需要在Lua中调用c#类添加特性[CustomLuaClass],在Lua中调用方法的时候,给方法添加[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))],添加了这个特性的方法会尝试导出为自定义方法,而不产生对应的包装方法。
实例:
C#声明自定义导出类
[CustomLuaClass]
public class LuaCallCSTool {
public static LuaCallCSTool luaCallCSTool;
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
[StaticExport]
public static int StaticIT(IntPtr l)
{
LuaObject.pushValue(l, true);
LuaDLL.lua_pushstring(l, "push string");
if (luaCallCSTool == null)
{
luaCallCSTool = new LuaCallCSTool();
LuaObject.pushObject(l, luaCallCSTool);
}
return 3;
}
public void Test()
{
Debug.Log("Lua Call C#");
}
}
Lua调用
function main( )
local s,gtFile = LuaCallCSTool.StaticIT()
print(s)
gtFile:Test()
end
在给类添加特性的时候,类不要放在Editor文件夹下,否则会找不到
在Lua中通过Resources.load加载一个图片只能得到testure2D,而我们使用UGUI想改变Image的图片的时候需要的是Sprite图片,这时我们在C#中定义一个Resouce加载的类使用范型加载Sprite图片,在Lua中调用这个类。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using SLua;
using System.IO;
using System;
[CustomLuaClass]
public class CustomTest : MonoBehaviour {
LuaSvr luaSvr;
static CustomTest c;
// Use this for initialization
void Start () {
c = this;
luaSvr = new LuaSvr();
luaSvr.init(null, () =>
{
LuaState.main.loaderDelegate += LuaLoader;
luaSvr.start("mycustom");
});
}
// Update is called once per frame
void Update () {
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
[StaticExport]
static public int StaticCustom(IntPtr l)
{
LuaObject.pushValue(l, true);
LuaDLL.lua_pushstring(l, "Tom Cat");
LuaObject.pushObject(l, c);
return 3;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static public int InstanceCustom(IntPtr l)
{
CustomTest self = (CustomTest)LuaObject.checkSelf(l);
LuaObject.pushValue(l, true);
LuaDLL.lua_pushstring(l, "Jerry m");
LuaDLL.lua_pushinteger(l, 6);
return 3;
}
public Sprite GetSprite(string path)
{
return Resources.Load<Sprite>(path);
}
private byte[] LuaLoader(string fn, ref string absoluteFn)
{
string newFn = fn.Replace(".", "/");
string path = Application.dataPath + "/Slua/Resources/" + newFn + ".lua";
byte[] data = null;
if (File.Exists(path))
{
data = File.ReadAllBytes(path);
}
else
{
TextAsset txt = Resources.Load<TextAsset>(newFn);
}
return data;
}
}
Lua
function main()
local s,c = CustomTest.StaticCustom()
local a,b = c:InstanceCustom()
print(c:GetSprite("trophy2"))
print(a,b)
end
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