topameng / tolua

The fastest unity lua binding solution
MIT License
3.01k stars 874 forks source link
luabind luajit tolua unity

tolua

tolua# is a Unity lua static binder solution. the first solution that analyzes code by reflection and generates wrapper classes.
It is a Unity plugin that greatly simplifies the integration of C# code with Lua. which can automatically generate the binding code to access Unity from Lua and map c# constants, variables, functions, properties, classes, and enums to Lua.
tolua# grows up from cstolua. it's goal is to be a powerful development environment for Unity.
Support unity4.6.x and Unity5.x all(copy /Unity5.x/Assets to /Assets)
If you want to test examples(example 1 is excluded)in mobile, first click menu Lua/Copy lua files to Resources. then build it
如果你想在手机上测试例子(例子1除外),首先点击菜单Lua/Copy lua files to Resources, 之后再build.

欢迎大家点星支持,谢谢^_^
有bug 可以到QQ群286510803反馈。 可以加讨论群:
ulua&tolua技术交流群① 341746602(已满)
ulua&tolua技术讨论群② 469941220(已满)
tolua#技术讨论群④ 543826216(已满)
tolua#技术群 286510803

Library

tolua_runtime
https://github.com/topameng/tolua_runtime
Debugger
https://github.com/topameng/Debugger
CString
https://github.com/topameng/CString
protoc-gen-lua
https://github.com/topameng/protoc-gen-lua

FrameWork and Demo

LuaFrameWork
https://github.com/jarjin/LuaFramework_NGUI
https://github.com/jarjin/LuaFramework_UGUI
XlsxToLua
https://github.com/zhangqi-ulua/XlsxToLua
UnityHello
https://github.com/woshihuo12/UnityHello
UWA-ToLua
http://uwa-download.oss-cn-beijing.aliyuncs.com/plugins%2FiOS%2FUWA-iOS-ToLua.zip

Debugger

EmmyLua
https://github.com/tangzx/IntelliJ-EmmyLua
unity_tolua-_zerobrane_api
https://github.com/LabOfHoward/unity_tolua-_zerobrane_api

Packages

 Basics        Math      Data Structures
 luabitop       Quaternion       list
  struct         Vector3        event
  int64          Vector4        slot
  Time          Vector2
Networking        Ray
 luasocket         Color
 Parsing        Bounds
 lpeg             Mathf
 Protol           Touch
 pblua          RaycastHit

特性

快速入门

在CustomSetting.cs中添加需要导出的类或者委托,类加入到customTypeList列表,委托加入到customDelegateList列表
通过设置saveDir变量更改导出目录,默认生成在Assets/Source/Generate/下,点击菜单Lua->Generate All,生成绑定文件
在LuaConst.cs中配置开发lua文件目录luaDir以及tolua lua文件目录toluaDir

//例子1
LuaState lua = new LuaState();
lua.Start();
lua.DoString("print('hello world')");
lua.Dispose();

//例子2
LuaState luaState = null;

void Awake()
{
    luaState = LuaClient.GetMainState();

    try
    {            
        luaState.Call("UIShop.Awake", false);
    }
    catch (Exception e)
    {
        //Awake中必须这样特殊处理异常
        luaState.ThrowLuaException(e);
    }
}

void Start()
{
    luaState.Call("UIShop.Start", false);
}
local go = GameObject('go')
go:AddComponent(typeof(UnityEngine.ParticleSystem))
go.transform.position = Vector3.zero
go.transform:Rotate(Vector3(0,90,0), UnityEngine.Space.World)
go.transform:Rotate(Vector3(0, 1, 0), 0)

--DoTween 需要在CustomSetting导出前定义USING_DOTWEENING宏,或者取消相关注释
go.transform:DORotate(Vector3(0,0,360), 2, DG.Tweening.RotateMode.FastBeyond360)

Shop = {}

function Shop:Awake()
    self.OnUpdate = UpdateBeat:CreateListener(Shop.Update, self)
    UpdateBeat:AddListener(self.OnUpdate)
end

function Shop:OnDestroy()
    UpdateBeat:RemoveListener(self.OnUpdate)
end

function Shop:OnClick()
    print("OnClick")
end

function Shop:OnToggle()
    print("OnToggle")
end

function Shop:Update()
end

--委托
local listener = UIEventListener.Get(go)
listener.onClick = function() print("OnClick") end
listener.onClick = nil
listener.onClick = UIEventListener.VoidDelegate(Shop.OnClick, Shop)
listener.onClick = listener.onClick + UIEventListener.VoidDelegate(Shop.OnClick, Shop)
listener.onClick = listener.onClick - UIEventListener.VoidDelegate(Shop.OnClick, Shop)

local toggle = go:GetComponent(typeof(UIToggle))
EventDelegate.Add(toggle.onChange, EventDelegate.Callback(Shop.OnToggle, Shop))
EventDelegate.Remove(toggle.onChange, EventDelegate.Callback(Shop.OnToggle, Shop))

--事件
local Client = {}

function Client:Log(str)
end

Application.logMessageReceived = Application.logMessageReceived + Application.LogCallback(Clent.Log, Client)
Application.logMessageReceived = Application.logMessageReceived - Application.LogCallback(Clent.Log, Client)

--out参数
local _layer = 2 ^ LayerMask.NameToLayer('Default')
local flag, hit = UnityEngine.Physics.Raycast(ray, nil, 5000, _layer)

if flag then
    print('pick from lua, point: '..tostring(hit.point))
end

这里是更多的示例。

关于反射

tolua# 不支持动态反射。动态反射对于重载函数有参数匹配问题,函数排序问题,ref,out 参数问题等等。
tolua#提供的替换方法是:

  1. preloading, 把你未来可能需要的类型添加到导出列表customTypeList,同时也添加到dynamicList列表中,这样导出后该类型并不会随binder注册到lua中,你可以通过 require "namespace.classname" 动态注册到lua中,对于非枚举类型tolua#系统也可以在第一次push该类型时动态载入,当然也可在过场动画、资源下载、登录、场景加载或者某个的函数中require这个类型。
  2. 静态反射,参考例子22。通过静态反射支持精确的函数参数匹配和类型检查。不会存在重载函数参数混乱匹配错误问题, 注意iOS必须配置好link.xml

Performance

平台 属性读写 重载函数 Vector3构造 GameObject构造 Vector3归一化 Slerp
PC 0.0465:0.15 0.076:0.12 0.02:0.001 0.1:0.14 0.014:0.001 0.10:0.11
Android 0.16:1.1 0.28:0.76 0.17:0.00035 0.43:0.5 0.21:0.02 0.3:0.06
iOS 0.04:0.145 0.055:0.11 0.017:0.05 0.074:0.08 0.035:0.11 0.078:0.5

测试结果为C#:Lua. 环境不同会略有差异。可用数字倍率做参考
PC: Intel(R) Core(TM) i5-4590 CPU@3.3GHz + 8GB + 64 位win7 + Unity5.4.5p4
Android: 中兴nubia z9 max(NX512J) + Adnroid5.0.2
iOS(il2cpp): IPhone6 Plus
按照1.0.7.355版本更新了测试数据, u5相对u4, 安卓上c#有了不小的提升

Examples

参考包内1-24例子

About Lua

win, android ios using luajit2.1-beta3. macos using luac5.1.5(for u5.x). 注意iOS未编译模拟器库,请用真机测试