参考文章:
http://blog.csdn.net/u010665359/article/details/50950989
http://blog.csdn.net/u010665359/article/details/51013433
tolua导入插件思路:其实框架里面都已经做好了扩展接口ToLuaExport.cs 里面的ProcessExtends函数。
注意:extendName = “ToLua_” + className.Replace(“.”, “
”); 这是tolua约束好的格式以Tolua
开头,也就是说插件导出来的函数名必须以Tolua开头,而且className也约束了这个函数将写入到哪个wrap。
extendType = Type.GetType(extendName + “, Assembly-CSharp-Editor”);后面就是type.GetMethods获取所有的方法进行读入,写入。
extendType.GetField(“AdditionNameSpace”); 这句大概就是加入的头 ,如果你需要加入头就在导出的插件函数这个字段写入头字段。比如你要导入的头是Dotween—>public static string AdditionNameSpace = “DG.Tweening”;
下面是操作步骤:
在LuaFramework/Editor下创建两个文件夹分别为LuaExtensions和Wrap,创建ToLuaFile.cs和ToLuaFileExport.cs放在LuaExtensions文件夹下。
ToLuaFile.cs
using System;
public static class ToLuaFile {
public static Type[] exports = new Type[]
typeof(DG.Tweening.TweenSettingsExtensions),
typeof(DG.Tweening.ShortcutExtensions),
typeof(DG.Tweening.TweenExtensions),
ToLuaFileExport.cs
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Text;
using System.Collections.Generic;
using System;
using System.Reflection;
using System.IO;
public static class ToLuaFileExport
[MenuItem("Lua/Export ToLuaExtendFile", false, 53)]
public static void ExportToLuaExtendFile()
if (!Application.isPlaying)
EditorApplication.isPlaying = true;
Type[] list = ToLuaFile.exports;
Dictionary<Type, List<MethodInfo>> dicTypeMethods = new Dictionary<Type, List<MethodInfo>>();
for (int i = 0; i < list.Length; ++i)
Type type = list[i];
List<MethodInfo> ltMethodInfo = new List<MethodInfo>();
ltMethodInfo.AddRange(type.GetMethods(BindingFlags.Instance | BindingFlags.Public | BindingFlags.Static | BindingFlags.IgnoreCase | BindingFlags.DeclaredOnly));
for (int j = 0; j < ltMethodInfo.Count; ++j)
MethodInfo method = ltMethodInfo[j];
ParameterInfo[] parameterInfos = method.GetParameters();
if (parameterInfos == null || parameterInfos.Length <= 0)
continue;
Type parameterType = GetType(parameterInfos[0].ParameterType);
if (parameterType.IsGenericParameter)
continue;
if (dicTypeMethods.ContainsKey(parameterType))
dicTypeMethods[parameterType].Add(method);
List<MethodInfo> lt = new List<MethodInfo>();
lt.Add(method);
dicTypeMethods[parameterType] = lt;
foreach (KeyValuePair<Type, List<MethodInfo>> pair in dicTypeMethods)
if (pair.Key.IsGenericType)
continue;
SaveFile(pair.Key, pair.Value);
EditorApplication.isPlaying = false;
Debug.Log("Export ToLuaExtendFiles over");
AssetDatabase.Refresh();
static string ToLuaPath
return Application.dataPath + @"/LuaFramework/Editor/Wrap/";
static Type GetType(Type type)
if (type.IsGenericParameter)
return type.BaseType;
return type;
static string GetTypeStr(Type type)
Type trueType = GetType(type);
if (trueType == typeof(void))
return "void";
return ToLuaExport.GetTypeStr(trueType);
static void SaveFile(Type type, List<MethodInfo> ltMethodInfo)
string fileName = "ToLua_" + type.FullName.Replace(".", "_");
string path = ToLuaPath + fileName + ".cs";
if (File.Exists(path))
File.Delete(path);
List<string> ltUsing = new List<string>();
ltUsing.Add("System");
ltUsing.Add("UnityEngine");
using (StreamWriter textWriter = new StreamWriter(path, false, Encoding.UTF8))
StringBuilder usb = new StringBuilder();
foreach (string str in ltUsing)
usb.AppendFormat("using {0};\r\n", str);
usb.AppendLine();
usb.AppendFormat("public class {0}\r\n", fileName);
usb.AppendLine("{\r\n");
for (int i = 0; i < ltMethodInfo.Count; ++i)
MethodInfo m = ltMethodInfo[i];
string returnType = GetTypeStr(m.ReturnType);
usb.AppendFormat("\tpublic {0} {1}(", returnType, m.Name);
ParameterInfo[] parameterInfos = m.GetParameters();
for(int j = 1; j < parameterInfos.Length; ++j)
ParameterInfo p = parameterInfos[j];
usb.AppendFormat("{0} arg{1}", GetTypeStr(p.ParameterType), j);
if (j < parameterInfos.Length - 1) usb.Append(", ");
usb.Append(")");
if (returnType == "void")
usb.Append("\t{}\r\n");
usb.Append("\t{ return default(" + returnType + "); }\r\n");
usb.AppendLine("}\r\n");
textWriter.Write(usb.ToString());
textWriter.Flush();
textWriter.Close();
修改ToLuaExport.cs SaveFile 函数如下:
static void SaveFile(string file)
using (StreamWriter textWriter = new StreamWriter(file, false, Encoding.UTF8))
StringBuilder usb = new StringBuilder()
usb.AppendLineEx("//this source code was auto-generated by tolua#, do not modify it")
foreach (string str in usingList)
usb.AppendFormat("using {0};\r\n", str)
usb.AppendLineEx("using LuaInterface;")
if (ambig == ObjAmbig.All)
usb.AppendLineEx("using Object = UnityEngine.Object;")
if (NeedDotweenNamespace())//给导出dotween的文件新增dotween的命名空间
usb.AppendLine("using DG.Tweening;")
usb.AppendLineEx()
textWriter.Write(usb.ToString())
textWriter.Write(sb.ToString())
textWriter.Flush()
textWriter.Close()
添加NeedDotweenNamespace函数:
static bool NeedDotweenNamespace()
switch (libClassName)
case "Transform":
case "AudioSource":
case "Camera":
case "Component":
case "Light":
case "Material":
case "Sequence":
case "Tween":
case "Tweener":
case "Rigidbody":
return true;
return false;
修改ProcessExtends函数:
static void ProcessExtends(List<MethodInfo> list)
//这是tolua约束好的格式以Tolua_开头,也就是说插件导出来的函数名必须以Tolua开头,而且className也约束了这个函数将写入到哪个wrap
extendName = "ToLua_" + className.Replace(".", "_");
//后面就是type.GetMethods获取所有的方法读入,写入
extendType = Type.GetType(extendName + ", Assembly-CSharp-Editor");
List<string> removeMd = new List<string>();
if (extendType != null)
List<MethodInfo> list2 = new List<MethodInfo>();
list2.AddRange(extendType.GetMethods(BindingFlags.Instance | binding | BindingFlags.DeclaredOnly));
for (int i = list2.Count - 1; i >= 0; i--)
if (list2[i].Name.Contains("op_") || list2[i].Name.Contains("add_") || list2[i].Name.Contains("remove_"))
if (!IsNeedOp(list2[i].Name))
//list2.RemoveAt(i);
continue;
string removeMdName = list2[i].Name;
if (!removeMd.Contains(removeMdName))//防止扩展函数里面重载函数被去除
removeMd.Add(removeMdName);
list.RemoveAll((md) => { return md.Name == removeMdName; });
//list.RemoveAll((md) => { return md.Name == list2[i].Name; });
if (!IsObsolete(list2[i]))
list.Add(list2[i]);
//这句大概就是加入的头 ,如果你需要加入头就在导出的插件函数这个字段写入头字段。
//比如你要导入的头是Dotween—>public static string AdditionNameSpace = "DG.Tweening";
FieldInfo field = extendType.GetField("AdditionNameSpace");
if (field != null)
string str = field.GetValue(null) as string;
string[] spaces = str.Split(new char[] { ';' });
for (int i = 0; i < spaces.Length; i++)
usingList.Add(spaces[i]);
好了,现在可以导入插件了,以DoTween为例,在CustomSettings.cs中添加如下:
_GT(typeof(DG.Tweening.AutoPlay)),
_GT(typeof(DG.Tweening.AxisConstraint)),
_GT(typeof(DG.Tweening.Ease)),
_GT(typeof(DG.Tweening.LogBehaviour)),
_GT(typeof(DG.Tweening.LoopType)),
_GT(typeof(DG.Tweening.PathMode)),
_GT(typeof(DG.Tweening.PathType)),
_GT(typeof(DG.Tweening.RotateMode)),
_GT(typeof(DG.Tweening.ScrambleMode)),
_GT(typeof(DG.Tweening.TweenType)),
_GT(typeof(DG.Tweening.UpdateType)),
_GT(typeof(DG.Tweening.DOTween)),
_GT(typeof(DG.Tweening.DOVirtual)),
_GT(typeof(DG.Tweening.EaseFactory)),
_GT(typeof(DG.Tweening.Tweener)),
_GT(typeof(DG.Tweening.Tween)),
_GT(typeof(DG.Tweening.Sequence)),
_GT(typeof(DG.Tweening.TweenParams)),
_GT(typeof(DG.Tweening.DOTweenAnimation)),
_GT(typeof(DG.Tweening.DOTweenPath)),
_GT(typeof(DG.Tweening.DOTweenVisualManager)),
_GT(typeof(DG.Tweening.Core.ABSSequentiable)),
//注意遇到泛型的要指明类型导出。
_GT(typeof(DG.Tweening.Core.TweenerCore<Vector3, Vector3, DG.Tweening.Plugins.Options.VectorOptions>)).SetWrapName("TweenerCoreV3V3VO").SetLibName("TweenerCoreV3V3VO"),
好了重新Wrap。
DoTweenTest.cs
public class DoTweenTest : MonoBehaviour {
private LuaState lua;
void Start ()
lua = new LuaState();
lua.Start();
LuaBinder.Bind(lua);
lua.DoFile("Main.lua");
LuaFunction main = lua.GetFunction("Main");
main.Call();
main.Dispose();
main = null;
Main.lua
require "UnityEngine/Vector3"
require "Common/define"
function Main()
DoTween()
function DoTween()
local go = GameObject.Find("Cube");
local sequence = DG.Tweening.DOTween.Sequence();
sequence:Append(go.transform:DOLocalMove(Vector3.New(10,0,0),3,false))
:SetEase(DG.Tweening.Ease.Linear);
sequence:OnComplete(Complete);
function Complete()
print("222");
这边提一下:
sequence:Append(go.transform:DOLocalMove(Vector3.New(10,0,0),3,false))
在c#中DOLocalMove的第三个参数可以省略,但在lua是不可以省略的,注意一下,是不是所有c#可省的,在lua中都不可省的呢?有待研究。
笔者也是刚刚接触LuaFramework,博文只是作为学习笔记与大家分享,希望能与大家共同进步。
每天进步一点点。
参考文章http://blog.csdn.net/u010665359/article/details/50950989tolua导入插件思路:其实框架里面都已经做好了扩展接口ToLuaExport.cs 里面的ProcessExtends函数。注意:extendName = “ToLua_” + className.Replace(“.”, “”); 这是tolua约束好的格式以Tolua开头,也
Unity3d Dotween DOPath 设置了SetLookAt(0)物体未看向路径的各种问题存在问题解决办法一、外套节点修正二、设置forwardDirection三、改模型的前向坐标深入分析查看源码小疑问测试SetLookAt( 0 -- 1)DOPath.SetLookAt结论
在物体延路径移动的过程中,物体会有一定的旋转或者翻转的情况,并不是我们想要的面朝路径的方向。网上查询的是,设置0时会看向路径,即使是我们SetLookAt(0)的情况下,还是有问题。经过一些测试发现了更多的问
项目到结尾了,各种忙。还要兼顾写技术文档(客户文档,服务端文档),原本打算搬到线上,突然改变了注意,要在本地部署写文档一步步写。服务端还是用的windowserver2012,数据库用sql2008,之前没用过只能扛着上安装系统迁移数据库,windowServer的IIS。。。(确实学到不少)。
原本写文档部署服务端就够搞了,早上翻来老板突然话要接IOS内购,哎,疼啊没有mac。看了一天插件,还