tolua 框架 c# 调用 lua 过程 笔记
2017-03-17 17:13
597 查看
c#层
GlobalGenerator
|
AppFacade.Instance.StartUp();// RegisterCommand(NotiConst.START_UP, typeof(StartUpCommand));-> SendMessageCommand(NotiConst.START_UP); ->StartUpCommand
|
//-----------------关联命令-----------------------
AppFacade.Instance.RegisterCommand(NotiConst.DISPATCH_MESSAGE, typeof(SocketCommand));
//-----------------初始化管理器-----------------------
AppFacade.Instance.AddManager(ManagerName.Lua, new LuaScriptMgr());
AppFacade.Instance.AddManager<PanelManager>(ManagerName.Panel);
AppFacade.Instance.AddManager<MusicManager>(ManagerName.Music);
AppFacade.Instance.AddManager<TimerManager>(ManagerName.Timer);
AppFacade.Instance.AddManager<NetworkManager>(ManagerName.Network);
AppFacade.Instance.AddManager<ResourceManager>(ManagerName.Resource);
AppFacade.Instance.AddManager<ThreadManager>(ManagerName.Thread);
AppFacade.Instance.AddManager<GameManager>(ManagerName.Game); -> OnResourceInited -》 LuaManager.DoFile("Logic/Network"); //加载游戏 LuaManager.DoFile("Logic/GameManager"); //加载网络
|
c#调用 LuaScriptPanel
foreach (object o in panels) {
string name = o.ToString().Trim();
if (string.IsNullOrEmpty(name)) continue;
name += "Panel"; //添加
LuaManager.DoFile("View/" + name); //创建panel
Debug.LogWarning("LoadLua---->>>>" + name + ".lua");
|
OnInitOK ->创建Panelctrl
|
lua层
GameManager
|
Panel 创建流程
PromptCtrl new
|
PanelManager:CreatePanel
|
{
string assetName = name + "Panel";
// Load asset from assetBundle.
string abName = name.ToLower() + AppConst.ExtName;
AssetBundleAssetOperation request = ResourceManager.LoadAssetAsync(abName, assetName, typeof(GameObject));
if (request == null) yield break;
yield return StartCoroutine(request);
// Get the asset.
GameObject prefab = request.GetAsset<GameObject>(); 获取prefab(预制的layerUI)
if (Parent.FindChild(name) != null || prefab == null) {
yield break;
}
GameObject go = Instantiate(prefab) as GameObject;
go.name = assetName;
go.layer = LayerMask.NameToLayer("Default"); 设置默认的层级
go.transform.SetParent(Parent);
go.transform.localScale = Vector3.one; 设置大小
go.transform.localPosition = Vector3.zero;设置位置
go.AddComponent<LuaBehaviour>(); 添加控件LuaBehaviour
}
ResManager:LoadAsset('prompt', 'PromptItem', this.InitPanel); 寻找目标PromptItem prefab 并在InitPanel 进行处理
function PromptCtrl.InitPanel(prefab) prefab 即为寻找到的预制物体
end
GlobalGenerator
|
AppFacade.Instance.StartUp();// RegisterCommand(NotiConst.START_UP, typeof(StartUpCommand));-> SendMessageCommand(NotiConst.START_UP); ->StartUpCommand
|
//-----------------关联命令-----------------------
AppFacade.Instance.RegisterCommand(NotiConst.DISPATCH_MESSAGE, typeof(SocketCommand));
//-----------------初始化管理器-----------------------
AppFacade.Instance.AddManager(ManagerName.Lua, new LuaScriptMgr());
AppFacade.Instance.AddManager<PanelManager>(ManagerName.Panel);
AppFacade.Instance.AddManager<MusicManager>(ManagerName.Music);
AppFacade.Instance.AddManager<TimerManager>(ManagerName.Timer);
AppFacade.Instance.AddManager<NetworkManager>(ManagerName.Network);
AppFacade.Instance.AddManager<ResourceManager>(ManagerName.Resource);
AppFacade.Instance.AddManager<ThreadManager>(ManagerName.Thread);
AppFacade.Instance.AddManager<GameManager>(ManagerName.Game); -> OnResourceInited -》 LuaManager.DoFile("Logic/Network"); //加载游戏 LuaManager.DoFile("Logic/GameManager"); //加载网络
|
c#调用 LuaScriptPanel
foreach (object o in panels) {
string name = o.ToString().Trim();
if (string.IsNullOrEmpty(name)) continue;
name += "Panel"; //添加
LuaManager.DoFile("View/" + name); //创建panel
Debug.LogWarning("LoadLua---->>>>" + name + ".lua");
|
OnInitOK ->创建Panelctrl
|
lua层
GameManager
|
Panel 创建流程
PromptCtrl new
|
PanelManager:CreatePanel
|
{
string assetName = name + "Panel";
// Load asset from assetBundle.
string abName = name.ToLower() + AppConst.ExtName;
AssetBundleAssetOperation request = ResourceManager.LoadAssetAsync(abName, assetName, typeof(GameObject));
if (request == null) yield break;
yield return StartCoroutine(request);
// Get the asset.
GameObject prefab = request.GetAsset<GameObject>(); 获取prefab(预制的layerUI)
if (Parent.FindChild(name) != null || prefab == null) {
yield break;
}
GameObject go = Instantiate(prefab) as GameObject;
go.name = assetName;
go.layer = LayerMask.NameToLayer("Default"); 设置默认的层级
go.transform.SetParent(Parent);
go.transform.localScale = Vector3.one; 设置大小
go.transform.localPosition = Vector3.zero;设置位置
go.AddComponent<LuaBehaviour>(); 添加控件LuaBehaviour
}
ResManager:LoadAsset('prompt', 'PromptItem', this.InitPanel); 寻找目标PromptItem prefab 并在InitPanel 进行处理
function PromptCtrl.InitPanel(prefab) prefab 即为寻找到的预制物体
end
相关文章推荐
- Tolua使用笔记六:在lua中操作C#的委托事件与在lua中对Unity的GameObject的操作
- (学习笔记)C#调用lua
- Tolua使用笔记六:在lua中操作C#的委托事件与在lua中对Unity的GameObject的操作
- Tolua使用笔记五:lua中遍历访问c#的Dictionary类对象与枚举类型
- 项目记录29--unity-tolua框架 c#导出定时器lua
- Tolua使用笔记二:lua与C#的函数,变量交互方法
- Tolua使用笔记二:lua与C#的函数,变量交互方法
- C#调用存储过程笔记(转)
- Tolua使用笔记五:lua中遍历访问c#的Dictionary类对象与枚举类型
- C#调用存储过程简单完整例子
- C#调用存储过程简单完整例子
- 如何使用 ADO.NET 和 Visual C# .NET 调用带参数的存储过程
- C#中调用存储过程笔记(原)
- C#程序调用Delphi可执行EXE文件过程
- 在ASP.NET(C#)中调用周销售记录存储过程
- 使用 Spring 框架调用 DB2 存储过程
- (转)javascript如何调用C#后代码中的过程 和ASP.NET调用JS乱码解决方案
- 多框架 跨页面调用jsp过程,实现功能导航树的隐藏
- 在C#中调用存储过程中的两种返回值
- 在C#.NET中怎样调用db2存储过程