1 前言
Lua基础语法 中系统介绍了 Lua 的语法体系,xLua逻辑热更新 中介绍了 xLua 的应用,本文将进一步介绍 Unity3D 中基于 ToLua 实现逻辑热更新。
逻辑热更新是指:在保持程序正常运行的情况下,在后台修改代码逻辑,修改完成并推送到运行主机上,主机无缝接入更新后的代码逻辑。Unity3D 中,基于 Lua 的逻辑热更新方案主要有 ToLua、xLua、uLua、sLua,本文将介绍 ToLua 逻辑热更新方案。
1)热更新的好处
- 不用浪费流量重新下载;
- 不用通过商店审核,版本迭代更加快捷;
- 不用重新安装,用户可以更快体验更新的内容。
2)ToLua 插件下载
3)ToLua 插件导入
将插件的 Assets 目录下的所有文件拷贝到项目的 Assets 目录下,如下:
4) 生成 Wrap 文件
导入插件后,菜单栏会多一个 Lua 窗口,点击 Generate All 会生成一些 Wrap 文件,生成路径见【Assets\Source\Generate】,这些 Wrap 文件是 C# 与 Lua 沟通的桥梁。每次生成文件时,建议先点击下 Clear wrap files,再点击 Generate All。
5)配置 wrap 文件
用户如果想添加新的 wrap 配置,可以在【Assets\Editor\CustomSettings.cs】文件里添加,并且需要在菜单栏里重新点击 Generate All,在【Assets\Source\Generate】中查看是否生成了相应的文件。
6)官方Demo
本文基于官方 Demo 讲解 ToLua 的使用。
2 ToLua 应用
2.1 C# 中执行 Lua 代码串
HelloWorld.cs
using UnityEngine;
using LuaInterface;
public class HelloWorld : MonoBehaviour {
void Awake()
{
LuaState lua = new LuaState();
lua.Start();
string luaStr = @"print('Hello World')";
lua.DoString(luaStr, "HelloWorld.cs");
lua.CheckTop();
lua.Dispose();
lua = null;
}
}
运行如下:
2.2 C# 中调用 Lua 文件
ScriptFromFile.cs
using UnityEngine;
using LuaInterface;
public class ScriptFromFile : MonoBehaviour {
private LuaState lua = null;
private void Start() {
lua = new LuaState();
lua.Start();
lua.AddSearchPath(Application.dataPath + "\\Scenes\\02");
lua.DoFile("LuaScript.lua");
lua.CheckTop();
}
private void OnApplicationQuit() {
lua.Dispose();
lua = null;
}
}
LuaScript.lua
print("Load lua script")
2.3 C# 中调用 Lua 函数
CallLuaFunction.cs
using UnityEngine;
using LuaInterface;
using System;
public class CallLuaFunction : MonoBehaviour {
private LuaState lua = null;
private LuaFunction luaFunc = null;
private void Start() {
lua = new LuaState();
lua.Start();
lua.AddSearchPath(Application.dataPath + "\\Scenes\\03");
lua.DoFile("LuaScript.lua");
GetFunc();
print("Invoke1: " + Invoke1());
print("Invoke2: " + Invoke2());
print("PCall: " + PCall());
print("Delegate: " + Delegate());
lua.CheckTop();
}
private void GetFunc() {
//luaFunc = lua["luaFunc"] as LuaFunction; // 方式一
luaFunc = lua.GetFunction("luaFunc"); // 方式二
}
private string Invoke1() { // 方法一
string res = luaFunc.Invoke<int, string>(123456);
return res;
}
private string Invoke2() { // 方法二
string res = lua.Invoke<int, string>("luaFunc", 123456, true);
return res;
}
private string PCall() { // 方法三
luaFunc.BeginPCall();
luaFunc.Push(123456);
luaFunc.PCall();
string res = luaFunc.CheckString();
luaFunc.EndPCall();
return res;
}
// 需要在CustomSettings.cs的customDelegateList里面添加"_DT(typeof(System.Func<int, string>))", 并且重新点击菜单窗口的Lua->Generate All
private string Delegate() { // 方法四
DelegateFactory.Init();
Func<int, string> func = luaFunc.ToDelegate<Func<int, string>>();
string res = func(123456);
return res;
}
private void Call() { // 方法五(lua中无返回值的函数可以调用此方法)
luaFunc.Call(123456);
}
private void OnApplicationQuit() { // 退出应用回调
if (luaFunc != null) {
luaFunc.Dispose();
luaFunc = null;
}
lua.Dispose();
lua = null;
}
}
LuaScript.lua
function luaFunc(num)
return "num=" .. num
end
打印如下:
2.4 C# 中调用 Lua 变量
AccessLuaVar.cs
using UnityEngine;
using LuaInterface;
public class AccessLuaVar : MonoBehaviour {
private LuaState lua = null;
private void Start() {
lua = new LuaState();
lua.Start();
lua.AddSearchPath(Application.dataPath + "\\Scenes\\04");
InitValue();
AccessTab();
lua.CheckTop();
}
private void InitValue() { // 在执行lua脚本前, 给lua脚本中变量赋值
lua["var"] = 5;
lua.DoFile("LuaScript.lua");
}
private void AccessTab() { // 访问tab
LuaTable tab = lua.GetTable("tab"); // 获取table
object[] list = tab.ToArray(); // 遍历table元素
for (int i = 0; i < list.Length; i++)
{
print("tab[" + i + "]=" + list[i]);
}
print("a=" + tab["a"]);
tab["a"] = "yyy";
print("a=" + tab["a"]);
LuaTable map = (LuaTable) tab["map"];
print("name=" + map["name"] + ", age=" + map["age"]);
map.Dispose();
tab.Dispose();
}
private void OnApplicationQuit() { // 退出应用回调
lua.Dispose();
lua = null;
}
}
LuaScript.lua
print('var='..var)
tab = {1, 2, 3, a = "xxx"}
tab.map = {name = "zhangsan", age = 23}
打印如下:
2.5 Lua 中使用协程
1)方法一
TestCoroutine.cs
using UnityEngine;
using LuaInterface;
//方法一和方法二展示的两套协同系统勿交叉使用,此为推荐方案
public class TestCoroutine : MonoBehaviour {
private LuaState lua = null;
private LuaLooper looper = null;
private LuaFunction func = null;
private void Awake() {
lua = new LuaState();
lua.Start();
lua.AddSearchPath(Application.dataPath + "\\Scenes\\05");
LuaBinder.Bind(lua);
looper = gameObject.AddComponent<LuaLooper>();
looper.luaState = lua;
lua.DoFile("LuaScript.lua");
func = lua.GetFunction("TestCortinue");
func.Call();
}
private void OnApplicationQuit() {
if (func != null) {
func.Dispose();
func = null;
}
looper.Destroy();
lua.Dispose();
lua = null;
}
}
LuaScript.lua
function CortinueFunc()
local www = UnityEngine.WWW("http://www.baidu.com")
coroutine.www(www)
local str = tolua.tolstring(www.bytes)
print(str:sub(1, 128))
print("current frameCount: "..Time.frameCount)
coroutine.step() --挂起协程, 下一帧继续执行
print("yield frameCount: "..Time.frameCount)
end
function TestCortinue()
coroutine.start(CortinueFunc)
end
打印如下:
2)方法二
TestCoroutine.cs
using UnityEngine;
using LuaInterface;
//方法一和方法二展示的两套协同系统勿交叉使用,类unity原生,大量使用效率低
public class TestCoroutine : LuaClient {
protected override void OnLoadFinished() {
base.OnLoadFinished();
luaState.AddSearchPath(Application.dataPath + "\\Scenes\\05");
luaState.DoFile("LuaScript.lua");
LuaFunction func = luaState.GetFunction("TestCortinue");
func.Call();
func.Dispose();
}
private new void OnApplicationQuit() {
base.OnApplicationQuit();
}
}
说明: LuaClient 继承 MonoBehaviour。
LuaScript.lua
function CortinueFunc()
WaitForSeconds(1)
print('WaitForSeconds end time: '.. UnityEngine.Time.time)
WaitForFixedUpdate()
print('WaitForFixedUpdate end frameCount: '..UnityEngine.Time.frameCount)
WaitForEndOfFrame()
print('WaitForEndOfFrame end frameCount: '..UnityEngine.Time.frameCount)
Yield(null)
print('yield null end frameCount: '..UnityEngine.Time.frameCount)
Yield(0)
print('yield(0) end frameCime: '..UnityEngine.Time.frameCount)
local www = UnityEngine.WWW('http://www.baidu.com')
Yield(www)
print('yield(www) end time: '.. UnityEngine.Time.time)
local str = tolua.tolstring(www.bytes)
print(str:sub(1, 128))
end
function TestCortinue()
StartCoroutine(CortinueFunc)
end
打印如下:
2.6 C# 给 Lua 传递数组
TestArray.cs
using UnityEngine;
using LuaInterface;
public class TestArray : MonoBehaviour {
private LuaState lua = null;
private LuaFunction func = null;
private void Start() {
lua = new LuaState();
lua.Start();
lua.AddSearchPath(Application.dataPath + "\\Scenes\\06");
lua.DoFile("LuaScript.lua");
int[] array = {1, 2, 3};
func = lua.GetFunction("TestArray");
Call(array);
//LazyCall(array);
lua.CheckTop();
}
private void Call(int[] array) { // 方式一
func.BeginPCall();
func.Push(array);
func.PCall();
double arg1 = func.CheckNumber();
string arg2 = func.CheckString();
bool arg3 = func.CheckBoolean();
func.EndPCall();
print("arg1: " + arg1 + ", arg2: " + arg2 + ", arg3: " + arg3);
}
private void LazyCall(int[] array) { // 方式二
object[] objs = func.LazyCall((object)array);
if (objs != null) {
print("objs[0]: " + objs[0] + ", objs[1]: " + objs[1] + ", objs[2]: " + objs[2]);
}
}
private void OnApplicationQuit() {
if (func != null) {
func.Dispose();
func = null;
}
lua.Dispose();
lua = null;
}
}
LuaScript.lua
function TestArray(array)
local len = array.Length
--通过下标遍历数组
for i = 0, len - 1 do
print('Array: '..tostring(array[i]))
end
--通过迭代器遍历数组
local iter = array:GetEnumerator()
while iter:MoveNext() do
print('iter: '..iter.Current)
end
--通过表格遍历数组
local t = array:ToTable()
for i = 1, #t do
print('table: '.. tostring(t[i]))
end
--二分查找数组元素, 返回元素下标, 若数组中不存在该元素, 返回负数
local pos = array:BinarySearch(3)
print('array BinarySearch, pos='..pos..', value='..array[pos])
--查找数组元素下标
pos = array:IndexOf(4)
print('array indexof, pos='..pos)
--返回多值
return 1, '123', true
end
2.7 C# 给 Lua 传递字典
TestDictionary.cs
using System.Collections.Generic;
using UnityEngine;
using LuaInterface;
public sealed class Account {
public int id;
public string name;
public int sex;
public Account(int id, string name, int sex) {
this.id = id;
this.name = name;
this.sex = sex;
}
}
public class TestDictionary : MonoBehaviour {
private LuaState lua = null;
private LuaFunction func = null;
private Dictionary<int, Account> map = new Dictionary<int, Account>();
private void Awake() {
InitDirec();
lua = new LuaState();
lua.Start();
LuaBinder.Bind(lua);
lua.AddSearchPath(Application.dataPath + "\\Scenes\\07");
lua.DoFile("LuaScript.lua");
func = lua.GetFunction("TestDict");
Call();
}
private void Call() {
func.BeginPCall();
func.Push(map);
func.PCall();
func.EndPCall();
}
private void InitDirec() {
map.Add(1, new Account(1, "张三", 0));
map.Add(2, new Account(2, "李四", 1));
map.Add(3, new Account(3, "王五", 0));
}
private void OnApplicationQuit() {
if (func != null) {
func.Dispose();
func = null;
}
lua.Dispose();
lua = null;
}
}
LuaScript.lua
function TestDict(map)
--遍历map的所有value元素
local iter = map:GetEnumerator()
while iter:MoveNext() do
local v = iter.Current.Value
print('id: '..v.id ..', name: '..v.name..', sex: '..v.sex)
end
--遍历map的key集
local keys = map.Keys
iter = keys:GetEnumerator()
print('------------print dictionary keys---------------')
while iter:MoveNext() do
print(iter.Current)
end
--遍历map的value集
local values = map.Values
iter = values:GetEnumerator()
print('------------print dictionary values---------------')
while iter:MoveNext() do
print(iter.Current.name)
end
--根据key查找value元素
local flag, account = map:TryGetValue(1, nil)
if flag then
print('TryGetValue result ok: '..account.name)
end
print('kick '..map[2].name)
--移除元素, 并打印剩余的value
map:Remove(2)
iter = map:GetEnumerator()
while iter:MoveNext() do
local v = iter.Current.Value
print('id: '..v.id ..' name: '..v.name..' sex: '..v.sex)
end
end
补充:CustomSettings.cs 里需要配置 Account 如下:
//在这里添加你要导出注册到lua的类型列表
public static BindType[] customTypeList = {
//------------------------为例子导出--------------------------------
_GT(typeof(Account)),
_GT(typeof(Dictionary<int, Account>)).SetLibName("AccountMap"),
_GT(typeof(KeyValuePair<int, Account>)),
_GT(typeof(Dictionary<int, Account>.KeyCollection)),
_GT(typeof(Dictionary<int, Account>.ValueCollection)),
//-------------------------------------------------------------------
...
}
配置后,需要点击 Generate All 生成相关 Wrap 文件,如果出现以下报错:
LuaException: LuaScript.lua:12: field or property MoveNext does not exist
修改 System_Collections_Generic_Dictionary_int_Account_KeyCollectionWrap.cs 和 System_Collections_Generic_Dictionary_int_Account_ValueCollectionWrap.cs 文件,将 ToLua.PushValue(L, o) 替换为 ToLua.Push(L, o),如下:
//ToLua.PushValue(L, o);
ToLua.Push(L, o);
2.8 C# 给 Lua 传递列表
TestList.cs
using UnityEngine;
using LuaInterface;
using System.Collections.Generic;
public class TestList : MonoBehaviour {
private LuaState lua = null;
private void Awake() {
lua = new LuaState();
lua.Start();
LuaBinder.Bind(lua);
lua.AddSearchPath(Application.dataPath + "\\Scenes\\08");
lua.DoFile("LuaScript.lua");
DelegateFactory.Init();
List<string> list = GetList();
Call(list);
}
private void Call(List<string> list) {
LuaFunction func = lua.GetFunction("TestList");
func.BeginPCall();
func.Push(list);
func.PCall();
func.EndPCall();
func.Dispose();
func = null;
}
private List<string> GetList() {
List<string> list = new List<string>();
list.Add("zhang");
list.Add("li");
list.Add("wang");
return list;
}
private void OnApplicationQuit() {
lua.Dispose();
lua = null;
}
}
LuaScript.lua
function printList(list)
str = ""
for i = 0, list.Count - 1 do
str = str..(list[i])..", "
end
print(str)
end
function TestList(list)
printList(list) --zhang, li, wang,
list:Add("chen")
printList(list) --zhang, li, wang, chen,
list:Sort()
printList(list) --chen, li, wang, zhang,
print("index="..list:IndexOf("wang")) --index=2
list:Remove("li")
printList(list) --chen, wang, zhang,
end
2.9 Lua 中创建 GameObject 并获取和添加组件
TestGameObject.cs
using UnityEngine;
using LuaInterface;
public class TestGameObject : MonoBehaviour {
private LuaState lua = null;
private void Awake() {
lua = new LuaState();
lua.Start();
LuaBinder.Bind(lua);
lua.AddSearchPath(Application.dataPath + "\\Scenes\\09");
lua.DoFile("LuaScript.lua");
}
private void OnApplicationQuit() {
lua.Dispose();
lua = null;
}
}
LuaScript.lua
local GameObject = UnityEngine.GameObject
local PrimitiveType = UnityEngine.PrimitiveType --需要在CustomSettings.cs里添加"_GT(typeof(PrimitiveType))"
local MeshRenderer = UnityEngine.MeshRenderer
local Color = UnityEngine.Color
local Rigidbody = UnityEngine.Rigidbody
go = GameObject.CreatePrimitive(PrimitiveType.Cube)
go:GetComponent("MeshRenderer").sharedMaterial.color = Color.red
rigidbody = go:AddComponent(typeof(Rigidbody))
rigidbody.mass = 1000
3 Lua Hook MonoBehaviour 生命周期方法
MonoBehaviour 生命周期方法见→MonoBehaviour的生命周期。
TestLife.cs
using UnityEngine;
using LuaInterface;
using System.Collections.Generic;
public class TestLife : MonoBehaviour {
private LuaState lua = null;
private Dictionary<string, LuaFunction> func;
private void Awake() {
lua = new LuaState();
lua.Start();
LuaBinder.Bind(lua);
lua.AddSearchPath(Application.dataPath + "\\Scenes\\10");
lua.DoFile("LuaScript.lua");
GetFunc();
CallFunc("awake");
}
private void OnEnable() {
CallFunc("onEnable");
}
private void Start() {
CallFunc("start");
}
private void Update() {
CallFunc("update");
}
private void OnDisable() {
CallFunc("onDisable");
}
private void OnDestroy() {
CallFunc("onDestroy");
}
private void GetFunc() {
func = new Dictionary<string, LuaFunction>();
AddFunc("awake");
AddFunc("onEnable");
AddFunc("start");
AddFunc("update");
AddFunc("onDisable");
AddFunc("onDestroy");
}
private void AddFunc(string funcName) {
LuaFunction fun = lua.GetFunction(funcName);
if (fun != null) {
func.Add(funcName, fun);
}
}
private void CallFunc(string funcName) {
if (func.ContainsKey(funcName)) {
LuaFunction fun = func[funcName];
fun.Call();
}
}
private void OnApplicationQuit() {
foreach(var fun in func.Values)
{
fun.Dispose();
}
func.Clear();
func = null;
lua.Dispose();
lua = null;
}
}
LuaScript.lua
function awake()
print("awake")
end
function onEnable()
print("onEnable")
end
function start()
print("start")
end
function update()
print("update")
end
function onDisable()
print("onDisable")
end
function onDestroy()
print("onDestroy")
end
声明:本文转自【Lua】ToLua逻辑热更新
网友评论