SLuaComponent.cs 7.3 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. namespace SFramework
  5. {
  6. [XLua.LuaCallCSharp]
  7. public class SLuaComponent : MonoBehaviour
  8. {
  9. public TextAsset luaScript;
  10. private XLua.LuaTable _luaTable;
  11. private XLua.LuaFunction _luaAwake;
  12. private XLua.LuaFunction _luaStart;
  13. private XLua.LuaFunction _luaUpdate;
  14. private XLua.LuaFunction _luaFixedUpdate;
  15. private XLua.LuaFunction _luaLateUpdate;
  16. private XLua.LuaFunction _luaOnDestroy;
  17. private XLua.LuaFunction _luaOnEnable;
  18. private XLua.LuaFunction _luaOnDisable;
  19. private XLua.LuaFunction _luaOnApplicationFocus;
  20. private XLua.LuaFunction _luaOnApplicationPause;
  21. private XLua.LuaFunction _luaOnApplicationQuit;
  22. private XLua.LuaFunction _luaOnTriggerEnter2D;
  23. internal static XLua.LuaEnv luaEnv = SLuaEnv.Instance;
  24. internal static float lastGCTime = 0;
  25. internal const float GCInterval = 1;
  26. public static void Add(GameObject targetGameObject, XLua.LuaTable luaTable, string luaFileName)
  27. {
  28. SLuaComponent luaComponent = targetGameObject.AddComponent<SLuaComponent>();
  29. luaComponent.luaScript = new UnityEngine.TextAsset("print('The lua script add dynamic.')");
  30. luaComponent.luaScript.name = luaFileName;
  31. if (null == luaFileName) { Debug.LogWarning("SLuaComponent Add Script Dynamic But Do Not Set Script Name!"); }
  32. luaComponent.SetLuaTable(luaTable);
  33. }
  34. public void SetLuaTable(XLua.LuaTable luaTable)
  35. {
  36. Debug.Assert(null != luaTable, "SLuaComponent SetLuaTable Failed luaTable == null");
  37. Debug.Assert(null == _luaTable, "SLuaComponent SetLuaTable Failed _luaTable != null");
  38. _luaTable = luaTable;
  39. InitLuaFunction();
  40. // Try Call Awake Function();
  41. if (null != _luaAwake)
  42. _luaAwake.Call(gameObject);
  43. }
  44. private void InitLuaFunction()
  45. {
  46. if (null == _luaTable)
  47. {
  48. Debug.LogError("SLuaComponent InitLuaFunction Failed Because _luaTable == null");
  49. return;
  50. }
  51. _luaAwake = _luaTable.Get<XLua.LuaFunction>("Awake");
  52. _luaStart = _luaTable.Get<XLua.LuaFunction>("Start");
  53. _luaUpdate = _luaTable.Get<XLua.LuaFunction>("Update");
  54. _luaFixedUpdate = _luaTable.Get<XLua.LuaFunction>("FixedUpdate");
  55. _luaLateUpdate = _luaTable.Get<XLua.LuaFunction>("LateUpdate");
  56. _luaOnDestroy = _luaTable.Get<XLua.LuaFunction>("OnDestroy");
  57. _luaOnEnable = _luaTable.Get<XLua.LuaFunction>("OnEnable");
  58. _luaOnDisable = _luaTable.Get<XLua.LuaFunction>("OnDisable");
  59. _luaOnApplicationFocus = _luaTable.Get<XLua.LuaFunction>("OnApplicationFocus");
  60. _luaOnApplicationPause = _luaTable.Get<XLua.LuaFunction>("OnApplicationPause");
  61. _luaOnApplicationQuit = _luaTable.Get<XLua.LuaFunction>("OnApplicationQuit");
  62. _luaOnTriggerEnter2D = _luaTable.Get<XLua.LuaFunction>("OnTriggerEnter2D");
  63. }
  64. private void Awake()
  65. {
  66. if (null == luaScript)
  67. return;
  68. System.Object[] retValues = luaEnv.DoString(luaScript.text, "LuaComponent");
  69. if (null == retValues || retValues.Length != 1)
  70. {
  71. Debug.LogWarning("SLuaCompnent Need A Lua That Return A LuaTable.");
  72. Debug.LogError("SLuaComponent Load LuaScript Failed When Awake, ScriptName: " + luaScript.name);
  73. return;
  74. }
  75. _luaTable = retValues[0] as XLua.LuaTable;
  76. InitLuaFunction();
  77. if (null != _luaAwake)
  78. _luaAwake.Call(gameObject);
  79. }
  80. private void Start()
  81. {
  82. if (null != _luaStart)
  83. _luaStart.Call(gameObject);
  84. }
  85. private void Update()
  86. {
  87. if (Time.time - SLuaComponent.lastGCTime > GCInterval)
  88. {
  89. luaEnv.Tick();
  90. SLuaComponent.lastGCTime = Time.time;
  91. }
  92. if (null != _luaUpdate)
  93. _luaUpdate.Call();
  94. }
  95. private void FixedUpdate()
  96. {
  97. if (null != _luaFixedUpdate)
  98. _luaFixedUpdate.Call();
  99. }
  100. private void LateUpdate()
  101. {
  102. if (null != _luaLateUpdate)
  103. _luaLateUpdate.Call();
  104. }
  105. private void OnTriggerEnter2D(Collider2D coll)
  106. {
  107. if (null != _luaOnTriggerEnter2D)
  108. _luaOnTriggerEnter2D.Call(coll);
  109. }
  110. private void OnDestroy()
  111. {
  112. if (null != _luaOnDestroy)
  113. _luaOnDestroy.Call();
  114. if (null != _luaAwake)
  115. {
  116. _luaAwake.Dispose();
  117. _luaAwake = null;
  118. }
  119. if (null != _luaStart)
  120. {
  121. _luaStart.Dispose();
  122. _luaStart = null;
  123. }
  124. if (null != _luaUpdate)
  125. {
  126. _luaUpdate.Dispose();
  127. _luaUpdate = null;
  128. }
  129. if (null != _luaFixedUpdate)
  130. {
  131. _luaFixedUpdate.Dispose();
  132. _luaFixedUpdate = null;
  133. }
  134. if (null != _luaLateUpdate)
  135. {
  136. _luaLateUpdate.Dispose();
  137. _luaLateUpdate = null;
  138. }
  139. if (null != _luaOnTriggerEnter2D)
  140. {
  141. _luaOnTriggerEnter2D.Dispose();
  142. _luaOnTriggerEnter2D = null;
  143. }
  144. if (null != _luaOnDestroy)
  145. {
  146. _luaOnDestroy.Dispose();
  147. _luaOnDestroy = null;
  148. }
  149. if (null != _luaOnEnable)
  150. {
  151. _luaOnEnable.Dispose();
  152. _luaOnEnable = null;
  153. }
  154. if (null != _luaOnDisable)
  155. {
  156. _luaOnDisable.Dispose();
  157. _luaOnDisable = null;
  158. }
  159. if (null != _luaOnApplicationFocus)
  160. {
  161. _luaOnApplicationFocus.Dispose();
  162. _luaOnApplicationFocus = null;
  163. }
  164. if (null != _luaOnApplicationPause)
  165. {
  166. _luaOnApplicationPause.Dispose();
  167. _luaOnApplicationPause = null;
  168. }
  169. if (null != _luaOnApplicationQuit)
  170. {
  171. _luaOnApplicationQuit.Dispose();
  172. _luaOnApplicationQuit = null;
  173. }
  174. }
  175. private void OnEnable()
  176. {
  177. if (null != _luaOnEnable)
  178. _luaOnEnable.Call();
  179. }
  180. private void OnDisable()
  181. {
  182. if (null != _luaOnDisable)
  183. _luaOnDisable.Call();
  184. }
  185. private void OnApplicationFocus(bool focus)
  186. {
  187. if (null != _luaOnApplicationFocus)
  188. _luaOnApplicationFocus.Call(focus);
  189. }
  190. private void OnApplicationPause(bool pause)
  191. {
  192. if (null != _luaOnApplicationPause)
  193. _luaOnApplicationPause.Call(pause);
  194. }
  195. private void OnApplicationQuit()
  196. {
  197. if (null != _luaOnApplicationQuit)
  198. _luaOnApplicationQuit.Call();
  199. }
  200. }
  201. }