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- using UnityEngine;
- using System.Collections;
- using XLua;
- namespace XLuaTest
- {
- [GCOptimize(OptimizeFlag.PackAsTable)]
- public struct PushAsTableStruct
- {
- public int x;
- public int y;
- }
- public class ReImplementInLua : MonoBehaviour
- {
- // Use this for initialization
- void Start()
- {
- LuaEnv luaenv = new LuaEnv();
- //这两个例子都必须生成代码才能正常运行
- //例子1:改造Vector3
- //沿用Vector3原来的映射方案Vector3 -> userdata,但是把Vector3的方法实现改为lua实现,通过xlua.genaccessor实现不经过C#直接操作内存
- //改为不经过C#的好处是性能更高,而且你可以省掉相应的生成代码以达成省text段的效果
- //仍然沿用映射方案的好处是userdata比table更省内存,但操作字段比table性能稍低,当然,你也可以结合例子2的思路,把Vector3也改为映射到table
- luaenv.DoString(@"
- function test_vector3(title, v1, v2)
- print(title)
- print(v1.x, v1.y, v1.z)
- print(v1, v2)
- print(v1 + v2)
- v1:Set(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z)
- print(v1)
- print(CS.UnityEngine.Vector3.Normalize(v1))
- end
- test_vector3('----before change metatable----', CS.UnityEngine.Vector3(1, 2, 3), CS.UnityEngine.Vector3(7, 8, 9))
- local get_x, set_x = xlua.genaccessor(0, 8)
- local get_y, set_y = xlua.genaccessor(4, 8)
- local get_z, set_z = xlua.genaccessor(8, 8)
-
- local fields_getters = {
- x = get_x, y = get_y, z = get_z
- }
- local fields_setters = {
- x = set_x, y = set_y, z = set_z
- }
- local ins_methods = {
- Set = function(o, x, y, z)
- set_x(o, x)
- set_y(o, y)
- set_z(o, z)
- end
- }
- local mt = {
- __index = function(o, k)
- --print('__index', k)
- if ins_methods[k] then return ins_methods[k] end
- return fields_getters[k] and fields_getters[k](o)
- end,
- __newindex = function(o, k, v)
- return fields_setters[k] and fields_setters[k](o, v) or error('no such field ' .. k)
- end,
- __tostring = function(o)
- return string.format('vector3 { %f, %f, %f}', o.x, o.y, o.z)
- end,
- __add = function(a, b)
- return CS.UnityEngine.Vector3(a.x + b.x, a.y + b.y, a.z + b.z)
- end
- }
- xlua.setmetatable(CS.UnityEngine.Vector3, mt)
- test_vector3('----after change metatable----', CS.UnityEngine.Vector3(1, 2, 3), CS.UnityEngine.Vector3(7, 8, 9))
- ");
- Debug.Log("++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++");
- //例子2:struct映射到table改造
- //PushAsTableStruct传送到lua侧将会是table,例子里头还为这个table添加了一个成员方法SwapXY,静态方法Print,打印格式化,以及构造函数
- luaenv.DoString(@"
- local mt = {
- __index = {
- SwapXY = function(o) --成员函数
- o.x, o.y = o.y, o.x
- end
- },
- __tostring = function(o) --打印格式化函数
- return string.format('struct { %d, %d}', o.x, o.y)
- end,
- }
- xlua.setmetatable(CS.XLuaTest.PushAsTableStruct, mt)
-
- local PushAsTableStruct = {
- Print = function(o) --静态函数
- print(o.x, o.y)
- end
- }
- setmetatable(PushAsTableStruct, {
- __call = function(_, x, y) --构造函数
- return setmetatable({x = x, y = y}, mt)
- end
- })
-
- xlua.setclass(CS.XLuaTest, 'PushAsTableStruct', PushAsTableStruct)
- ");
- PushAsTableStruct test;
- test.x = 100;
- test.y = 200;
- luaenv.Global.Set("from_cs", test);
- luaenv.DoString(@"
- print('--------------from csharp---------------------')
- assert(type(from_cs) == 'table')
- print(from_cs)
- CS.XLuaTest.PushAsTableStruct.Print(from_cs)
- from_cs:SwapXY()
- print(from_cs)
- print('--------------from lua---------------------')
- local from_lua = CS.XLuaTest.PushAsTableStruct(4, 5)
- assert(type(from_lua) == 'table')
- print(from_lua)
- CS.XLuaTest.PushAsTableStruct.Print(from_lua)
- from_lua:SwapXY()
- print(from_lua)
- ");
- luaenv.Dispose();
- }
- // Update is called once per frame
- void Update()
- {
- }
- }
- }
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