标签:disable ati function name prot self collect span var
slua本身并不提供如何把一个lua文件绑定到一个预制中,就像一个普通的继承自monobehavior的自定义脚本那样,而tolua的框架却采用了拙劣的做法:
public class LuaBehaviour : Base { private string data = null; private AssetBundle bundle = null; private Dictionary<string, LuaFunction> buttons = new Dictionary<string, LuaFunction>(); protected void Awake() { Util.CallMethod(name, "Awake", gameObject); } protected void Start() { Util.CallMethod(name, "Start"); } protected void OnClick() { Util.CallMethod(name, "OnClick"); } protected void OnClickEvent(GameObject go) { Util.CallMethod(name, "OnClick", go); }
}
所以我琢磨了一下,在slua框架下用下面脚本来完成绑定:
using UnityEngine; using System.Collections; using SLua; public class LuaMonoBehavior : MonoBehaviour { public string V_LuaFilePath; LuaTable self; [CustomLuaClass] public delegate void UpdateDelegate(object self); UpdateDelegate ud; UpdateDelegate enabled; UpdateDelegate disabled; UpdateDelegate destroyd; // Use this for initialization void Start () { LuaState.main.doFile(V_LuaFilePath); self = (LuaTable)LuaState.main.run("main"); var update = (LuaFunction)self["update"]; var destroy = (LuaFunction)self["destroy"]; var enablef = (LuaFunction)self["enable"]; var disablef = (LuaFunction)self["disable"]; if (update != null) ud = update.cast<UpdateDelegate>(); if (destroy != null) destroyd = destroy.cast<UpdateDelegate>(); if (enablef != null) enabled = enablef.cast<UpdateDelegate>(); if (disablef != null) disabled = disablef.cast<UpdateDelegate>(); } void OnEnable() { if (enabled != null) enabled(self); } void OnDiable() { if (disabled != null) disabled(self); } // Update is called once per frame void Update () { if (ud != null) ud(self); } void OnDestroy() { if (destroyd != null) destroyd(self); } }
对一个新预制,我们只需要挂上LuaMonoBehavior脚本并加上对应Lua文件路径即可,然后就在你的lua文件里控制逻辑了。
slua中,绑定lua文件到Monobehavior的一种方法
标签:disable ati function name prot self collect span var
原文地址:http://www.cnblogs.com/Tearix/p/7859808.html