Xlua入门案例三(UI事件)
2017-11-28 21:21
337 查看
C#脚本如下:
[System.Serializable ]
public class Injectionzht
{
public string name;
public GameObject value;
}
[LuaCallCSharp ]
public class zht3 : MonoBehaviour {
#region 字段
public TextAsset luaScript;
public Injectionzht[] injectionszht;
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;
#endregion
#region 属性
#endregion
#region Unity回调函数
void Awake()
{
scriptEnv = luaEnv.NewTable ();
LuaTable meta = luaEnv.NewTable();
meta.Set("__index", luaEnv.Global);
scriptEnv.SetMetaTable(meta);
meta.Dispose();
scriptEnv.Set("self", this);
foreach (var injection in injectionszht)
{
scriptEnv.Set(injection.name, injection.value);
}
luaEnv.DoString(luaScript.text, "LuaTestzht3", 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();
}
}
void Start () {
if (luaStart != null)
{
luaStart();
}
}//Start ()_end
void Update () {
if (luaUpdate != null)
{
luaUpdate();
}
if (Time.time - LuaBehaviour.lastGCTime > GCInterval)
{
luaEnv.Tick();
LuaBehaviour.lastGCTime = Time.time;
}
}//Update ()_end
void OnDestroy()
{
if (luaOnDestroy != null)
{
luaOnDestroy();
}
luaOnDestroy = null;
luaUpdate = null;
luaStart = null;
scriptEnv.Dispose();
injectionszht = null;
}
#endregion
#region 方法
#endregion
}
Lua脚本如下:
function start()
print("lua start...")
self:GetComponent("Button").onClick:AddListener(function()
print("clicked, you input is '" ..input:GetComponent("InputField").text .."'")
end)
end
挂脚本如下
[System.Serializable ]
public class Injectionzht
{
public string name;
public GameObject value;
}
[LuaCallCSharp ]
public class zht3 : MonoBehaviour {
#region 字段
public TextAsset luaScript;
public Injectionzht[] injectionszht;
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;
#endregion
#region 属性
#endregion
#region Unity回调函数
void Awake()
{
scriptEnv = luaEnv.NewTable ();
LuaTable meta = luaEnv.NewTable();
meta.Set("__index", luaEnv.Global);
scriptEnv.SetMetaTable(meta);
meta.Dispose();
scriptEnv.Set("self", this);
foreach (var injection in injectionszht)
{
scriptEnv.Set(injection.name, injection.value);
}
luaEnv.DoString(luaScript.text, "LuaTestzht3", 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();
}
}
void Start () {
if (luaStart != null)
{
luaStart();
}
}//Start ()_end
void Update () {
if (luaUpdate != null)
{
luaUpdate();
}
if (Time.time - LuaBehaviour.lastGCTime > GCInterval)
{
luaEnv.Tick();
LuaBehaviour.lastGCTime = Time.time;
}
}//Update ()_end
void OnDestroy()
{
if (luaOnDestroy != null)
{
luaOnDestroy();
}
luaOnDestroy = null;
luaUpdate = null;
luaStart = null;
scriptEnv.Dispose();
injectionszht = null;
}
#endregion
#region 方法
#endregion
}
Lua脚本如下:
function start()
print("lua start...")
self:GetComponent("Button").onClick:AddListener(function()
print("clicked, you input is '" ..input:GetComponent("InputField").text .."'")
end)
end
挂脚本如下
相关文章推荐
- Xlua入门案例一
- 案例学习BlazeDS+Spring之八InSync06“松耦合”UI同步事件通知
- Openresty最佳案例 | 第2篇:Lua入门
- vue + elementui 新手入门案例
- Unity lua ui 事件回调 添加 笔记
- Unity3D之UI按键绑定事件案例(七)
- 腾讯XLua 02-UI事件与事例API
- Xlua入门案例二
- Easy-UI入门案例
- 案例学习BlazeDS+Spring之八InSync06“松耦合”UI同步事件通知
- JavaScript事件编程入门案例和对对象属性的遍历
- JavaScript事件编程入门案例和对对象属性的遍历
- Xlua入门案例四
- Lua创建按钮并添加事件响应
- jQuery UI Dialog:Demo-1:入门
- js事件委托和事件代理案例分享
- Lua脚本在C++下的舞步(入门指引)(转)
- 怎么入门iOS之OC_UI晋级学什么、
- WIN MOBILE UI开发入门
- UI进阶第九发:iOS事件的响应者链条