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LuaXe for unity

lua

Links

https://github.com/PeyTy/LuaXe https://github.com/frabbit/hx2python
https://bitbucket.org/AndrewVernon/hx2dart
http://api.haxe.org/


unity usage

-lib luaxe -lib HUGS -dce full -D unity

and use NLuaUnity and HUGS lib

https://github.com/Mervill/Unity3D-NLua

Note: current version not support haxe Enum keyword

中文支持

广州青翼工作室

QQ群:109165684

example

Main.hx

    package ;
import luaxe.Lua;
import unityengine.*;
using Reflect;

class Main 
{
	public static var mMain:Main;
	
	public var cube:GameObject;
	
	public var no:Int;
	
	public var speed:Int = 5;
	
	public var MButton:Dynamic;
	public function new() {
		
	untyped __call__(SetMain, this);
	}
	@:keep	  function Awake() {
			
		trace("unity Awake............................." );
		

	var v1 = new Vector3(1, 1, 1);
	var v2 = new Vector3(1, 1, 1);
	v1.x = 100;
	Debug.Log(v1.x + "---- " + v2.x);
	 //untyped =button1.MouseUp:Add(handleClick)
	 
	
	 if(MButton!=null){
	 untyped __lua__("self.MButton.Click:Add(self.handleClick)");
	 }else {
		 trace("MButton was not defined");
	 }
	 
	
	 var aa = new Array<Int>();
	 
	 for (i in 0...10) {
		 
		 aa.push(i);
	 }
	 
	 for (i in aa) {
		  trace("数组【1】="+aa[i]);
	 }
	 
	
	 
	}
	
	
	 @:keep	public static function handleClick(control:Dynamic, mouseevent:Dynamic) {
		 
		 
		 trace(control.name);
	 }
	
	 @:keep	public  function OnDestroy() {
		
		 trace("OnDestory");
	 }
	
@:keep	public  function Start() {
		trace("unity start.............................");
	}
	
@:keep	public  function Update() {
	
	
	
	}
public static function main()
	{
		
	mMain =	new Main();
	
	}
}

and test.cs

	using System.IO;
	using System.Reflection;
	using UnityEngine;
	using System.Collections;
	
	using NLua;
	
	public class TestBehaviour : MonoBehaviour
	{
	
	 
	
	    Lua env;
	
	    public GameObject cube;
	
	    void Awake()
	    {
	        env = new Lua();
	        env.LoadCLRPackage();
	
	        env["this"] = this; // Give the script access to the gameobject.
	        env["transform"] = transform;
	
	        //System.Object[] result = new System.Object[0];
	
	        StartCoroutine(writeFile("file://" + Application.streamingAssetsPath + "/luahaxe.lua"));
	    }
	
	    void Start()
	    {
	       Call("Start");//here may not excute
	    }
	
	    void Update()
	    {
	      Call("Update");
	    }
	
	    void OnGUI()
	    {
	     //   Call("OnGUI");
	    }
	    public string GetTextWithoutBOM(byte[] bytes)
	    {
	        MemoryStream memoryStream = new MemoryStream(bytes);
	        StreamReader streamReader = new StreamReader(memoryStream, true);
	
	        string result = streamReader.ReadToEnd();
	
	        memoryStream = null;
	        streamReader = null;
	
	        return result;
	    }
	    private IEnumerator writeFile(string loadFile)
	    {
	        WWW loadDB = new WWW(loadFile);
	
	        yield return loadDB;
	
	        if (loadDB.error == null)
	        {
	
	             env.DoString(LuaLib.lib);//==reqire("lib")
	            string s = GetTextWithoutBOM(loadDB.bytes);//for 中文支持
	
	           // Debug.Log(s);
	            try
	            {
	                //result = env.DoString(source);
	                env.DoString(s);
	            }
	            catch (NLua.Exceptions.LuaException e)
	            {
	                Debug.LogError(FormatException(e), gameObject);
	            }
	        }
	
	       
	        foreach (FieldInfo fieldInfo in this.GetType().GetFields())
	        {
	            Call("setField", fieldInfo.Name, fieldInfo.GetValue(this));
	        }
	       
	
	        
	
	        Call("Awake");//here for real Awake lua
	        Call("Start");
	       
	
	
	    }
	    public System.Object[] Call(string function, params System.Object[] args)
	    {
	        System.Object[] result = new System.Object[0];
	        if (env == null) return result;
	        LuaFunction lf = env.GetFunction(function);
	        if (lf == null) return result;
	        try
	        {
	            // Note: calling a function that does not
	            // exist does not throw an exception.
	            if (args != null)
	            {
	                result = lf.Call(args);
	            }
	            else
	            {
	                result = lf.Call();
	            }
	        }
	        catch (NLua.Exceptions.LuaException e)
	        {
	            Debug.LogError(FormatException(e), gameObject);
	        }
	        return result;
	    }
	
	    public System.Object[] Call(string function)
	    {
	        return Call(function, null);
	    }
	
	    public static string FormatException(NLua.Exceptions.LuaException e)
	    {
	        string source = (string.IsNullOrEmpty(e.Source)) ? "<no source>" : e.Source.Substring(0, e.Source.Length - 2);
	        return string.Format("{0}\nLua (at {2})", e.Message, string.Empty, source);
	    }
	}

and the Main.lua

function exec()

Main_Main = {};
___inherit(Main_Main, Object);
Main_Main.__name__ = "Main_Main";
Main_Main.__index = Main_Main;
	
	function Main_Main.new()
		local self = setmetatable({ }, Main_Main)
		SetMain(self)
		return self
	end
	
	function Main_Main:super()
		SetMain(self)
	end
	
	function Main_Main.main()
		Main_Main.mMain = Main_Main.new()
	end
	
	function Main_Main:Awake()
		Debug.Log("unity Awake.............................")
		local v1 = Vector3(1, 1, 1)
		local v2 = Vector3(1, 1, 1)
		v1.x = 100
		Debug.Log(Std_Std.string(v1.x) + "---- " + Std_Std.string(v2.x))
		if (self.MButton ~= nil) then
			self.MButton.Click:Add(self.handleClick)
		else
			Debug.Log("MButton was not defined")
		end
		local aa = Array()
		local _g = 0
		while (_g < 10) do
			local i = _g; _g = _g + 1
			aa:push(i)
		end
		local _g1 = 0
		while (_g1 < aa:get_length()) do
			local i1 = aa[_g1]
			_g1 = _g1 + 1;
			Debug.Log("数组【1】=" + aa[i1])
		end
	end
	
	function Main_Main.handleClick(control, mouseevent)
		Debug.Log(control.name)
	end
	
	function Main_Main:OnDestroy()
		Debug.Log("OnDestory")
	end
	
	function Main_Main:Start()
		Debug.Log("unity start.............................")
	end
	
	function Main_Main:Update() end
	
	
Main_Main.__props__ = {};


end

exec(); exec = nil
Main_Main.main();