Lua协同
TestCoroutine2.cs
using UnityEngine;
using System.Collections;
using LuaInterface;
//两套协同勿交叉使用,类unity原生,大量使用效率低
public class TestCoroutine2 : LuaClient
{
string script =
@"
function CoExample()
WaitForSeconds(1)
print('WaitForSeconds end time: '.. UnityEngine.Time.time)
WaitForFixedUpdate()
print('WaitForFixedUpdate end frameCount: '..UnityEngine.Time.frameCount)
WaitForEndOfFrame()
print('WaitForEndOfFrame end frameCount: '..UnityEngine.Time.frameCount)
Yield(null)
print('yield null end frameCount: '..UnityEngine.Time.frameCount)
Yield(0)
print('yield(0) end frameCime: '..UnityEngine.Time.frameCount)
local www = UnityEngine.WWW('http://www.baidu.com')
Yield(www)
print('yield(www) end time: '.. UnityEngine.Time.time)
local s = tolua.tolstring(www.bytes)
print(s:sub(1, 128))
print('coroutine over')
end
function TestCo()
StartCoroutine(CoExample)
end
local coDelay = nil
function Delay()
local c = 1
while true do
WaitForSeconds(1)
print('Count: '..c)
c = c + 1
end
end
function StartDelay()
coDelay = StartCoroutine(Delay)
end
function StopDelay()
StopCoroutine(coDelay)
coDelay = nil
end
";
protected override void OnLoadFinished()
{
base.OnLoadFinished();
luaState.DoString(script, "TestCoroutine2.cs");
LuaFunction func = luaState.GetFunction("TestCo");
func.Call();
func.Dispose();
func = null;
}
//屏蔽,例子不需要运行
protected override void CallMain() { }
bool beStart = false;
void OnGUI()
{
if (GUI.Button(new Rect(50, 50, 120, 45), "Start Counter"))
{
if (!beStart)
{
beStart = true;
LuaFunction func = luaState.GetFunction("StartDelay");
func.Call();
func.Dispose();
}
}
else if (GUI.Button(new Rect(50, 150, 120, 45), "Stop Counter"))
{
if (beStart)
{
beStart = false;
LuaFunction func = luaState.GetFunction("StopDelay");
func.Call();
func.Dispose();
}
}
}
}
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