到CalcNew委托上
CalcNew calc_new = luaenv.Global.GetInPath<CalcNew>("Calc.New");
//创建一个Calc的lua对象,并映射到CS上ICalc接口
//calc_new(10, "hi", "john")等价于Calc.New(10, "hi", "john")
//Mult = mult = 10, ... == "hi", "john"
ICalc calc = calc_new(10, "hi", "john"); //constructor
//调用lua元表的表I中Add方法
//输出 (1+2)*10 = 30
Debug.Log("sum(*10) =" + calc.Add(1, 2));
calc.Mult = 100;
//输出 (1+2)*100 = 30
Debug.Log("sum(*100)=" + calc.Add(1, 2));
//索引 *** 作会用到get_Item和set_Item
//在lua中索引是从1开始
//在C#中索引是从0开始,这里是C#
Debug.Log("list[0]=" + calc[0]);
Debug.Log("list[1]=" + calc[1]);
//委托绑定方法Notify
calc.PropertyChanged += Notify;
calc[1] = "dddd";
Debug.Log("list[1]=" + calc[1]);
calc.PropertyChanged -= Notify;
calc[1] = "eeee";
Debug.Log("list[1]=" + calc[1]);
}
void Notify(object sender, PropertyChangedEventArgs e)
{
Debug.Log(string.Format("{0} has property changed {1}={2}", sender, e.name, e.value));
}
// Update is called once per frame
void Update()
{
}
}
五 NoGC Lua访问C#函数无gc
C# NoGc.cs
[LuaCallCSharp] lua调用C#
[CSharpCallLua] C#调用lua
[GCOptimize] C#纯值类型
namespace XLuaTest
{
[GCOptimize]
[LuaCallCSharp]
public struct Pedding
{
public byte c;
}
[GCOptimize]
[LuaCallCSharp]
public struct MyStruct
{
public MyStruct(int p1, int p2)
{
a = p1;
b = p2;
c = p2;
e.c = (byte)p1;
}
public int a;
public int b;
public decimal c;
public Pedding e;
}
[LuaCallCSharp]
public enum MyEnum
{
E1,
E2
}
[CSharpCallLua]
public delegate int IntParam(int p);
[CSharpCallLua]
public delegate Vector3 Vector3Param(Vector3 p);
[CSharpCallLua]
public delegate MyStruct CustomValueTypeParam(MyStruct p);
[CSharpCallLua]
public delegate MyEnum EnumParam(MyEnum p);
[CSharpCallLua]
public delegate decimal DecimalParam(decimal p);
[CSharpCallLua]
public delegate void ArrayAccess(Array arr);
[CSharpCallLua]
public interface IExchanger
{
void exchange(Array arr);
}
[LuaCallCSharp]
public class NoGc : MonoBehaviour
{
LuaEnv luaenv = new LuaEnv();
IntParam f1;
Vector3Param f2;
CustomValueTypeParam f3;
EnumParam f4;
DecimalParam f5;
ArrayAccess farr;
Action flua;
IExchanger ie;
LuaFunction add;
[NonSerialized]
public double[] a1 = new double[] { 1, 2 };
[NonSerialized]
public Vector3[] a2 = new Vector3[] { new Vector3(1, 2, 3), new Vector3(4, 5, 6) };
[NonSerialized]
public MyStruct[] a3 = new MyStruct[] { new MyStruct(1, 2), new MyStruct(3, 4) };
[NonSerialized]
public MyEnum[] a4 = new MyEnum[] { MyEnum.E1, MyEnum.E2 };
[NonSerialized]
public decimal[] a5 = new decimal[] { 1.00001M, 2.00002M };
public float FloatParamMethod(float p)
{
return p;
}
public Vector3 Vector3ParamMethod(Vector3 p)
{
return p;
}
public MyStruct StructParamMethod(MyStruct p)
{
return p;
}
public MyEnum EnumParamMethod(MyEnum p)
{
return p;
}
public decimal DecimalParamMethod(decimal p)
{
return p;
}
// Use this for initialization
void Start()
{
luaenv.DoString(@"
function id(...)
return ...
end
function add(a, b) return a + b end
function array_exchange(arr)
arr[0], arr[1] = arr[1], arr[0]
end
local v3 = CS.UnityEngine.Vector3(7, 8, 9)
local vt = CS.XLuaTest.MyStruct(5, 6)
function lua_access_csharp()
monoBehaviour:FloatParamMethod(123) --primitive
monoBehaviour:Vector3ParamMethod(v3) --vector3
local rnd = math.random(1, 100)
local r = monoBehaviour:Vector3ParamMethod({x = 1, y = 2, z = rnd}) --vector3
assert(r.x == 1 and r.y == 2 and r.z == rnd)
monoBehaviour:StructParamMethod(vt) --custom struct
r = monoBehaviour:StructParamMethod({a = 1, b = rnd, e = {c = rnd}})
assert(r.b == rnd and r.e.c == rnd)
monoBehaviour:EnumParamMethod(CS.XLuaTest.MyEnum.E2) --enum
monoBehaviour:DecimalParamMethod(monoBehaviour.a5[0])
monoBehaviour.a1[0], monoBehaviour.a1[1] = monoBehaviour.a1[1], monoBehaviour.a1[0] -- field
end
exchanger = {
exchange = function(self, arr)
array_exchange(arr)
end
}
A = { B = { C = 789}}
GDATA = 1234;
");
luaenv.Global.Set("monoBehaviour", this);
luaenv.Global.Get("id", out f1);
luaenv.Global.Get("id", out f2);
luaenv.Global.Get("id", out f3);
luaenv.Global.Get("id", out f4);
luaenv.Global.Get("id", out f5);
luaenv.Global.Get("array_exchange", out farr);
luaenv.Global.Get("lua_access_csharp", out flua);
luaenv.Global.Get("exchanger", out ie);
luaenv.Global.Get("add", out add);
luaenv.Global.Set("g_int", 123);
luaenv.Global.Set(123, 456);
int i;
luaenv.Global.Get("g_int", out i);
Debug.Log("g_int:" + i);
luaenv.Global.Get(123, out i);
Debug.Log("123:" + i);
}
// Update is called once per frame
void Update()
{
// c# call lua function with value type but no gc (using delegate)
f1(1); // primitive type
f2(new Vector3(1, 2, 3)); // vector3
MyStruct mystruct1 = new MyStruct(5, 6);
f3(mystruct1); // custom complex value type
f4(MyEnum.E1); //enum
decimal dec1 = -32132143143100109.00010001010M;
f5(dec1); //decimal
// using LuaFunction.Func<T1, T2, TResult>
add.Func<int, int, int>(34, 56); // LuaFunction.Func<T1, T2, TResult>
// lua access c# value type array no gc
farr(a1); //primitive value type array
farr(a2); //vector3 array
farr(a3); //custom struct array
farr(a4); //enum arry
farr(a5); //decimal arry
// lua call c# no gc with value type
flua();
//c# call lua using interface
ie.exchange(a2);
//no gc LuaTable use
luaenv.Global.Set("g_int", 456);
int i;
luaenv.Global.Get("g_int", out i);
luaenv.Global.Set(123.0001, mystruct1);
MyStruct mystruct2;
luaenv.Global.Get(123.0001, out mystruct2);
decimal dec2 = 0.0000001M;
luaenv.Global.Set((byte)12, dec1);
luaenv.Global.Get((byte)12, out dec2);
int gdata = luaenv.Global.Get<int>("GDATA");
luaenv.Global.SetInPath("GDATA", gdata + 1);
int abc = luaenv.Global.GetInPath<int>("A.B.C");
luaenv.Global.SetInPath("A.B.C", abc + 1);
luaenv.Tick();
}
void OnDestroy()
{
f1 = null;
f2 = null;
f3 = null;
f4 = null;
f5 = null;
farr = null;
flua = null;
ie = null;
add = null;
luaenv.Dispose();
}
}
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