tolua 框架 c# 调用 lua 过程 笔记

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c#层
GlobalGenerator
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AppFacade.Instance.StartUp();// RegisterCommand(NotiConst.START_UP, typeof(StartUpCommand));->  SendMessageCommand(NotiConst.START_UP); ->StartUpCommand
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//-----------------关联命令-----------------------
AppFacade.Instance.RegisterCommand(NotiConst.DISPATCH_MESSAGE, typeof(SocketCommand));


//-----------------初始化管理器-----------------------
AppFacade.Instance.AddManager(ManagerName.Lua, new LuaScriptMgr());


AppFacade.Instance.AddManager<PanelManager>(ManagerName.Panel);
AppFacade.Instance.AddManager<MusicManager>(ManagerName.Music);
AppFacade.Instance.AddManager<TimerManager>(ManagerName.Timer);
AppFacade.Instance.AddManager<NetworkManager>(ManagerName.Network);
AppFacade.Instance.AddManager<ResourceManager>(ManagerName.Resource);
AppFacade.Instance.AddManager<ThreadManager>(ManagerName.Thread);
AppFacade.Instance.AddManager<GameManager>(ManagerName.Game);  -> OnResourceInited  -》 LuaManager.DoFile("Logic/Network"); //加载游戏   LuaManager.DoFile("Logic/GameManager");   //加载网络
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c#调用 LuaScriptPanel
foreach (object o in panels) {
string name = o.ToString().Trim();
if (string.IsNullOrEmpty(name)) continue;
name += "Panel";    //添加


LuaManager.DoFile("View/" + name); //创建panel
Debug.LogWarning("LoadLua---->>>>" + name + ".lua");
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OnInitOK  ->创建Panelctrl
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lua层
GameManager 
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Panel 创建流程


PromptCtrl new
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PanelManager:CreatePanel
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{
string assetName = name + "Panel";
            // Load asset from assetBundle.
            string abName = name.ToLower() + AppConst.ExtName;
            AssetBundleAssetOperation request = ResourceManager.LoadAssetAsync(abName, assetName, typeof(GameObject));
            if (request == null) yield break;
            yield return StartCoroutine(request);


            // Get the asset.
            GameObject prefab = request.GetAsset<GameObject>(); 获取prefab(预制的layerUI)


            if (Parent.FindChild(name) != null || prefab == null) {
                yield break;
            }
            GameObject go = Instantiate(prefab) as GameObject;
            go.name = assetName;
            go.layer = LayerMask.NameToLayer("Default"); 设置默认的层级
            go.transform.SetParent(Parent); 
            go.transform.localScale = Vector3.one; 设置大小
            go.transform.localPosition = Vector3.zero;设置位置
            go.AddComponent<LuaBehaviour>();   添加控件LuaBehaviour
}







ResManager:LoadAsset('prompt', 'PromptItem', this.InitPanel); 寻找目标PromptItem prefab 并在InitPanel 进行处理


function PromptCtrl.InitPanel(prefab) prefab 即为寻找到的预制物体 
end
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