首先:C# 委托与事件 作为基础 https://blog.youkuaiyun.com/icebergliu1234/article/details/81260175
using UnityEngine;
using System;
using System.Collections.Generic;
using LuaInterface;
public class TestDelegate: MonoBehaviour
{
private string script =
@"
function DoClick1(go)
print('click1 gameObject is '..go.name)
end
function DoClick2(go)
print('click2 gameObject is '..go.name)
end
function AddClick1(listener) --添加点击事件
if listener.onClick then
listener.onClick = listener.onClick + DoClick1
else
listener.onClick = DoClick1
end
end
function AddClick2(listener)
if listener.onClick then
listener.onClick = listener.onClick + DoClick2
else
listener.onClick = DoClick2
end
end
function SetClick1(listener) --设置点击事件
if listener.onClick then
listener.onClick:Destroy()
end
listener.onClick = DoClick1
end
function RemoveClick1(listener) --移除点击事件
if listener.onClick then
listener.onClick = listener.onClick - DoClick1
else
print('empty delegate')
end
end
function RemoveClick2(listener)
if listener.onClick then
listener.onClick = listener.onClick - DoClick2
else
print('empty delegate')
end
end
--测试重载问题
function TestOverride(listener)
listener:SetOnFinished(TestEventListener.OnClick(DoClick1))
--委托类型(参数列表) 即可在lua中创建一个新的委托变量
--TestEventListener.OnClick是委托类型
listener:SetOnFinished(TestEventListener.VoidDelegate(DoClick2))
end
function TestEvent()
print('this is a event')
end
function AddEvent(listener) --添加事件, TestEvent转成了需要的delegate类型
listener.onClickEvent = listener.onClickEvent + TestEvent
end
function RemoveEvent(listener) --移除事件
listener.onClickEvent = listener.onClickEvent - TestEvent
end
local t = {name = 'byself'}
function t:TestSelffunc()
print('callback with self: '..self.name)
end
function AddSelfClick(listener)
if listener.onClick then
listener.onClick = listener.onClick + TestEventListener.OnClick(t.TestSelffunc, t)
else
listener.onClick = TestEventListener.OnClick(t.TestSelffunc, t)
end
end
function RemoveSelfClick(listener)
if listener.onClick then
listener.onClick = listener.onClick - TestEventListener.OnClick(t.TestSelffunc, t)
else
print('empty delegate')
end
end
";
LuaState state = null;
TestEventListener listener = null;
LuaFunction SetClick1 = null;
LuaFunction AddClick1 = null;
LuaFunction AddClick2 = null;
LuaFunction RemoveClick1 = null;
LuaFunction RemoveClick2 = null;
LuaFunction TestOverride = null;
LuaFunction RemoveEvent = null;
LuaFunction AddEvent = null;
LuaFunction AddSelfClick = null;
LuaFunction RemoveSelfClick = null;
//需要删除的转LuaFunction为委托,不需要删除的直接加或者等于即可
void Awake()
{
#if UNITY_5 || UNITY_2017 || UNITY_2018
Application.logMessageReceived += ShowTips;
#else
Application.RegisterLogCallback(ShowTips);
#endif
new LuaResLoader();
state = new LuaState();//创建lua虚拟机
state.Start();//为虚拟机加载一些标准库
LuaBinder.Bind(state);//为该虚拟机中加载一些基本的class类型,就是之前在CustomSetting中添加并Warp的类型
Bind(state);//为lua虚拟机加载一些该例子特有的类型,
//平时我们完全可以不通过该方法添加,直接在CustomSetting中添加即可。
state.LogGC = true;
state.DoString(script);
GameObject go = new GameObject("TestGo");
listener = (TestEventListener)go.AddComponent(typeof(TestEventListener)); //绑定TestEventListener组件
SetClick1 = state.GetFunction("SetClick1"); //用Tolua#提供的luaFunction将之前读取脚本中的lua方法取出
AddClick1 = state.GetFunction("AddClick1");
AddClick2 = state.GetFunction("AddClick2");
RemoveClick1 = state.GetFunction("RemoveClick1");
RemoveClick2 = state.GetFunction("RemoveClick2");
TestOverride = state.GetFunction("TestOverride");
AddEvent = state.GetFunction("AddEvent");
RemoveEvent = state.GetFunction("RemoveEvent");
AddSelfClick = state.GetFunction("AddSelfClick");
RemoveSelfClick = state.GetFunction("RemoveSelfClick");
}
void Bind(LuaState L)
{
L.BeginModule(null);
TestEventListenerWrap.Register(state);
L.EndModule();
DelegateFactory.dict.Add(typeof(TestEventListener.OnClick), TestEventListener_OnClick);
DelegateFactory.dict.Add(typeof(TestEventListener.VoidDelegate), TestEventListener_VoidDelegate);
DelegateTraits<TestEventListener.OnClick>.Init(TestEventListener_OnClick);
DelegateTraits<TestEventListener.VoidDelegate>.Init(TestEventListener_VoidDelegate);
}
void CallLuaFunction(LuaFunction func)
{
tips = "";
func.BeginPCall();
func.Push(listener);//将其参数TestEventListener listener 入栈
func.PCall();
func.EndPCall();
}
//自动生成代码后拷贝过来
class TestEventListener_OnClick_Event : LuaDelegate
{
public TestEventListener_OnClick_Event(LuaFunction func) : base(func) { }
public void Call(UnityEngine.GameObject param0)
{
func.BeginPCall();
func.Push(param0);
func.PCall();
func.EndPCall();
}
}
public static TestEventListener.OnClick TestEventListener_OnClick(LuaFunction func, LuaTable self, bool flag)
{
if (func == null)
{
TestEventListener.OnClick fn = delegate { };
return fn;
}
TestEventListener_OnClick_Event target = new TestEventListener_OnClick_Event(func);
TestEventListener.OnClick d = target.Call;
target.method = d.Method;
return d;
}
class TestEventListener_VoidDelegate_Event : LuaDelegate
{
public TestEventListener_VoidDelegate_Event(LuaFunction func) : base(func) { }
public void Call(UnityEngine.GameObject param0)
{
func.BeginPCall();
func.Push(param0);
func.PCall();
func.EndPCall();
}
}
public static TestEventListener.VoidDelegate TestEventListener_VoidDelegate(LuaFunction func, LuaTable self, bool flag)
{
if (func == null)
{
TestEventListener.VoidDelegate fn = delegate { };
return fn;
}
TestEventListener_VoidDelegate_Event target = new TestEventListener_VoidDelegate_Event(func);
TestEventListener.VoidDelegate d = target.Call;
target.method = d.Method;
return d;
}
void OnGUI()
{
GUI.Label(new Rect(Screen.width / 2 - 300, Screen.height / 2 - 200, 600, 400), tips);
if (GUI.Button(new Rect(10, 10, 120, 40), " = OnClick1"))
{
CallLuaFunction(SetClick1);//相当于通过lua调用了listener.onClick = DoClick1 因为listener注册到了lua
}
else if (GUI.Button(new Rect(10, 60, 120, 40), " + Click1"))
{
CallLuaFunction(AddClick1); //相当于C#中的对于委托的+=操作
}
else if (GUI.Button(new Rect(10, 110, 120, 40), " + Click2"))
{
CallLuaFunction(AddClick2);
}
else if (GUI.Button(new Rect(10, 160, 120, 40), " - Click1"))
{
CallLuaFunction(RemoveClick1);
}
else if (GUI.Button(new Rect(10, 210, 120, 40), " - Click2"))
{
CallLuaFunction(RemoveClick2);
}
else if (GUI.Button(new Rect(10, 260, 120, 40), "+ Click1 in C#"))
{
tips = "";
LuaFunction func = state.GetFunction("DoClick1");
//将lua方法取出到C#中,然后转成LuaFunction
TestEventListener.OnClick onClick = (TestEventListener.OnClick)DelegateTraits<TestEventListener.OnClick>.Create(func);
//create的时候:
//Delegate d = _Create(func, null, false);创建一个委托类型的变量
//target = d.Target as LuaDelegate;转换成LuaDelegate
//state.AddLuaDelegate(target, func);加入到LuaState的delegateMap中
//create之后转成TestEventListener.OnClick类型
//也可以用TestEventListener.OnClick onClick = (TestEventListener.OnClick)DelegateFactory.CreateDelegate(typeof(TestEventListener.OnClick), func);
listener.onClick += onClick;//加入委托队列
}
else if (GUI.Button(new Rect(10, 310, 120, 40), " - Click1 in C#"))
{
tips = "";
LuaFunction func = state.GetFunction("DoClick1");
listener.onClick = (TestEventListener.OnClick)DelegateFactory.RemoveDelegate(listener.onClick, func);
func.Dispose();//LuaFunction使用法之后要手动释放,否则会有GC
func = null;
}
else if (GUI.Button(new Rect(10, 360, 120, 40), "OnClick"))
{
if (listener.onClick != null)
{
listener.onClick(gameObject);
}
else
{
Debug.Log("empty delegate!!");
}
}
else if (GUI.Button(new Rect(10, 410, 120, 40), "Override"))
{
CallLuaFunction(TestOverride);
}
else if (GUI.Button(new Rect(10, 460, 120, 40), "Force GC"))
{
//自动gc log: collect lua reference name , id xxx in thread
state.LuaGC(LuaGCOptions.LUA_GCCOLLECT, 0);
GC.Collect();
}
else if (GUI.Button(new Rect(10, 510, 120, 40), "event +"))
{
CallLuaFunction(AddEvent);
}
else if (GUI.Button(new Rect(10, 560, 120, 40), "event -"))
{
CallLuaFunction(RemoveEvent);
}
else if (GUI.Button(new Rect(10, 610, 120, 40), "event call"))
{
listener.OnClickEvent(gameObject);
}
else if (GUI.Button(new Rect(200, 10, 120, 40), "+self call"))
{
CallLuaFunction(AddSelfClick);
}
else if (GUI.Button(new Rect(200, 60, 120, 40), "-self call"))
{
CallLuaFunction(RemoveSelfClick);
}
}
void Update()
{
state.Collect();
state.CheckTop();
}
void SafeRelease(ref LuaFunction luaRef)
{
if (luaRef != null)
{
luaRef.Dispose();
luaRef = null;
}
}
string tips = "";
void ShowTips(string msg, string stackTrace, LogType type)
{
tips += msg;
tips += "\r\n";
}
void OnApplicationQuit()
{
SafeRelease(ref AddClick1);
SafeRelease(ref AddClick2);
SafeRelease(ref RemoveClick1);
SafeRelease(ref RemoveClick2);
SafeRelease(ref SetClick1);
SafeRelease(ref TestOverride);
state.Dispose();
state = null;
#if UNITY_5 || UNITY_2017 || UNITY_2018
Application.logMessageReceived -= ShowTips;
#else
Application.RegisterLogCallback(null);
#endif
}
}
其中TestEventListener的定义:
using UnityEngine;
using System;
using System.Collections;
using LuaInterface;
public sealed class TestEventListener : MonoBehaviour
{
//两种委托类型
public delegate void VoidDelegate(GameObject go);
public delegate void OnClick(GameObject go);
public OnClick onClick = delegate { };
public event OnClick onClickEvent = delegate { };
public Func<bool> TestFunc = null;
public void SetOnFinished(OnClick click)
{
Debugger.Log("SetOnFinished OnClick");
}
public void SetOnFinished(VoidDelegate click)
{
Debugger.Log("SetOnFinished VoidDelegate");
}
[NoToLuaAttribute]
public void OnClickEvent(GameObject go)
{
onClickEvent(go);
}
}
另外:
Wrap中的get_onClickEvent
用来把TestEventListener.OnClick压栈
Wrap中的set_onClickEvent:
if (arg0.op == EventOp.Add)
{
TestEventListener.OnClick ev = (TestEventListener.OnClick)arg0.func;
obj.onClickEvent += ev;
}
在调用lua中的
listener.onClick = TestEventListener.OnClick(t.TestSelffunc, t)
的时候 会执行:
static int TestEventListener_OnClick(IntPtr L)
中的
LuaTable self = ToLua.CheckLuaTable(L, 2); //获得t那个表
Delegate arg1 = DelegateTraits<TestEventListener.OnClick>.Create(func, self);
ToLua.Push(L, arg1);
在获取代理 LuaDelegate 的时候
public LuaDelegate GetLuaDelegate(LuaFunction func, LuaTable self)
{
WeakReference weak = null;
long high = func.GetReference();
long low = self == null ? 0 : self.GetReference();
low = low >= 0 ? low : 0;
long key = high << 32 | low;
delegateMap.TryGetValue(key, out weak);
所以是以这个表的ref值和函数的ref值综合起来的key查询的
这样就可以确保listener.onClick = TestEventListener.OnClick(t.TestSelffunc, t)所加入的是这个表t的函数