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AccessingArray.cs
using UnityEngine;
using LuaInterface;
public class AccessingArray : MonoBehaviour
{
private string script =
@"
function TestArray(array)
local len = array.Length
for i = 0, len - 1 do
print('Array: '..tostring(array[i]))
end
local t = array:ToTable()
for i = 1, #t do
print('table: '.. tostring(t[i]))
end
local iter = array:GetEnumerator()
while iter:MoveNext() do
print('iter: '..iter.Current)
end
local pos = array:BinarySearch(3)
print('array BinarySearch: pos: '..pos..' value: '..array[pos])
pos = array:IndexOf(4)
print('array indexof bbb pos is: '..pos)
return 1, '123', true
end
";
LuaState lua = null;
LuaFunction func = null;
void Start()
{
lua = new LuaState();
lua.Start();
lua.DoString(script, "AccessingArray.cs");
int[] array = { 1, 2, 3, 4, 5};
func = lua.GetFunction("TestArray");
func.BeginPCall();
func.Push(array);
func.PCall();
double arg1 = func.CheckNumber();
string arg2 = func.CheckString();
bool arg3 = func.CheckBoolean();
Debugger.Log("return is {0} {1} {2}", arg1, arg2, arg3);
func.EndPCall();
//转换一下类型,避免可变参数拆成多个参数传递
object[] objs = func.Call((object)array);
if (objs != null)
{
Debugger.Log("return is {0} {1} {2}", objs[0], objs[1], objs[2]);
}
lua.CheckTop();
}
void OnApplicationQuit()
{
func.Dispose();
lua.Dispose();
}
}
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