此种方法来自LoxodonFramework,这里只做记录
定义一个LoaderBase类,做一个到CustomLoader的隐式类型转换
public abstract class LoaderBase
{
protected abstract byte[] Load(ref string fileName);
/// <summary>
/// 隐式类型转换,将LoaderBase转换为CustomLoader的byte[]
/// </summary>
/// <param name="loader"></param>
/// <returns></returns>
public static implicit operator LuaEnv.CustomLoader(LoaderBase loader)
{
return loader.Load;
}
}
再让一个PathLoaderBase类继承,做进一步路径封装
public abstract class PathLoaderBase : LoaderBase, IDisposable
{
/// <summary>
/// 前缀
/// </summary>
protected string prefix = "";
/// <summary>
/// 后缀
/// </summary>
protected string suffix = ".lua.txt";
public PathLoaderBase(string prefix, string suffix)
{
this.prefix = prefix;
if (!string.IsNullOrEmpty(this.prefix))
{
this.prefix = this.prefix.Replace(@"\", "/");
}
if (!this.prefix.EndsWith("/"))
{
this.prefix += "/";
}
this.suffix = suffix;
}
/// <summary>
/// 得到文件路径
/// </summary>
/// <param name="className">文件名</param>
/// <returns></returns>
protected virtual string GetFullName(string className)
{
return string.Format($"{prefix}{className.Replace(".", "/")}{suffix}");
}
protected virtual void Dispose(bool disposing)
{
}
~PathLoaderBase()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
最后,来个FileLoader类,继承PathLoaderBase,具体重写Load方法
public class FileLoader : PathLoaderBase
{
public FileLoader(string prefix, string suffix) : base(prefix, suffix)
{
}
public FileLoader(string prefix) : this(prefix, ".lua.txt")
{
}
/// <summary>
/// 加载require的文件
/// </summary>
/// <param name="fileName"></param>
/// <returns></returns>
protected override byte[] Load(ref string fileName)
{
string fullName = GetFullName(fileName);
if (!FileUtil.Exists(fullName))
{
return null;
}
fileName = fullName;
byte[] data = FileUtil.ReadAllBytes(fullName);
if (!HasBOMFlag(data))
{
return data;
}
return data.Skip(3).ToArray(); //跳过BOM开头
}
/// <summary>
/// 检查一个字节数组是否以字节顺序标记(Byte Order Mark, BOM)开头,
/// BOM是一种用于指示文本文件编码方式的特殊字节序列,通常出现在文件的开头
/// </summary>
/// <param name="data"></param>
/// <returns></returns>
protected bool HasBOMFlag(byte[] data)
{
if (data == null || data.Length < 3)
{
return false;
}
if (data[0] == 239 && data[1] == 187 && data[2] == 191)
{
return true;
}
return false;
}
}
public static class FileUtil
{
private static List<IZipAccessor> list = new List<IZipAccessor>();
public static void Register(IZipAccessor zipAccessor)
{
if (list.Contains(zipAccessor))
return;
list.Add(zipAccessor);
list.Sort((x, y) => y.Priority.CompareTo(x.Priority));
}
public static void Unregister(IZipAccessor zipAccessor)
{
if (!list.Contains(zipAccessor))
return;
list.Remove(zipAccessor);
}
public static string[] ReadAllLines(string path)
{
return ReadAllLines(path, Encoding.UTF8);
}
public static string[] ReadAllLines(string path, Encoding encoding)
{
if (!IsZipArchive(path))
return File.ReadAllLines(path, encoding);
string line;
List<string> lines = new List<string>();
using (var stream = OpenReadInZip(path))
{
using (StreamReader sr = new StreamReader(stream, encoding, true))
{
while ((line = sr.ReadLine()) != null)
lines.Add(line);
}
}
return lines.ToArray();
}
public static string ReadAllText(string path)
{
return ReadAllText(path, Encoding.UTF8);
}
public static string ReadAllText(string path, Encoding encoding)
{
if (!IsZipArchive(path))
return File.ReadAllText(path, encoding);
byte[] data = ReadAllBytes(path);
if (!HasBOMFlag(data))
return encoding.GetString(data);
return encoding.GetString(data, 3, data.Length - 3);
}
/// <summary>
/// 读取文件内容转换为字节数组
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
public static byte[] ReadAllBytes(string path)
{
if (!IsZipArchive(path))
return File.ReadAllBytes(path);
using (var stream = OpenReadInZip(path))
{
byte[] buffer = new byte[stream.Length];
stream.Read(buffer, 0, buffer.Length);
return buffer;
}
}
public static Stream OpenRead(string path)
{
if (!IsZipArchive(path))
return File.OpenRead(path);
return OpenReadInZip(path);
}
public static bool Exists(string path)
{
if (!IsZipArchive(path))
return File.Exists(path);
return ExistsInZip(path);
}
private static Stream OpenReadInZip(string path)
{
for (int i = 0; i < list.Count; i++)
{
IZipAccessor zipAccessor = list[i];
if (zipAccessor.Support(path))
return zipAccessor.OpenRead(path);
}
#if UNITY_ANDROID
if (path.IndexOf(".obb", StringComparison.OrdinalIgnoreCase) > 0 && log.IsWarnEnabled)
log.Warn("Unable to read the content in the \".obb\" file, please click the link for help, and enable access to the OBB file. https://github.com/cocowolf/loxodon-framework/blob/master/docs/faq.md");
#endif
throw new NotSupportedException(path);
}
private static bool ExistsInZip(string path)
{
for (int i = 0; i < list.Count; i++)
{
IZipAccessor zipAccessor = list[i];
if (zipAccessor.Support(path))
return zipAccessor.Exists(path);
}
throw new NotSupportedException(path);
}
public static bool IsZipArchive(string path)
{
if (Regex.IsMatch(path, @"(jar:file:///)|(\.jar)|(\.apk)|(\.obb)|(\.zip)", RegexOptions.IgnoreCase))
return true;
return false;
}
static bool HasBOMFlag(byte[] data)
{
if (data == null || data.Length < 3)
return false;
if (data[0] == 239 && data[1] == 187 && data[2] == 191)
return true;
return false;
}
public interface IZipAccessor
{
int Priority { get; }
bool Support(string path);
Stream OpenRead(string path);
bool Exists(string path);
}
}
最后在LuaBehaviour类中写一个方法,做Lua的自定义加载
public class LuaBehaviour : MonoBehaviour
{
...........
/// <summary>
/// 设置xlua的加载路径
/// </summary>
private void SetPackagePath()
{
//在Unity项目的“Assets”文件夹(或指定的Application.dataPath路径)及其所有子目录中,查找名为“LuaScripts”的目录,并返回一个包含这些目录路径的字符串数组
foreach (string dir in Directory.GetDirectories(Application.dataPath,"LuaScripts", SearchOption.AllDirectories))
{
luaEnv.AddLoader(new FileLoader(dir, ".lua"));
luaEnv.AddLoader(new FileLoader(dir, ".lua.txt"));
}
}
..............
}
这样,Lua代码就可以require目录为“LuaScripts”下的所有Lua文件