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Tolua中的变量怎么去使用和赋值,在案例场景ToLua/Examples/04_AccessingLuaVariables中可以去学习;本章我们就分析下具体使用方式,首先先看一下提供的示范代码。- using UnityEngine;using System.Collections.Generic;using LuaInterface;publicclassAccessingLuaVariables:MonoBehaviour{privatestring script =@"
- print('Objs2Spawn is: '..Objs2Spawn)
- var2read = 42
- varTable = {1,2,3,4,5}
- varTable.default = 1
- varTable.map = {}
- varTable.map.name = 'map'
-
- meta = {name = 'meta'}
- setmetatable(varTable, meta)
-
- function TestFunc(strs)
- print('get func by variable')
- end
- ";void Start (){#if UNITY_5 || UNITY_2017 || UNITY_2018
- Application.logMessageReceived += ShowTips;#else
- Application.RegisterLogCallback(ShowTips);#endifnewLuaResLoader();LuaState lua =newLuaState();
- lua.Start();
- lua["Objs2Spawn"]=5;
- lua.DoString(script);//通过LuaState访问
- Debugger.Log("Read var from lua: {0}", lua["var2read"]);
- Debugger.Log("Read table var from lua: {0}", lua["varTable.default"]);//LuaState 拆串式tableLuaFunction func = lua["TestFunc"]as LuaFunction;
- func.Call();
- func.Dispose();//cache成LuaTable进行访问LuaTable table = lua.GetTable("varTable");
- Debugger.Log("Read varTable from lua, default: {0} name: {1}", table["default"], table["map.name"]);
- table["map.name"]="new";//table 字符串只能是key
- Debugger.Log("Modify varTable name: {0}", table["map.name"]);
- table.AddTable("newmap");LuaTable table1 =(LuaTable)table["newmap"];
- table1["name"]="table1";
- Debugger.Log("varTable.newmap name: {0}", table1["name"]);
- table1.Dispose();
- table1 = table.GetMetaTable();if(table1 !=null){
- Debugger.Log("varTable metatable name: {0}", table1["name"]);}object[] list = table.ToArray();for(int i =0; i < list.Length; i++){
- Debugger.Log("varTable[{0}], is {1}", i, list[i]);}
- table.Dispose();
- lua.CheckTop();
- lua.Dispose();}privatevoidOnApplicationQuit(){#if UNITY_5 || UNITY_2017 || UNITY_2018
- Application.logMessageReceived -= ShowTips;#else
- Application.RegisterLogCallback(null);#endif}string tips =null;voidShowTips(string msg,string stackTrace,LogType type){
- tips += msg;
- tips +="\r\n";}voidOnGUI(){
- GUI.Label(newRect(Screen.width /2-300, Screen.height /2-200,600,400), tips);}}
复制代码 首先第一步初始化lua脚本:- new LuaResLoader();
- LuaState lua = new LuaState();
- lua.Start();
- lua["Objs2Spawn"] = 5; //对脚本中Objs2Spawn变量进行赋值。
- lua.DoString(script);
复制代码 在初始化时可以直接获取变量对lua脚本中变量赋值。
第二步访问变量:- //通过LuaState访问
- Debugger.Log("Read var from lua: {0}", lua["var2read"]);
- Debugger.Log("Read table var from lua: {0}", lua["varTable.default"]); //LuaState 拆串式table
复制代码 第三步调用脚本方法- LuaFunction func = lua["TestFunc"] as LuaFunction;
- func.Call();
- func.Dispose();
复制代码 第四步读取的内容转为luaTable- LuaTable table = lua.GetTable("varTable");
- Debugger.Log("Read varTable from lua, default: {0} name: {1}", table["default"], table["map.name"]);
- table["map.name"] = "new"; //varTable.map.name 变量改变
- //改变后打印varTable.map.name 变量
- Debugger.Log("Modify varTable name: {0}", table["map.name"]);
- //table 添加新的luaTable
- table.AddTable("newmap");
- LuaTable table1 = (LuaTable)table["newmap"];
- //新的luaTable 表加入字段(变量)
- table1["name"] = "table1";
- //打印测试是否成功
- Debugger.Log("varTable.newmap name: {0}", table1["name"]);
- table1.Dispose();//资源回收
复制代码 获取元表- table1 = table.GetMetaTable();
- if (table1 != null)
- {
- Debugger.Log("varTable metatable name: {0}", table1["name"]);
- }
复制代码 第五步获取数组并打印- object[] list = table.ToArray();
- for (int i = 0; i < list.Length; i++)
- {
- Debugger.Log("varTable[{0}], is {1}", i, list[i]);
- }
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