using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using XLua;
/// <summary>
/// Lua管理器
/// 提供 lua解析器
/// 保证解析器的唯一性
/// </summary>
public class LuaMgr : BaseManager<LuaMgr>
{
//执行Lua语言的函数
//释放垃圾
//销毁
//重定向
private LuaEnv luaEnv;
/// <summary>
/// 得到Lua中的_G
/// </summary>
public LuaTable Global
{
get
{
return luaEnv.Global;
}
}
/// <summary>
/// 初始化解析器
/// </summary>
public void Init()
{
//已经初始化了 别初始化 直接返回
if (luaEnv != null)
return;
//初始化
luaEnv = new LuaEnv();
//加载lua脚本 重定向
luaEnv.AddLoader(MyCustomLoader);
luaEnv.AddLoader(MyCustomABLoader);
}
//自动执行
private byte[] MyCustomLoader(ref string filePath)
{
//通过函数中的逻辑 去加载 Lua文件
//传入的参数 是 require执行的lua脚本文件名
//拼接一个Lua文件所在路径
string path = Application.dataPath + "/Lua/" + filePath + ".lua";
//有路径 就去加载文件
//File知识点 C#提供的文件读写的类
//判断文件是否存在
if (File.Exists(path))
{
return File.ReadAllBytes(path);
}
else
{
Debug.Log("MyCustomLoader重定向失败,文件名为" + filePath);
}
return null;
}
//Lua脚本会放在AB包
//最终我们会通过加载AB包再加载其中的Lua脚本资源 来执行它
//重定向加载AB包中的LUa脚本
private byte[] MyCustomABLoader(ref string filePath)
{
//Debug.Log("进入AB包加载 重定向函数");
////从AB包中加载lua文件
////加载AB包
//string path = Application.streamingAssetsPath + "/lua";
//AssetBundle ab = AssetBundle.LoadFromFile(path);
////加载Lua文件 返回
//TextAsset tx = ab.LoadAsset<TextAsset>(filePath + ".lua");
////加载Lua文件 byte数组
//return tx.bytes;
//通过我们的AB包管理器 加载的lua脚本资源
TextAsset lua = ABMgr.GetInstance().LoadRes<TextAsset>("lua", filePath + ".lua");
if (lua != null)
return lua.bytes;
else
Debug.Log("MyCustomABLoader重定向失败,文件名为:" + filePath);
return null;
}
/// <summary>
/// 传入lua文件名 执行lua脚本
/// </summary>
/// <param name="fileName"></param>
public void DoLuaFile(string fileName)
{
string str = string.Format("require('{0}')", fileName);
DoString(str);
}
/// <summary>
/// 执行Lua语言
/// </summary>
/// <param name="str"></param>
public void DoString(string str)
{
if(luaEnv == null)
{
Debug.Log("解析器为初始化");
return;
}
luaEnv.DoString(str);
}
/// <summary>
/// 释放lua 垃圾
/// </summary>
public void Tick()
{
if (luaEnv == null)
{
Debug.Log("解析器为初始化");
return;
}
luaEnv.Tick();
}
/// <summary>
/// 销毁解析器
/// </summary>
public void Dispose()
{
if (luaEnv == null)
{
Debug.Log("解析器为初始化");
return;
}
luaEnv.Dispose();
luaEnv = null;
}
}
以下是abMgr
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
//知识点
//字典
//协程
//AB包相关API
//委托
//lambda表达式
//单例模式基类——>观看Unity小框架视频 进行学习
public class ABMgr : SingletonAutoMono<ABMgr>
{
//主包
private AssetBundle mainAB = null;
//主包依赖获取配置文件
private AssetBundleManifest manifest = null;
//选择存储 AB包的容器
//AB包不能够重复加载 否则会报错
//字典知识 用来存储 AB包对象
private Dictionary<string, AssetBundle> abDic = new Dictionary<string, AssetBundle>();
/// <summary>
/// 获取AB包加载路径
/// </summary>
private string PathUrl
{
get
{
return Application.streamingAssetsPath + "/";
}
}
/// <summary>
/// 主包名 根据平台不同 报名不同
/// </summary>
private string MainName
{
get
{
#if UNITY_IOS
return "IOS";
#elif UNITY_ANDROID
return "Android";
#else
return "PC";
#endif
}
}
/// <summary>
/// 加载主包 和 配置文件
/// 因为加载所有包是 都得判断 通过它才能得到依赖信息
/// 所以写一个方法
/// </summary>
private void LoadMainAB()
{
if( mainAB == null )
{
mainAB = AssetBundle.LoadFromFile( PathUrl + MainName);
manifest = mainAB.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
}
}
/// <summary>
/// 加载指定包的依赖包
/// </summary>
/// <param name="abName"></param>
private void LoadDependencies(string abName)
{
//加载主包
LoadMainAB();
//获取依赖包
string[] strs = manifest.GetAllDependencies(abName);
for (int i = 0; i < strs.Length; i++)
{
if (!abDic.ContainsKey(strs[i]))
{
AssetBundle ab = AssetBundle.LoadFromFile(PathUrl + strs[i]);
abDic.Add(strs[i], ab);
}
}
}
/// <summary>
/// 泛型资源同步加载
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="abName"></param>
/// <param name="resName"></param>
/// <returns></returns>
public T LoadRes<T>(string abName, string resName) where T:Object
{
//加载依赖包
LoadDependencies(abName);
//加载目标包
if ( !abDic.ContainsKey(abName) )
{
AssetBundle ab = AssetBundle.LoadFromFile(PathUrl + abName);
abDic.Add(abName, ab);
}
//得到加载出来的资源
T obj = abDic[abName].LoadAsset<T>(resName);
//如果是GameObject 因为GameObject 100%都是需要实例化的
//所以我们直接实例化
if (obj is GameObject)
return Instantiate(obj);
else
return obj;
}
/// <summary>
/// Type同步加载指定资源
/// </summary>
/// <param name="abName"></param>
/// <param name="resName"></param>
/// <param name="type"></param>
/// <returns></returns>
public Object LoadRes(string abName, string resName, System.Type type)
{
//加载依赖包
LoadDependencies(abName);
//加载目标包
if (!abDic.ContainsKey(abName))
{
AssetBundle ab = AssetBundle.LoadFromFile(PathUrl + abName);
abDic.Add(abName, ab);
}
//得到加载出来的资源
Object obj = abDic[abName].LoadAsset(resName, type);
//如果是GameObject 因为GameObject 100%都是需要实例化的
//所以我们直接实例化
if (obj is GameObject)
return Instantiate(obj);
else
return obj;
}
/// <summary>
/// 名字 同步加载指定资源
/// </summary>
/// <param name="abName"></param>
/// <param name="resName"></param>
/// <returns></returns>
public Object LoadRes(string abName, string resName)
{
//加载依赖包
LoadDependencies(abName);
//加载目标包
if (!abDic.ContainsKey(abName))
{
AssetBundle ab = AssetBundle.LoadFromFile(PathUrl + abName);
abDic.Add(abName, ab);
}
//得到加载出来的资源
Object obj = abDic[abName].LoadAsset(resName);
//如果是GameObject 因为GameObject 100%都是需要实例化的
//所以我们直接实例化
if (obj is GameObject)
return Instantiate(obj);
else
return obj;
}
/// <summary>
/// 泛型异步加载资源
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="abName"></param>
/// <param name="resName"></param>
/// <param name="callBack"></param>
public void LoadResAsync<T>(string abName, string resName, UnityAction<T> callBack) where T:Object
{
StartCoroutine(ReallyLoadResAsync<T>(abName, resName, callBack));
}
//正儿八经的 协程函数
private IEnumerator ReallyLoadResAsync<T>(string abName, string resName, UnityAction<T> callBack) where T : Object
{
//加载依赖包
LoadDependencies(abName);
//加载目标包
if (!abDic.ContainsKey(abName))
{
AssetBundle ab = AssetBundle.LoadFromFile(PathUrl + abName);
abDic.Add(abName, ab);
}
//异步加载包中资源
AssetBundleRequest abq = abDic[abName].LoadAssetAsync<T>(resName);
yield return abq;
if (abq.asset is GameObject)
callBack(Instantiate(abq.asset) as T);
else
callBack(abq.asset as T);
}
/// <summary>
/// Type异步加载资源
/// </summary>
/// <param name="abName"></param>
/// <param name="resName"></param>
/// <param name="type"></param>
/// <param name="callBack"></param>
public void LoadResAsync(string abName, string resName, System.Type type, UnityAction<Object> callBack)
{
StartCoroutine(ReallyLoadResAsync(abName, resName, type, callBack));
}
private IEnumerator ReallyLoadResAsync(string abName, string resName, System.Type type, UnityAction<Object> callBack)
{
//加载依赖包
LoadDependencies(abName);
//加载目标包
if (!abDic.ContainsKey(abName))
{
AssetBundle ab = AssetBundle.LoadFromFile(PathUrl + abName);
abDic.Add(abName, ab);
}
//异步加载包中资源
AssetBundleRequest abq = abDic[abName].LoadAssetAsync(resName, type);
yield return abq;
if (abq.asset is GameObject)
callBack(Instantiate(abq.asset));
else
callBack(abq.asset);
}
/// <summary>
/// 名字 异步加载 指定资源
/// </summary>
/// <param name="abName"></param>
/// <param name="resName"></param>
/// <param name="callBack"></param>
public void LoadResAsync(string abName, string resName, UnityAction<Object> callBack)
{
StartCoroutine(ReallyLoadResAsync(abName, resName, callBack));
}
private IEnumerator ReallyLoadResAsync(string abName, string resName, UnityAction<Object> callBack)
{
//加载依赖包
LoadDependencies(abName);
//加载目标包
if (!abDic.ContainsKey(abName))
{
AssetBundle ab = AssetBundle.LoadFromFile(PathUrl + abName);
abDic.Add(abName, ab);
}
//异步加载包中资源
AssetBundleRequest abq = abDic[abName].LoadAssetAsync(resName);
yield return abq;
if (abq.asset is GameObject)
callBack(Instantiate(abq.asset));
else
callBack(abq.asset);
}
//卸载AB包的方法
public void UnLoadAB(string name)
{
if( abDic.ContainsKey(name) )
{
abDic[name].Unload(false);
abDic.Remove(name);
}
}
//清空AB包的方法
public void ClearAB()
{
AssetBundle.UnloadAllAssetBundles(false);
abDic.Clear();
//卸载主包
mainAB = null;
}
}