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Xlua学习笔记一——Lua映射c#生命周期函数

作者:互联网

思路非常简单,在c#脚本中每个生命周期函数中执行一个事件,该事件用于在lua中调用,然后再写一个添加或者删除事件的函数即可。

之后如果lua中逻辑要通过生命周期函数实现,在物体上添加该脚本组件,然后添加对应周期函数事件就行了。 

直接上代码。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;

public class LuaMonoMgr : MonoBehaviour
{
    private UnityAction start;
    private UnityAction update;
    private UnityAction fixedUpdate;
    private UnityAction lateUpdate;
    private UnityAction onEnable;
    private UnityAction onDisable;
    private UnityAction onDestroy;

    private void Start()
    {
        if (start != null)
            start();
    }
    private void Update()
    {
        if (update != null)
            update();
    }
    private void FixedUpdate()
    {
        if (fixedUpdate != null)
            fixedUpdate();
    }
    private void LateUpdate()
    {
        if (lateUpdate != null)
            lateUpdate();
    }
    private void OnEnable()
    {
        if (onEnable != null)
            onEnable();
    }
    private void OnDisable()
    {
        if (onDisable != null)
            onDisable();
    }
    private void OnDestroy()
    {
        if (onDestroy != null)
            onDestroy();
        start = null;
        update = null;
        fixedUpdate = null;
        lateUpdate = null;
        onEnable = null;
        onDisable = null;
        onDestroy = null;
    }

    public void AddOrRemoveListener(UnityAction fun , E_LifeFun_Type type, bool isAdd = true)
    {
        switch (type)
        {
            case E_LifeFun_Type.Start:
                if (isAdd)
                    start += fun;
                else
                    start -= fun;
                break;
            case E_LifeFun_Type.Update:
                if (isAdd)
                    update += fun;
                else
                    update -= fun;
                break;
            case E_LifeFun_Type.LateUpdate:
                if (isAdd)
                    lateUpdate += fun;
                else
                    lateUpdate -= fun;
                break;
            case E_LifeFun_Type.FixedUpdate:
                if (isAdd)
                    fixedUpdate += fun;
                else
                    fixedUpdate -= fun;
                break;
            case E_LifeFun_Type.OnEnable:
                if (isAdd)
                    onEnable += fun;
                else
                    onEnable -= fun;
                break;
            case E_LifeFun_Type.OnDisable:
                if (isAdd)
                    onDisable += fun;
                else
                    onDisable -= fun;
                break;
            case E_LifeFun_Type.OnDestroy:
                if (isAdd)
                    onDestroy += fun;
                else
                    onDestroy -= fun;
                break;
        }
    }

}

public enum E_LifeFun_Type
{
    Start,
    Update,
    LateUpdate,
    FixedUpdate,
    OnEnable,
    OnDisable,
    OnDestroy
}

调用逻辑:

LuaMonoMgr = CS.LuaMonoMgr
E_LifeFun_Type = CS.E_LifeFun_Type
GameObject = CS.UnityEngine.GameObject
luaMgr = GameObject.Find("Main Camera"):AddComponent(typeof(LuaMonoMgr))
luaMgr:AddOrRemoveListener(self.Start,E_LifeFun_Type.Start)

function Camera.Start()
    --body
end

 

标签:c#,void,private,Lua,LifeFun,Xlua,fun,null,Type
来源: https://blog.csdn.net/qq_39029746/article/details/113606842