ulua与unity互传数组
2016-07-02 17:49
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using UnityEngine;
using System.Collections;
using LuaInterface;
using System;
public class LuaTest : MonoBehaviour
{
private string lua = @"
--定义一个函数
function luaFunc(objs, len)
for i = 0, len - 1 do
print(objs[i])
end
--返回一个列表
local table1 = {'111', '222', '333'}
return table1
end
";
string[] objs = { "aaa", "bbb", "ccc" };
void Start ()
{
LuaScriptMgr luaMgr = new LuaScriptMgr();
LuaState luaState = luaMgr.lua;
luaState.DoString(lua);
//调用lua的函数获取返回值
LuaFunction f = luaState.GetFunction("luaFunc");
object[] rs = f.Call(objs, objs.Length);
//输出lua的返回值
LuaTable table = rs[0] as LuaTable;
foreach (DictionaryEntry de in table)
{
Debug.Log(de.Value);
}
}
}
using System.Collections;
using LuaInterface;
using System;
public class LuaTest : MonoBehaviour
{
private string lua = @"
--定义一个函数
function luaFunc(objs, len)
for i = 0, len - 1 do
print(objs[i])
end
--返回一个列表
local table1 = {'111', '222', '333'}
return table1
end
";
string[] objs = { "aaa", "bbb", "ccc" };
void Start ()
{
LuaScriptMgr luaMgr = new LuaScriptMgr();
LuaState luaState = luaMgr.lua;
luaState.DoString(lua);
//调用lua的函数获取返回值
LuaFunction f = luaState.GetFunction("luaFunc");
object[] rs = f.Call(objs, objs.Length);
//输出lua的返回值
LuaTable table = rs[0] as LuaTable;
foreach (DictionaryEntry de in table)
{
Debug.Log(de.Value);
}
}
}
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