第一版设计
using System; using UnityEngine; using XLua; /// <summary> /// 集成Lua功能的行为类 /// 将Lua table中的函数 映射到 delegate /// 这种是建议的方式,性能好很多,而且类型安全。缺点是要生成代码(如果没生成代码会抛InvalidCastException异常)。 /// </summary> [LuaCallCSharp] public class LuaBehaviour : MonoBehaviour { [SerializeField] private Injection[] injections; private Action<LuaTable> luaAwake; private Action<LuaTable> luaOnEnable; private Action<LuaTable> luaOnDisable; private Action<LuaTable> luaStart; private Action<LuaTable> luaUpdate; private Action<LuaTable> luaLateUpdate; private Action<LuaTable> luaOnDestroy; private LuaTable scriptEnv; //关联 Lua Script public void AttachLuaScript(LuaTable scriptEnv) { if (scriptEnv == null) { DisposeLuaReference(); return; } this.scriptEnv = scriptEnv; scriptEnv.Set("gameObject", gameObject); scriptEnv.Set("transform", transform); //如果是UGUI RectTransform rectTransform = this.GetComponent<RectTransform>(); if (rectTransform != null) scriptEnv.Set("rectTransform", rectTransform); if (injections != null) { foreach (var injection in injections) scriptEnv.Set(injection.name, injection.value); } //调用构造函数 var ctor = scriptEnv.Get<LuaClassCtor>("ctor"); if (ctor != null) ctor(scriptEnv, this); /* //LuaFunction有装箱、拆箱操作,性能较低 var ctor = scriptEnv.Get<LuaFunction>("ctor"); if (ctor != null) ctor.Call(scriptEnv, this); */ scriptEnv.Get("Awake", out luaAwake); scriptEnv.Get("OnEnable", out luaOnEnable); scriptEnv.Get("OnDisable", out luaOnDisable); scriptEnv.Get("Start", out luaStart); scriptEnv.Get("Update", out luaUpdate); scriptEnv.Get("LateUpdate", out luaLateUpdate); scriptEnv.Get("OnDestroy", out luaOnDestroy); if (luaAwake != null) luaAwake(scriptEnv); if (luaOnEnable != null) luaOnEnable(scriptEnv); } //Awake()会在AttachLuaScript()之前执行 private void Awake() { OnAwake(); } //OnEnable()会在AttachLuaScript()之前执行 private void OnEnable() { if (luaOnEnable != null) luaOnEnable(scriptEnv); else OnIEnable(); } private void OnDisable() { if (luaOnDisable != null) luaOnDisable(scriptEnv); else OnIDisable(); } private void Start() { if (luaStart != null) luaStart(scriptEnv); else OnStart(); } private void Update() { if (luaUpdate != null) luaUpdate(scriptEnv); else OnUpdate(); } private void LateUpdate() { if (luaLateUpdate != null) luaLateUpdate(scriptEnv); else OnLateUpdate(); } private void OnDestroy() { DisposeLuaReference(); OnIDestroy(); } //释放Lua相关的引用 public void DisposeLuaReference() { if (luaOnDestroy != null) luaOnDestroy(scriptEnv); if (scriptEnv != null) scriptEnv.Dispose(); scriptEnv = null; luaOnDestroy = null; luaUpdate = null; luaLateUpdate = null; luaStart = null; luaOnEnable = null; luaOnDisable = null; luaAwake = null; } protected virtual void OnAwake() { } protected virtual void OnIEnable() { } protected virtual void OnIDisable() { } protected virtual void OnStart() { } protected virtual void OnUpdate() { } protected virtual void OnLateUpdate() { } protected virtual void OnIDestroy() { } } [CSharpCallLua] public delegate void LuaClassCtor(LuaTable self, LuaBehaviour luaBehaviour); [Serializable] public class Injection { public string name; public GameObject value; }
第二版设计
using System; using UnityEngine; using XLua; /// <summary> /// 集成Lua功能的行为类 /// 将Lua table中的函数 映射到 interface /// 这种是建议的方式,性能好很多,而且类型安全。缺点是要生成代码(如果没生成代码会抛InvalidCastException异常)。 /// </summary> [LuaCallCSharp] public class LuaBehaviour : MonoBehaviour { [SerializeField] private Injection[] injections; private LuaTable scriptEnv; private ILuaTableBehaviour luaBehaviour; //关联 Lua Script public void AttachLuaScript(LuaTable scriptEnv) { if (scriptEnv == null) { DisposeLuaReference(); return; } this.scriptEnv = scriptEnv; scriptEnv.Set("this", this); scriptEnv.Set("gameObject", gameObject); scriptEnv.Set("transform", transform); //如果是UGUI RectTransform rectTransform = this.GetComponent<RectTransform>(); if (rectTransform != null) scriptEnv.Set("rectTransform", rectTransform); if (injections != null) { foreach (var injection in injections) scriptEnv.Set(injection.name, injection.value); } //LuaTable映射成interface luaBehaviour = scriptEnv.Cast<ILuaTableBehaviour>(); luaBehaviour.ctor(this); luaBehaviour.Awake(); luaBehaviour.OnEnable(); } //Awake()会在AttachLuaScript()之前执行 private void Awake() { } //OnEnable()会在AttachLuaScript()之前执行 private void OnEnable() { if (luaBehaviour != null) luaBehaviour.OnEnable(); } private void OnDisable() { if (luaBehaviour != null) luaBehaviour.OnDisable(); } private void Start() { if (luaBehaviour != null) luaBehaviour.Start(); } private void Update() { if (luaBehaviour != null) luaBehaviour.Update(); } private void LateUpdate() { if (luaBehaviour != null) luaBehaviour.LateUpdate(); } private void OnDestroy() { DisposeLuaReference(); } //释放Lua相关的引用 public void DisposeLuaReference() { if (luaBehaviour != null) luaBehaviour.OnDestroy(); if (scriptEnv != null) scriptEnv.Dispose(); luaBehaviour = null; scriptEnv = null; } } [Serializable] public class Injection { public string name; public GameObject value; } [CSharpCallLua] public interface ILuaTableBehaviour { //接口方法无需将table作为第1个参数回传,lua侧也能拿到self void ctor(LuaBehaviour luaBehaviour); void Awake(); void OnEnable(); void OnDisable(); void Start(); void Update(); void LateUpdate(); void OnDestroy(); }