xlua官方Examples例子学习
文章目录一 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
一 Hello World例子 执行字符串
namespaceXLuaTest{publicclassHelloworld:MonoBehaviour{voidStart(){LuaEnv luaenv =newLuaEnv();
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
namespaceXLuaTest{publicclassInjection{publicstring name;publicGameObjectvalue;}//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publicclassLuaBehaviour:MonoBehaviour{publicTextAsset luaScript;publicInjection[] injections;//所有lua共享这一个luaenv!internalstaticLuaEnv luaEnv =newLuaEnv();internalstaticfloat lastGCTime =0;internalconstfloat GCInterval =1;//1 second privateAction luaStart;privateAction luaUpdate;privateAction luaOnDestroy;privateLuaTable scriptEnv;voidAwake(){
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操作
scriptEnv.Set("self",this);//设置lua中通过name来获取GameObjectforeach(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 initializationvoidStart(){if(luaStart !=null){luaStart();}}// Update is called once per framevoidUpdate(){if(luaUpdate !=null){luaUpdate();}if(Time.time - LuaBehaviour.lastGCTime > GCInterval){
luaEnv.Tick();
LuaBehaviour.lastGCTime = Time.time;}}voidOnDestroy(){if(luaOnDestroy !=null){luaOnDestroy();}
luaOnDestroy =null;
luaUpdate =null;
luaStart =null;
scriptEnv.Dispose();
injections =null;}}lua文件 LuaTestScript.lua
local speed =10local lightCpnt =nilfunctionstart()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))endfunctionupdate()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)endfunctionondestroy()print("lua destroy")endUnity中的情况
三 UI绑定与交互
C# 同上LuaBehaviour.cs文件
Lua文件 ButtonInteraction.lua
functionstart()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)endUnity中的情况
四 通过元表,实现lua面向对象
C# InvokeLua.cs
namespaceXLuaTest{//EventArgs是自定义事件类//PropertyChangedEventArgs用于做属性改变事件publicclassPropertyChangedEventArgs:EventArgs{publicstring name;publicobjectvalue;}publicclassInvokeLua:MonoBehaviour{//定义一个接口,里面声明PropertyChangedEventArgs事件publicinterfaceICalc{//定义一个PropertyChangedEventArgs类型的事件eventEventHandler<PropertyChangedEventArgs> PropertyChanged;intAdd(int a,int b);int Mult {get;set;}objectthis{get;set;}}//定义一个接口类型的委托CalcNewpublicdelegateICalcCalcNew(int mult,paramsstring[] args);//字符串---实际上是lua代码privatestring 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
end,
set_Item = function(self, index, value)
self.list = 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, 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(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 initializationvoidStart(){LuaEnv luaenv =newLuaEnv();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();}voidTest(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));//索引操作会用到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="+ calc);
Debug.Log("list="+ calc);//委托绑定方法Notify
calc.PropertyChanged += Notify;
calc="dddd";
Debug.Log("list="+ calc);
calc.PropertyChanged -= Notify;
calc="eeee";
Debug.Log("list="+ calc);}voidNotify(object sender,PropertyChangedEventArgs e){
Debug.Log(string.Format("{0} has property changed {1}={2}", sender, e.name, e.value));}// Update is called once per framevoidUpdate(){}}
五 NoGC Lua访问C#函数无gc
C# NoGc.cs
lua调用C#
C#调用lua
C#纯值类型
namespace XLuaTest{
public struct Pedding{
public byte c;}
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;}
public enum MyEnum{
E1,
E2
}
public delegate int IntParam(int p);
public delegate Vector3 Vector3Param(Vector3 p);
public delegate MyStruct CustomValueTypeParam(MyStruct p);
public delegate MyEnum EnumParam(MyEnum p);
public delegate decimal DecimalParam(decimal p);
public delegate void ArrayAccess(Array arr);
public interface IExchanger{
void exchange(Array arr);}
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;
public double[] a1 = new double[]{1,2};
public Vector3[] a2 = new Vector3[]{ new Vector3(1,2,3), new Vector3(4,5,6)};
public MyStruct[] a3 = new MyStruct[]{ new MyStruct(1,2), new MyStruct(3,4)};
public MyEnum[] a4 = new MyEnum[]{ MyEnum.E1, MyEnum.E2 };
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(@"
functionid(...)return...endfunctionadd(a, b)return a + b endfunctionarray_exchange(arr)
arr, arr= arr, arrendlocal v3 = CS.UnityEngine.Vector3(7,8,9)local vt = CS.XLuaTest.MyStruct(5,6)functionlua_access_csharp()
monoBehaviour:FloatParamMethod(123)--primitive
monoBehaviour:Vector3ParamMethod(v3)--vector3local rnd = math.random(1,100)local r = monoBehaviour:Vector3ParamMethod({x =1, y =2, z = rnd})--vector3assert(r.x ==1and r.y ==2and 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)
monoBehaviour.a1, monoBehaviour.a1= monoBehaviour.a1, monoBehaviour.a1-- fieldend
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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