Lua_ uLua_Lua和C#变量交互_018
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反射方式
using UnityEngine;using System.Collections;using LuaInterface;public class AccessingLuaVariables01 : MonoBehaviour { private string script = @" luanet.load_assembly('UnityEngine') GameObject = luanet.import_type('UnityEngine.GameObject') ParticleSystem = luanet.import_type('UnityEngine.ParticleSystem') particles = {} for i = 1, Objs2Spawn, 1 do local newGameObj = GameObject('NewObj' .. tostring(i)) local ps = newGameObj:AddComponent(luanet.ctype(ParticleSystem)) --local ps = newGameObj:AddComponent('ParticleSystem') PS:Unity5.x已经废弃这种方式,Unity4.x可用-- ps:Stop() table.insert(particles, ps) end var2read = 42 "; // Use this for initialization void Start () { LuaState l = new LuaState(); // Assign to global scope variables as if they're keys in a dictionary (they are really) l["Objs2Spawn"] = 5; l.DoString(script); // Read from the global scope the same way print("Read from lua: " + l["var2read"].ToString()); // Get the lua table as LuaTable object LuaTable particles = (LuaTable)l["particles"]; // Typical foreach over values in table foreach( ParticleSystem ps in particles.Values ) { ps.Play(); } } // Update is called once per frame void Update () { }}
非反射方式
using UnityEngine;using System.Collections;using LuaInterface;public class LuaTest02 : MonoBehaviour { string var=@"sum =10"; string script =@" ParticleSystem = UnityEngine.ParticleSystem; GameObject = UnityEngine.GameObject; for i=1,sum, 1 do obj = GameObject('obj'); obj:AddComponent(ParticleSystem:GetClassType()) end "; // Use this for initialization void Start () { LuaScriptMgr mgr = new LuaScriptMgr(); mgr.Start();//必须有这句话,否则Lua脚本无法正常执行 LuaState l = mgr.lua; l.DoString(var); l.DoString(script); } // Update is called once per frame void Update () { }}
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