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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using LuaInterface;
- //此类为测试用例类,正式发布不会执行
- public class TestLuaTableConf : SingletonMono<TestLuaTableConf>
- {
- public bool noDo = true;
- public void ParseLuaTableConf(LuaTable luaTable_)
- {
- LuaTable luaTable = luaTable_;
- LuaTable lt = (LuaTable)luaTable["Actor"];
- LuaTable lt1 = (LuaTable)luaTable["Building"];
- //第一种方式的解析
- for (int i = 1; i <= lt.Length; ++i)
- {
- LuaTable ltt = (LuaTable)lt[i];
- //string str1 = ltt["id"].ToString();
- //string str2 = ltt["pos"].ToString();
- //string str3 = ltt["dir"].ToString();
- //Vector3 vec1 = RYZUtil.ConverVector3Float(str2);
- //Vector3 vec2 = RYZUtil.ConverVector3Int(str3);
- //DebugHelper.Log(vec1);
- //DebugHelper.Log(vec2);
- }
- //第二种方式的解析
- for (int i = 1; i <= lt1.Length; ++i)
- {
- LuaTable ltt = (LuaTable)lt1[i];
- for (int j = 1; j <= ltt.Length; ++j)
- {
- //string str = ltt[j].ToString();
- //DebugHelper.Log(str);
- }
- }
- //使用另外一种方式获取lua配置文件信息
- if (noDo)
- {
- noDo = false;
- Test();
- }
-
- }
- public void Test()
- {
- //LuaTable luaTable = LuaUtil.GetLuaTable2Func("TestPreAsset");
- //if(luaTable != null)
- //{
- // ParseLuaTableConf(luaTable);
- //}
- }
- }
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