xlua入门(3)c#调用Lua脚本

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xlua入门(3)c#调用Lua脚本
using UnityEngine;
using System.Collections;
using XLua;

public class InvokeLua : MonoBehaviour
{
    //创建一个接口用于映射lua里的table
    //也可以用clas或者struct, Dictionary<>, List<>
    //各个映射的优劣可以看下XLUA教程文档
    [CSharpCallLua]
    public interface ICalc
    {
        int Add(int a, int b);
        int Mult { get; set; }
    }

    //映射Lua中的方法
    [CSharpCallLua]
    public delegate ICalc CalcNew(int mult, params string[] args);

    private string script = @"
                local calc_mt = {
                    __index = {
                        Add = function(self, a, b)
                            return (a + b) * self.Mult
                        end
                    }
                }

                Calc = {
                    New = function (mult, ...)
                        print(...)
                        return setmetatable({Mult = mult}, calc_mt)
                    end
                }
            ";
    // Use this for initialization
    void Start()
    {
        LuaEnv luaenv = new LuaEnv();
        Test(luaenv);//调用了带可变参数的delegate,函数结束都不会释放delegate,即使置空并调用GC
        luaenv.Dispose();
    }

    void Test(LuaEnv luaenv)
    {
        luaenv.DoString(script);
        //获得Calc表中的New方法,映射到委托
        CalcNew calc_new = luaenv.Global.GetInPath<CalcNew>("Calc.New");
        //运行委托获得设置元表过后的table,映射到接口,对应Add方法和Mult属性,设置Mult为10
        ICalc calc = calc_new(10, "hi", "john"); //constructor
        Debug.Log("sum(*10) =" + calc.Add(1, 2));
        //修改Mult
        calc.Mult = 100;
        Debug.Log("sum(*100)=" + calc.Add(1, 2));
    }

    // Update is called once per frame
    void Update()
    {

    }
}

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转载自blog.csdn.net/NippyLi/article/details/79394528